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3  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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25 
26 #ifndef HEADLESS
27 
28 #include <jlong.h>
29 
30 #include "OGLBufImgOps.h"
31 #include "OGLContext.h"
32 #include "OGLRenderQueue.h"
33 #include "OGLSurfaceData.h"
34 #include "GraphicsPrimitiveMgr.h"
35 
36 /** Evaluates to true if the given bit is set on the local flags variable. */
37 #define IS_SET(flagbit) \
38     (((flags) & (flagbit)) != 0)
39 
40 /**************************** ConvolveOp support ****************************/
41 
42 /**
43  * The ConvolveOp shader is fairly straightforward.  For each texel in
44  * the source texture, the shader samples the MxN texels in the surrounding
45  * area, multiplies each by its corresponding kernel value, and then sums
46  * them all together to produce a single color result.  Finally, the
47  * resulting value is multiplied by the current OpenGL color, which contains
48  * the extra alpha value.
49  *
50  * Note that this shader source code includes some "holes" marked by "%s".
51  * This allows us to build different shader programs (e.g. one for
52  * 3x3, one for 5x5, and so on) simply by filling in these "holes" with
53  * a call to sprintf().  See the OGLBufImgOps_CreateConvolveProgram() method
54  * for more details.
55  *
56  * REMIND: Currently this shader (and the supporting code in the
57  *         EnableConvolveOp() method) only supports 3x3 and 5x5 filters.
58  *         Early shader-level hardware did not support non-constant sized
59  *         arrays but modern hardware should support them (although I
60  *         don't know of any simple way to find out, other than to compile
61  *         the shader at runtime and see if the drivers complain).
62  */
63 static const char *convolveShaderSource =
64     // maximum size supported by this shader
65     "const int MAX_KERNEL_SIZE = %s;"
66     // image to be convolved
67     "uniform sampler%s baseImage;"
68     // image edge limits:
69     //   imgEdge.xy = imgMin.xy (anything < will be treated as edge case)
70     //   imgEdge.zw = imgMax.xy (anything > will be treated as edge case)
71     "uniform vec4 imgEdge;"
72     // value for each location in the convolution kernel:
73     //   kernelVals[i].x = offsetX[i]
74     //   kernelVals[i].y = offsetY[i]
75     //   kernelVals[i].z = kernel[i]
76     "uniform vec3 kernelVals[MAX_KERNEL_SIZE];"
77     ""
78     "void main(void)"
79     "{"
80     "    int i;"
81     "    vec4 sum;"
82     ""
83     "    if (any(lessThan(gl_TexCoord[0].st, imgEdge.xy)) ||"
84     "        any(greaterThan(gl_TexCoord[0].st, imgEdge.zw)))"
85     "    {"
86              // (placeholder for edge condition code)
87     "        %s"
88     "    } else {"
89     "        sum = vec4(0.0);"
90     "        for (i = 0; i < MAX_KERNEL_SIZE; i++) {"
91     "            sum +="
92     "                kernelVals[i].z *"
93     "                texture%s(baseImage,"
94     "                          gl_TexCoord[0].st + kernelVals[i].xy);"
95     "        }"
96     "    }"
97     ""
98          // modulate with gl_Color in order to apply extra alpha
99     "    gl_FragColor = sum * gl_Color;"
100     "}";
101 
102 /**
103  * Flags that can be bitwise-or'ed together to control how the shader
104  * source code is generated.
105  */
106 #define CONVOLVE_RECT            (1 << 0)
107 #define CONVOLVE_EDGE_ZERO_FILL  (1 << 1)
108 #define CONVOLVE_5X5             (1 << 2)
109 
110 /**
111  * The handles to the ConvolveOp fragment program objects.  The index to
112  * the array should be a bitwise-or'ing of the CONVOLVE_* flags defined
113  * above.  Note that most applications will likely need to initialize one
114  * or two of these elements, so the array is usually sparsely populated.
115  */
116 static GLhandleARB convolvePrograms[8];
117 
118 /**
119  * The maximum kernel size supported by the ConvolveOp shader.
