--- /dev/null 2019-03-05 14:31:15.000000000 +0300 +++ new/src/java.desktop/macosx/native/libawt_lwawt/java2d/metal/MTLBufImgOps.m 2019-03-05 14:31:15.000000000 +0300 @@ -0,0 +1,378 @@ +/* + * Copyright (c) 2019, Oracle and/or its affiliates. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Oracle designates this + * particular file as subject to the "Classpath" exception as provided + * by Oracle in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA + * or visit www.oracle.com if you need additional information or have any + * questions. + */ + +#ifndef HEADLESS + +#include + +#include "MTLBufImgOps.h" +#include "MTLContext.h" +#include "MTLRenderQueue.h" +#include "MTLSurfaceDataBase.h" +#include "GraphicsPrimitiveMgr.h" + +/** Evaluates to true if the given bit is set on the local flags variable. */ +#define IS_SET(flagbit) \ + (((flags) & (flagbit)) != 0) + +/**************************** ConvolveOp support ****************************/ + +/** + * The ConvolveOp shader is fairly straightforward. For each texel in + * the source texture, the shader samples the MxN texels in the surrounding + * area, multiplies each by its corresponding kernel value, and then sums + * them all together to produce a single color result. Finally, the + * resulting value is multiplied by the current OpenGL color, which contains + * the extra alpha value. + * + * Note that this shader source code includes some "holes" marked by "%s". + * This allows us to build different shader programs (e.g. one for + * 3x3, one for 5x5, and so on) simply by filling in these "holes" with + * a call to sprintf(). See the MTLBufImgOps_CreateConvolveProgram() method + * for more details. + * + * REMIND: Currently this shader (and the supporting code in the + * EnableConvolveOp() method) only supports 3x3 and 5x5 filters. + * Early shader-level hardware did not support non-constant sized + * arrays but modern hardware should support them (although I + * don't know of any simple way to find out, other than to compile + * the shader at runtime and see if the drivers complain). + */ +static const char *convolveShaderSource = + // maximum size supported by this shader + "const int MAX_KERNEL_SIZE = %s;" + // image to be convolved + "uniform sampler%s baseImage;" + // image edge limits: + // imgEdge.xy = imgMin.xy (anything < will be treated as edge case) + // imgEdge.zw = imgMax.xy (anything > will be treated as edge case) + "uniform vec4 imgEdge;" + // value for each location in the convolution kernel: + // kernelVals[i].x = offsetX[i] + // kernelVals[i].y = offsetY[i] + // kernelVals[i].z = kernel[i] + "uniform vec3 kernelVals[MAX_KERNEL_SIZE];" + "" + "void main(void)" + "{" + " int i;" + " vec4 sum;" + "" + " if (any(lessThan(gl_TexCoord[0].st, imgEdge.xy)) ||" + " any(greaterThan(gl_TexCoord[0].st, imgEdge.zw)))" + " {" + // (placeholder for edge condition code) + " %s" + " } else {" + " sum = vec4(0.0);" + " for (i = 0; i < MAX_KERNEL_SIZE; i++) {" + " sum +=" + " kernelVals[i].z *" + " texture%s(baseImage," + " gl_TexCoord[0].st + kernelVals[i].xy);" + " }" + " }" + "" + // modulate with gl_Color in order to apply extra alpha + " gl_FragColor = sum * gl_Color;" + "}"; + +/** + * Flags that can be bitwise-or'ed together to control how the shader + * source code is generated. + */ +#define CONVOLVE_RECT (1 << 0) +#define CONVOLVE_EDGE_ZERO_FILL (1 << 1) +#define CONVOLVE_5X5 (1 << 2) + +/** + * The handles to the ConvolveOp fragment program objects. The index to + * the array should be a bitwise-or'ing of the CONVOLVE_* flags defined + * above. Note that most applications will likely need to initialize one + * or two of these elements, so the array is usually sparsely populated. + */ +static GLhandleARB convolvePrograms[8]; + +/** + * The maximum kernel size supported by the ConvolveOp shader. + */ +#define MAX_KERNEL_SIZE 25 + +/** + * Compiles and links the ConvolveOp shader program. If successful, this + * function returns a handle to the newly created shader program; otherwise + * returns 0. + */ +static GLhandleARB +MTLBufImgOps_CreateConvolveProgram(jint flags) +{ + //TODO + J2dTraceNotImplPrimitive("MTLBufImgOps_CreateConvolveProgram"); + return NULL; +} + +void +MTLBufImgOps_EnableConvolveOp(MTLContext *mtlc, jlong pSrcOps, + jboolean edgeZeroFill, + jint kernelWidth, jint kernelHeight, + unsigned char *kernel) +{ + //TODO + J2dTraceNotImplPrimitive("MTLBufImgOps_EnableConvolveOp"); +} + +void +MTLBufImgOps_DisableConvolveOp(MTLContext *mtlc) +{ + //TODO + J2dTraceNotImplPrimitive("MTLBufImgOps_EnableConvolveOp"); + J2dTraceLn(J2D_TRACE_INFO, "MTLBufImgOps_DisableConvolveOp"); +} + +/**************************** RescaleOp support *****************************/ + +/** + * The RescaleOp shader is one of the simplest possible. Each fragment + * from the source image is multiplied by the user's scale factor and added + * to the user's offset value (these are component-wise operations). + * Finally, the resulting value is multiplied by the current OpenGL color, + * which contains the extra alpha value. + * + * The RescaleOp spec says that the operation is performed regardless of + * whether the source data is premultiplied or non-premultiplied. This is + * a problem for the OpenGL pipeline in that a non-premultiplied + * BufferedImage will have already been converted into premultiplied + * when uploaded to an OpenGL texture. Therefore, we have a special mode + * called RESCALE_NON_PREMULT (used only for source images that were + * originally non-premultiplied) that un-premultiplies the source color + * prior to the rescale operation, then re-premultiplies the resulting + * color before returning from the fragment shader. + * + * Note that this shader source code includes some "holes" marked by "%s". + * This allows us to build different shader programs (e.g. one for + * GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on) + * simply by filling in these "holes" with a call to sprintf(). See the + * MTLBufImgOps_CreateRescaleProgram() method for more details. + */ +static const char *rescaleShaderSource = + // image to be rescaled + "uniform sampler%s baseImage;" + // vector containing scale factors + "uniform vec4 scaleFactors;" + // vector containing offsets + "uniform vec4 offsets;" + "" + "void main(void)" + "{" + " vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);" + // (placeholder for un-premult code) + " %s" + // rescale source value + " vec4 result = (srcColor * scaleFactors) + offsets;" + // (placeholder for re-premult code) + " %s" + // modulate with gl_Color in order to apply extra alpha + " gl_FragColor = result * gl_Color;" + "}"; + +/** + * Flags that can be bitwise-or'ed together to control how the shader + * source code is generated. + */ +#define RESCALE_RECT (1 << 0) +#define RESCALE_NON_PREMULT (1 << 1) + +/** + * The handles to the RescaleOp fragment program objects. The index to + * the array should be a bitwise-or'ing of the RESCALE_* flags defined + * above. Note that most applications will likely need to initialize one + * or two of these elements, so the array is usually sparsely populated. + */ +static GLhandleARB rescalePrograms[4]; + +/** + * Compiles and links the RescaleOp shader program. If successful, this + * function returns a handle to the newly created shader program; otherwise + * returns 0. + */ +static GLhandleARB +MTLBufImgOps_CreateRescaleProgram(jint flags) +{ + //TODO + J2dTraceNotImplPrimitive("MTLBufImgOps_CreateRescaleProgram"); + return NULL; +} + +void +MTLBufImgOps_EnableRescaleOp(MTLContext *mtlc, jlong pSrcOps, + jboolean nonPremult, + unsigned char *scaleFactors, + unsigned char *offsets) +{ + //TODO + J2dTraceNotImplPrimitive("MTLBufImgOps_EnableRescaleOp"); +} + +void +MTLBufImgOps_DisableRescaleOp(MTLContext *mtlc) +{ + //TODO + J2dTraceNotImplPrimitive("MTLBufImgOps_DisableRescaleOp"); + J2dTraceLn(J2D_TRACE_INFO, "MTLBufImgOps_DisableRescaleOp"); + RETURN_IF_NULL(mtlc); +} + +/**************************** LookupOp support ******************************/ + +/** + * The LookupOp shader takes a fragment color (from the source texture) as + * input, subtracts the optional user offset value, and then uses the + * resulting value to index into the lookup table texture to provide + * a new color result. Finally, the resulting value is multiplied by + * the current OpenGL color, which contains the extra alpha value. + * + * The lookup step requires 3 texture accesses (or 4, when alpha is included), + * which is somewhat unfortunate because it's not ideal from a performance + * standpoint, but that sort of thing is getting faster with newer hardware. + * In the 3-band case, we could consider using a three-dimensional texture + * and performing the lookup with a single texture access step. We already + * use this approach in the LCD text shader, and it works well, but for the + * purposes of this LookupOp shader, it's probably overkill. Also, there's + * a difference in that the LCD text shader