120  */
121 #define MAX_KERNEL_SIZE 25
122 
123 /**
124  * Compiles and links the ConvolveOp shader program.  If successful, this
125  * function returns a handle to the newly created shader program; otherwise
126  * returns 0.
127  */
128 static GLhandleARB
OGLBufImgOps_CreateConvolveProgram(jint flags)129 OGLBufImgOps_CreateConvolveProgram(jint flags)
130 {
131     GLhandleARB convolveProgram;
132     GLint loc;
133     char *kernelMax = IS_SET(CONVOLVE_5X5) ? "25" : "9";
134     char *target = IS_SET(CONVOLVE_RECT) ? "2DRect" : "2D";
135     char edge[100];
136     char finalSource[2000];
137 
138     J2dTraceLn1(J2D_TRACE_INFO,
139                 "OGLBufImgOps_CreateConvolveProgram: flags=%d",
140                 flags);
141 
142     if (IS_SET(CONVOLVE_EDGE_ZERO_FILL)) {
143         // EDGE_ZERO_FILL: fill in zero at the edges
144         sprintf(edge, "sum = vec4(0.0);");
145     } else {
146         // EDGE_NO_OP: use the source pixel color at the edges
147         sprintf(edge,
148                 "sum = texture%s(baseImage, gl_TexCoord[0].st);",
149                 target);
150     }
151 
152     // compose the final source code string from the various pieces
153     sprintf(finalSource, convolveShaderSource,
154             kernelMax, target, edge, target);
155 
156     convolveProgram = OGLContext_CreateFragmentProgram(finalSource);
157     if (convolveProgram == 0) {
158         J2dRlsTraceLn(J2D_TRACE_ERROR,
159             "OGLBufImgOps_CreateConvolveProgram: error creating program");
160         return 0;
161     }
162 
163     // "use" the program object temporarily so that we can set the uniforms
164     j2d_glUseProgramObjectARB(convolveProgram);
165 
166     // set the "uniform" texture unit binding
167     loc = j2d_glGetUniformLocationARB(convolveProgram, "baseImage");
168     j2d_glUniform1iARB(loc, 0); // texture unit 0
169 
170     // "unuse" the program object; it will be re-bound later as needed
171     j2d_glUseProgramObjectARB(0);
172 
173     return convolveProgram;
174 }
175 
176 void
OGLBufImgOps_EnableConvolveOp(OGLContext * oglc,jlong pSrcOps,jboolean edgeZeroFill,jint kernelWidth,jint kernelHeight,unsigned char * kernel)177 OGLBufImgOps_EnableConvolveOp(OGLContext *oglc, jlong pSrcOps,
178                               jboolean edgeZeroFill,
179                               jint kernelWidth, jint kernelHeight,
180                               unsigned char *kernel)
181 {
182     OGLSDOps *srcOps = (OGLSDOps *)jlong_to_ptr(pSrcOps);
183     jint kernelSize = kernelWidth * kernelHeight;
184     GLhandleARB convolveProgram;
185     GLfloat xoff, yoff;
186     GLfloat edgeX, edgeY, minX, minY, maxX, maxY;
187     GLfloat kernelVals[MAX_KERNEL_SIZE*3];
188     jint i, j, kIndex;
189     GLint loc;
190     jint flags = 0;
191 
192     J2dTraceLn2(J2D_TRACE_INFO,
193                 "OGLBufImgOps_EnableConvolveOp: kernelW=%d kernelH=%d",
194                 kernelWidth, kernelHeight);
195 
196     RETURN_IF_NULL(oglc);
197     RETURN_IF_NULL(srcOps);
198     RESET_PREVIOUS_OP();
199 
200     if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) {
201         flags |= CONVOLVE_RECT;
202 
203         // for GL_TEXTURE_RECTANGLE_ARB, texcoords are specified in the
204         // range [0,srcw] and [0,srch], so to achieve an x/y offset of
205         // exactly one pixel we simply use the value 1 here
206         xoff = 1.0f;
207         yoff = 1.0f;
208     } else {
209         // for GL_TEXTURE_2D, texcoords are specified in the range [0,1],
210         // so to achieve an x/y offset of approximately one pixel we have
211         // to normalize to that range here
212         xoff = 1.0f / srcOps->textureWidth;
213         yoff = 1.0f / srcOps->textureHeight;
214     }
215     if (edgeZeroFill) {
216         flags |= CONVOLVE_EDGE_ZERO_FILL;
217     }
218     if (kernelWidth == 5 && kernelHeight == 5) {
219         flags |= CONVOLVE_5X5;
220     }
221 
222     // locate/initialize the shader program for the given flags
223     if (convolvePrograms[flags] == 0) {
224         convolvePrograms[flags] = OGLBufImgOps_CreateConvolveProgram(flags);
225         if (convolvePrograms[flags] == 0) {
226             // shouldn't happen, but just in case...
227             return;
228         }
229     }
230     convolveProgram = convolvePrograms[flags];
231 
232     // enable the convolve shader
233     j2d_glUseProgramObjectARB(convolveProgram);
234 
235     // update the "uniform" image min/max values
236     edgeX = (kernelWidth/2) * xoff;
237     edgeY = (kernelHeight/2) * yoff;
238     minX = edgeX;
239     minY = edgeY;
240     if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) {
241         // texcoords are in the range [0,srcw] and [0,srch]
242         maxX = ((GLfloat)srcOps->width)  - edgeX;
243         maxY = ((GLfloat)srcOps->height) - edgeY;
244     } else {
245         // texcoords are in the range [0,1]
246         maxX = (((GLfloat)srcOps->width) / srcOps->textureWidth) - edgeX;
247         maxY = (((GLfloat)srcOps->height) / srcOps->textureHeight) - edgeY;
248     }
249     loc = j2d_glGetUniformLocationARB(convolveProgram, "imgEdge");
250     j2d_glUniform4fARB(loc, minX, minY, maxX, maxY);
251 
252     // update the "uniform" kernel offsets and values
253     loc = j2d_glGetUniformLocationARB(convolveProgram, "kernelVals");
254     kIndex = 0;
255     for (i = -kernelHeight/2; i < kernelHeight/2+1; i++) {
256         for (j = -kernelWidth/2; j < kernelWidth/2+1; j++) {
257             kernelVals[kIndex+0] = j*xoff;
258             kernelVals[kIndex+1] = i*yoff;
259             kernelVals[kIndex+2] = NEXT_FLOAT(kernel);
260             kIndex += 3;
261         }
262     }
263     j2d_glUniform3fvARB(loc, kernelSize, kernelVals);
264 }
265 
266 void
OGLBufImgOps_DisableConvolveOp(OGLContext * oglc)267 OGLBufImgOps_DisableConvolveOp(OGLContext *oglc)
268 {
269     J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_DisableConvolveOp");
270 
271     RETURN_IF_NULL(oglc);
272 
273     // disable the ConvolveOp shader
274     j2d_glUseProgramObjectARB(0);
275 }
276 
277 /**************************** RescaleOp support *****************************/
278 
279 /**
280  * The RescaleOp shader is one of the simplest possible.  Each fragment
281  * from the source image is multiplied by the user's scale factor and added
282  * to the user's offset value (these are component-wise operations).
283  * Finally, the resulting value is multiplied by the current OpenGL color,
284  * which contains the extra alpha value.
285  *
286  * The RescaleOp spec says that the operation is performed regardless of
287  * whether the source data is premultiplied or non-premultiplied.  This is
288  * a problem for the OpenGL pipeline in that a non-premultiplied
289  * BufferedImage will have already been converted into premultiplied
290  * when uploaded to an OpenGL texture.  Therefore, we have a special mode
291  * called RESCALE_NON_PREMULT (used only for source images that were
292  * originally non-premultiplied) that un-premultiplies the source color
293  * prior to the rescale operation, then re-premultiplies the resulting
294  * color before returning from the fragment shader.