only needs to populate the 3D LUT + * once, but here we would need to populate it on every invocation, which + * would likely be a waste of VRAM and CPU/GPU cycles. + * + * The LUT texture is currently hardcoded as 4 rows/bands, each containing + * 256 elements. This means that we currently only support user-provided + * tables with no more than 256 elements in each band (this is checked at + * at the Java level). If the user provides a table with less than 256 + * elements per band, our shader will still work fine, but if elements are + * accessed with an index >= the size of the LUT, then the shader will simply + * produce undefined values. Typically the user would provide an offset + * value that would prevent this from happening, but it's worth pointing out + * this fact because the software LookupOp implementation would usually + * throw an ArrayIndexOutOfBoundsException in this scenario (although it is + * not something demanded by the spec). + * + * The LookupOp spec says that the operation is performed regardless of + * whether the source data is premultiplied or non-premultiplied. This is + * a problem for the OpenGL pipeline in that a non-premultiplied + * BufferedImage will have already been converted into premultiplied + * when uploaded to an OpenGL texture. Therefore, we have a special mode + * called LOOKUP_NON_PREMULT (used only for source images that were + * originally non-premultiplied) that un-premultiplies the source color + * prior to the lookup operation, then re-premultiplies the resulting + * color before returning from the fragment shader. + * + * Note that this shader source code includes some "holes" marked by "%s". + * This allows us to build different shader programs (e.g. one for + * GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on) + * simply by filling in these "holes" with a call to sprintf(). See the + * MTLBufImgOps_CreateLookupProgram() method for more details. + */ +static const char *lookupShaderSource = + // source image (bound to texture unit 0) + "uniform sampler%s baseImage;" + // lookup table (bound to texture unit 1) + "uniform sampler2D lookupTable;" + // offset subtracted from source index prior to lookup step + "uniform vec4 offset;" + "" + "void main(void)" + "{" + " vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);" + // (placeholder for un-premult code) + " %s" + // subtract offset from original index + " vec4 srcIndex = srcColor - offset;" + // use source value as input to lookup table (note that + // "v" texcoords are hardcoded to hit texel centers of + // each row/band in texture) + " vec4 result;" + " result.r = texture2D(lookupTable, vec2(srcIndex.r, 0.125)).r;" + " result.g = texture2D(lookupTable, vec2(srcIndex.g, 0.375)).r;" + " result.b = texture2D(lookupTable, vec2(srcIndex.b, 0.625)).r;" + // (placeholder for alpha store code) + " %s" + // (placeholder for re-premult code) + " %s" + // modulate with gl_Color in order to apply extra alpha + " gl_FragColor = result * gl_Color;" + "}"; + +/** + * Flags that can be bitwise-or'ed together to control how the shader + * source code is generated. + */ +#define LOOKUP_RECT (1 << 0) +#define LOOKUP_USE_SRC_ALPHA (1 << 1) +#define LOOKUP_NON_PREMULT (1 << 2) + +/** + * The handles to the LookupOp fragment program objects. The index to + * the array should be a bitwise-or'ing of the LOOKUP_* flags defined + * above. Note that most applications will likely need to initialize one + * or two of these elements, so the array is usually sparsely populated. + */ +static GLhandleARB lookupPrograms[8]; + +/** + * The handle to the lookup table texture object used by the shader. + */ +static GLuint lutTextureID = 0; + +/** + * Compiles and links the LookupOp shader program. If successful, this + * function returns a handle to the newly created shader program; otherwise + * returns 0. + */ +static GLhandleARB +MTLBufImgOps_CreateLookupProgram(jint flags) +{ + //TODO + J2dTraceNotImplPrimitive("MTLBufImgOps_CreateLookupProgram"); + + return NULL; +} + +void +MTLBufImgOps_EnableLookupOp(MTLContext *mtlc, jlong pSrcOps, + jboolean nonPremult, jboolean shortData, + jint numBands, jint bandLength, jint offset, + void *tableValues) +{ + //TODO + J2dTraceNotImplPrimitive("MTLBufImgOps_EnableLookupOp"); +} + +void +MTLBufImgOps_DisableLookupOp(MTLContext *mtlc) +{ + //TODO + J2dTraceNotImplPrimitive("MTLBufImgOps_DisableLookupOp"); + J2dTraceLn(J2D_TRACE_INFO, "MTLBufImgOps_DisableLookupOp"); +} + +#endif /* !HEADLESS */