295  *
296  * Note that this shader source code includes some "holes" marked by "%s".
297  * This allows us to build different shader programs (e.g. one for
298  * GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on)
299  * simply by filling in these "holes" with a call to sprintf().  See the
300  * OGLBufImgOps_CreateRescaleProgram() method for more details.
301  */
302 static const char *rescaleShaderSource =
303     // image to be rescaled
304     "uniform sampler%s baseImage;"
305     // vector containing scale factors
306     "uniform vec4 scaleFactors;"
307     // vector containing offsets
308     "uniform vec4 offsets;"
309     ""
310     "void main(void)"
311     "{"
312     "    vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);"
313          // (placeholder for un-premult code)
314     "    %s"
315          // rescale source value
316     "    vec4 result = (srcColor * scaleFactors) + offsets;"
317          // (placeholder for re-premult code)
318     "    %s"
319          // modulate with gl_Color in order to apply extra alpha
320     "    gl_FragColor = result * gl_Color;"
321     "}";
322 
323 /**
324  * Flags that can be bitwise-or'ed together to control how the shader
325  * source code is generated.
326  */
327 #define RESCALE_RECT        (1 << 0)
328 #define RESCALE_NON_PREMULT (1 << 1)
329 
330 /**
331  * The handles to the RescaleOp fragment program objects.  The index to
332  * the array should be a bitwise-or'ing of the RESCALE_* flags defined
333  * above.  Note that most applications will likely need to initialize one
334  * or two of these elements, so the array is usually sparsely populated.
335  */
336 static GLhandleARB rescalePrograms[4];
337 
338 /**
339  * Compiles and links the RescaleOp shader program.  If successful, this
340  * function returns a handle to the newly created shader program; otherwise
341  * returns 0.
342  */
343 static GLhandleARB
OGLBufImgOps_CreateRescaleProgram(jint flags)344 OGLBufImgOps_CreateRescaleProgram(jint flags)
345 {
346     GLhandleARB rescaleProgram;
347     GLint loc;
348     char *target = IS_SET(RESCALE_RECT) ? "2DRect" : "2D";
349     char *preRescale = "";
350     char *postRescale = "";
351     char finalSource[2000];
352 
353     J2dTraceLn1(J2D_TRACE_INFO,
354                 "OGLBufImgOps_CreateRescaleProgram: flags=%d",
355                 flags);
356 
357     if (IS_SET(RESCALE_NON_PREMULT)) {
358         preRescale  = "srcColor.rgb /= srcColor.a;";
359         postRescale = "result.rgb *= result.a;";
360     }
361 
362     // compose the final source code string from the various pieces
363     sprintf(finalSource, rescaleShaderSource,
364             target, target, preRescale, postRescale);
365 
366     rescaleProgram = OGLContext_CreateFragmentProgram(finalSource);
367     if (rescaleProgram == 0) {
368         J2dRlsTraceLn(J2D_TRACE_ERROR,
369             "OGLBufImgOps_CreateRescaleProgram: error creating program");
370         return 0;
371     }
372 
373     // "use" the program object temporarily so that we can set the uniforms
374     j2d_glUseProgramObjectARB(rescaleProgram);
375 
376     // set the "uniform" values
377     loc = j2d_glGetUniformLocationARB(rescaleProgram, "baseImage");
378     j2d_glUniform1iARB(loc, 0); // texture unit 0
379 
380     // "unuse" the program object; it will be re-bound later as needed
381     j2d_glUseProgramObjectARB(0);
382 
383     return rescaleProgram;
384 }
385 
386 void
OGLBufImgOps_EnableRescaleOp(OGLContext * oglc,jlong pSrcOps,jboolean nonPremult,unsigned char * scaleFactors,unsigned char * offsets)387 OGLBufImgOps_EnableRescaleOp(OGLContext *oglc, jlong pSrcOps,
388                              jboolean nonPremult,
389                              unsigned char *scaleFactors,
390                              unsigned char *offsets)
391 {
392     OGLSDOps *srcOps = (OGLSDOps *)jlong_to_ptr(pSrcOps);
393     GLhandleARB rescaleProgram;
394     GLint loc;
395     jint flags = 0;
396 
397     J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_EnableRescaleOp");
398 
399     RETURN_IF_NULL(oglc);
400     RETURN_IF_NULL(srcOps);
401     RESET_PREVIOUS_OP();
402 
403     // choose the appropriate shader, depending on the source texture target
404     if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) {
405         flags |= RESCALE_RECT;
406     }
407     if (nonPremult) {
408         flags |= RESCALE_NON_PREMULT;
409     }
410 
411     // locate/initialize the shader program for the given flags
412     if (rescalePrograms[flags] == 0) {
413         rescalePrograms[flags] = OGLBufImgOps_CreateRescaleProgram(flags);
414         if (rescalePrograms[flags] == 0) {
415             // shouldn't happen, but just in case...
416             return;
417         }
418     }
419     rescaleProgram = rescalePrograms[flags];
420 
421     // enable the rescale shader
422     j2d_glUseProgramObjectARB(rescaleProgram);
423 
424     // update the "uniform" scale factor values (note that the Java-level
425     // dispatching code always passes down 4 values here, regardless of
426     // the original source image type)
427     loc = j2d_glGetUniformLocationARB(rescaleProgram, "scaleFactors");
428     {
429         GLfloat sf1 = NEXT_FLOAT(scaleFactors);
430         GLfloat sf2 = NEXT_FLOAT(scaleFactors);
431         GLfloat sf3 = NEXT_FLOAT(scaleFactors);
432         GLfloat sf4 = NEXT_FLOAT(scaleFactors);
433         j2d_glUniform4fARB(loc, sf1, sf2, sf3, sf4);
434     }
435 
436     // update the "uniform" offset values (note that the Java-level
437     // dispatching code always passes down 4 values here, and that the
438     // offsets will have already been normalized to the range [0,1])
439     loc = j2d_glGetUniformLocationARB(rescaleProgram, "offsets");
440     {
441         GLfloat off1 = NEXT_FLOAT(offsets);
442         GLfloat off2 = NEXT_FLOAT(offsets);
443         GLfloat off3 = NEXT_FLOAT(offsets);
444         GLfloat off4 = NEXT_FLOAT(offsets);
445         j2d_glUniform4fARB(loc, off1, off2, off3, off4);
446     }
447 }
448 
449 void
OGLBufImgOps_DisableRescaleOp(OGLContext * oglc)450 OGLBufImgOps_DisableRescaleOp(OGLContext *oglc)
451 {
452     J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_DisableRescaleOp");
453 
454     RETURN_IF_NULL(oglc);
455 
456     // disable the RescaleOp shader
457     j2d_glUseProgramObjectARB(0);
458 }
459 
460 /**************************** LookupOp support ******************************/
461 
462 /**
463  * The LookupOp shader takes a fragment color (from the source texture) as
464  * input, subtracts the optional user offset value, and then uses the
465  * resulting value to index into the lookup table texture to provide
466  * a new color result.  Finally, the resulting value is multiplied by
467  * the current OpenGL color, which contains the extra alpha value.
468  *
469  * The lookup step requires 3 texture accesses (or 4, when alpha is included),
470  * which is somewhat unfortunate because it's not ideal from a performance
471  * standpoint, but that sort of thing is getting faster with newer hardware.
472  * In the 3-band case, we could consider using a three-dimensional texture
473  * and performing the lookup with a single texture access step.  We already
474  * use this approach in the LCD text shader, and it works well, but for the
475  * purposes of this LookupOp shader, it's probably overkill.  Also, there's
476  * a difference in that the LCD text shader only needs to populate the 3D LUT
477  * once, but here we would need to populate it on every invocation, which
478  * would likely be a waste of VRAM and CPU/GPU cycles.
479  *
480  * The LUT texture is currently hardcoded as 4 rows/bands, each containing
481  * 256 elements.  This means that we currently only support user-provided
482  * tables with no more than 256 elements in each band (this is checked at
483  * at the Java level).  If the user provides a table with less than 256
484  * elements per band, our shader will still work fine, but if elements are
485  * accessed with an index >= the size of the LUT, then the shader will simply
486  * produce undefined values.  Typically the user would provide an offset
487  * value that would prevent this from happening, but it's worth pointing out
488  * this fact because the software LookupOp implementation would usually
489  * throw an ArrayIndexOutOfBoundsException in this scenario (although it is
490  * not something demanded by the spec).
491  *
492  * The LookupOp spec says that the operation is performed regardless of
493  * whether the source data is premultiplied or non-premultiplied.  This is
494  * a problem for the OpenGL pipeline in that a non-premultiplied
495  * BufferedImage will have already been converted into premultiplied
496  * when uploaded to an OpenGL texture.  Therefore, we have a special mode
497  * called LOOKUP_NON_PREMULT (used only for source images that were
498  * originally non-premultiplied) that un-premultiplies the source color
499  * prior to the lookup operation, then re-premultiplies the resulting
500  * color before returning from the fragment shader.
501  *
502  * Note that this shader source code includes some "holes" marked by "%s".
503  * This allows us to build different shader programs (e.g. one for
504  * GL_TEXTURE_2D targets, one for GL_TEXTURE_RECTANGLE_ARB targets, and so on)
505  * simply by filling in these "holes" with a call to sprintf().  See the
506  * OGLBufImgOps_CreateLookupProgram() method for more details.
507  */
508 static const char *lookupShaderSource =
509     // source image (bound to texture unit 0)
510     "uniform sampler%s baseImage;"
511     // lookup table (bound to texture unit 1)
512     "uniform sampler2D lookupTable;"
513     // offset subtracted from source index prior to lookup step
514     "uniform vec4 offset;"
515     ""
516     "void main(void)"
517     "{"
518     "    vec4 srcColor = texture%s(baseImage, gl_TexCoord[0].st);"
519          // (placeholder for un-premult code)
520     "    %s"
521          // subtract offset from original index
522     "    vec4 srcIndex = srcColor - offset;"
523          // use source value as input to lookup table (note that
524          // "v" texcoords are hardcoded to hit texel centers of
525          // each row/band in texture)
526     "    vec4 result;"
527     "    result.r = texture2D(lookupTable, vec2(srcIndex.r, 0.125)).r;"
528     "    result.g = texture2D(lookupTable, vec2(srcIndex.g, 0.375)).r;"
529     "    result.b = texture2D(lookupTable, vec2(srcIndex.b, 0.625)).r;"
530          // (placeholder for alpha store code)
531     "    %s"
532          // (placeholder for re-premult code)
533     "    %s"
534          // modulate with gl_Color in order to apply extra alpha
535     "    gl_FragColor = result * gl_Color;"
536     "}";
537 
538 /**
539  * Flags that can be bitwise-or'ed together to control how the shader
540  * source code is generated.
541  */
542 #define LOOKUP_RECT          (1 << 0)
543 #define LOOKUP_USE_SRC_ALPHA (1 << 1)
544 #define LOOKUP_NON_PREMULT   (1 << 2)
545 
546 /**
547  * The handles to the LookupOp fragment program objects.  The index to
548  * the array should be a bitwise-or'ing of the LOOKUP_* flags defined
549  * above.  Note that most applications will likely need to initialize one
550  * or two of these elements, so the array is usually sparsely populated.
551  */
552 static GLhandleARB lookupPrograms[8];
553 
554 /**
555  * The handle to the lookup table texture object used by the shader.
556  */
557 static GLuint lutTextureID = 0;
558 
559 /**
560  * Compiles and links the LookupOp shader program.  If successful, this
561  * function returns a handle to the newly created shader program; otherwise
562  * returns 0.
563  */
564 static GLhandleARB
OGLBufImgOps_CreateLookupProgram(jint flags)565 OGLBufImgOps_CreateLookupProgram(jint flags)
566 {
567     GLhandleARB lookupProgram;
568     GLint loc;
569     char *target = IS_SET(LOOKUP_RECT) ? "2DRect" : "2D";
570     char *alpha;
571     char *preLookup = "";
572     char *postLookup = "";
573     char finalSource[2000];
574 
575     J2dTraceLn1(J2D_TRACE_INFO,
576                 "OGLBufImgOps_CreateLookupProgram: flags=%d",
577                 flags);
578 
579     if (IS_SET(LOOKUP_USE_SRC_ALPHA)) {
580         // when numComps is 1 or 3, the alpha is not looked up in the table;
581         // just keep the alpha from the source fragment
582         alpha = "result.a = srcColor.a;";
583     } else {
584         // when numComps is 4, the alpha is looked up in the table, just
585         // like the other color components from the source fragment
586         alpha =
587             "result.a = texture2D(lookupTable, vec2(srcIndex.a, 0.875)).r;";
588     }
589     if (IS_SET(LOOKUP_NON_PREMULT)) {
590         preLookup  = "srcColor.rgb /= srcColor.a;";
591         postLookup = "result.rgb *= result.a;";
592     }
593 
594     // compose the final source code string from the various pieces
595     sprintf(finalSource, lookupShaderSource,
596             target, target, preLookup, alpha, postLookup);
597 
598     lookupProgram = OGLContext_CreateFragmentProgram(finalSource);
599     if (lookupProgram == 0) {
600         J2dRlsTraceLn(J2D_TRACE_ERROR,
601             "OGLBufImgOps_CreateLookupProgram: error creating program");
602         return 0;
603     }
604 
605     // "use" the program object temporarily so that we can set the uniforms
606     j2d_glUseProgramObjectARB(lookupProgram);
607 
608     // set the "uniform" values
609     loc = j2d_glGetUniformLocationARB(lookupProgram, "baseImage");
610     j2d_glUniform1iARB(loc, 0); // texture unit 0
611     loc = j2d_glGetUniformLocationARB(lookupProgram, "lookupTable");
612     j2d_glUniform1iARB(loc, 1); // texture unit 1
613 
614     // "unuse" the program object; it will be re-bound later as needed
615     j2d_glUseProgramObjectARB(0);
616 
617     return lookupProgram;
618 }
619 
620 void
OGLBufImgOps_EnableLookupOp(OGLContext * oglc,jlong pSrcOps,jboolean nonPremult,jboolean shortData,jint numBands,jint bandLength,jint offset,void * tableValues)621 OGLBufImgOps_EnableLookupOp(OGLContext *oglc, jlong pSrcOps,
622                             jboolean nonPremult, jboolean shortData,
623                             jint numBands, jint bandLength, jint offset,
624                             void *tableValues)
625 {
626     OGLSDOps *srcOps = (OGLSDOps *)jlong_to_ptr(pSrcOps);
627     int bytesPerElem = (shortData ? 2 : 1);
628     GLhandleARB lookupProgram;
629     GLfloat foff;
630     GLint loc;
631     void *bands[4];
632     int i;
633     jint flags = 0;
634 
635     J2dTraceLn4(J2D_TRACE_INFO,
636                 "OGLBufImgOps_EnableLookupOp: short=%d num=%d len=%d off=%d",
637                 shortData, numBands, bandLength, offset);
638 
639     for (i = 0; i < 4; i++) {
640         bands[i] = NULL;
641     }
642     RETURN_IF_NULL(oglc);
643     RETURN_IF_NULL(srcOps);
644     RESET_PREVIOUS_OP();
645 
646     // choose the appropriate shader, depending on the source texture target
647     // and the number of bands involved
648     if (srcOps->textureTarget == GL_TEXTURE_RECTANGLE_ARB) {
649         flags |= LOOKUP_RECT;
650     }
651     if (numBands != 4) {
652         flags |= LOOKUP_USE_SRC_ALPHA;
653     }
654     if (nonPremult) {
655         flags |= LOOKUP_NON_PREMULT;
656     }
657 
658     // locate/initialize the shader program for the given flags
659     if (lookupPrograms[flags] == 0) {
660         lookupPrograms[flags] = OGLBufImgOps_CreateLookupProgram(flags);
661         if (lookupPrograms[flags] == 0) {
662             // shouldn't happen, but just in case...
663             return;
664         }
665     }
666     lookupProgram = lookupPrograms[flags];
667 
668     // enable the lookup shader
669     j2d_glUseProgramObjectARB(lookupProgram);
670 
671     // update the "uniform" offset value
672     loc = j2d_glGetUniformLocationARB(lookupProgram, "offset");
673     foff = offset / 255.0f;
674     j2d_glUniform4fARB(loc, foff, foff, foff, foff);
675 
676     // bind the lookup table to texture unit 1 and enable texturing
677     j2d_glActiveTextureARB(GL_TEXTURE1_ARB);
678     if (lutTextureID == 0) {
679         /*
680          * Create the lookup table texture with 4 rows (one band per row)
681          * and 256 columns (one LUT band element per column) and with an
682          * internal format of 16-bit luminance values, which will be
683          * sufficient for either byte or short LUT data.  Note that the
684          * texture wrap mode will be set to the default of GL_CLAMP_TO_EDGE,
685          * which means that out-of-range index value will be clamped
686          * appropriately.
687          */
688         lutTextureID =
689             OGLContext_CreateBlitTexture(GL_LUMINANCE16, GL_LUMINANCE,
690                                          256, 4);
691         if (lutTextureID == 0) {
692             // should never happen, but just to be safe...
693             return;
694         }
695     }
696     j2d_glBindTexture(GL_TEXTURE_2D, lutTextureID);
697     j2d_glEnable(GL_TEXTURE_2D);
698 
699     // update the lookup table with the user-provided values
700     if (numBands == 1) {
701         // replicate the single band for R/G/B; alpha band is unused
702         for (i = 0; i < 3; i++) {
703             bands[i] = tableValues;
704         }
705         bands[3] = NULL;
706     } else if (numBands == 3) {
707         // user supplied band for each of R/G/B; alpha band is unused
708         for (i = 0; i < 3; i++) {
709             bands[i] = PtrAddBytes(tableValues, i*bandLength*bytesPerElem);
710         }
711         bands[3] = NULL;
712     } else if (numBands == 4) {
713         // user supplied band for each of R/G/B/A
714         for (i = 0; i < 4; i++) {
715             bands[i] = PtrAddBytes(tableValues, i*bandLength*bytesPerElem);
716         }
717     }
718 
719     // upload the bands one row at a time into our lookup table texture
720     for (i = 0; i < 4; i++) {
721         if (bands[i] == NULL) {
722             continue;
723         }
724         j2d_glTexSubImage2D(GL_TEXTURE_2D, 0,
725                             0, i, bandLength, 1,
726                             GL_LUMINANCE,
727                             shortData ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE,
728                             bands[i]);
729     }
730 
731     // restore texture unit 0 (the default) as the active one since
732     // the OGLBlitTextureToSurface() method is responsible for binding the
733     // source image texture, which will happen later
734     j2d_glActiveTextureARB(GL_TEXTURE0_ARB);
735 }
736 
737 void
OGLBufImgOps_DisableLookupOp(OGLContext * oglc)738 OGLBufImgOps_DisableLookupOp(OGLContext *oglc)
739 {
740     J2dTraceLn(J2D_TRACE_INFO, "OGLBufImgOps_DisableLookupOp");
741 
742     RETURN_IF_NULL(oglc);
743 
744     // disable the LookupOp shader
745     j2d_glUseProgramObjectARB(0);
746 
747     // disable the lookup table on texture unit 1
748     j2d_glActiveTextureARB(GL_TEXTURE1_ARB);
749     j2d_glDisable(GL_TEXTURE_2D);
750     j2d_glActiveTextureARB(GL_TEXTURE0_ARB);
751 }
752 
753 #endif /* !HEADLESS */
754