src/java.desktop/macosx/native/libawt_lwawt/java2d/metal/MTLBufImgOps.m
branchmetal-prototype-branch
changeset 57416 e153174dba06
child 57472 5c986f86899e
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/java.desktop/macosx/native/libawt_lwawt/java2d/metal/MTLBufImgOps.m	Fri Jun 21 12:08:37 2019 +0530
@@ -0,0 +1,369 @@
+/*
+ * 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 <jlong.h>
+
+#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
+    return NULL;
+}
+
+void
+MTLBufImgOps_EnableConvolveOp(MTLContext *mtlc, jlong pSrcOps,
+                              jboolean edgeZeroFill,
+                              jint kernelWidth, jint kernelHeight,
+                              unsigned char *kernel)
+{
+    //TODO
+}
+
+void
+MTLBufImgOps_DisableConvolveOp(MTLContext *mtlc)
+{
+    //TODO
+    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
+    return NULL;
+}
+
+void
+MTLBufImgOps_EnableRescaleOp(MTLContext *mtlc, jlong pSrcOps,
+                             jboolean nonPremult,
+                             unsigned char *scaleFactors,
+                             unsigned char *offsets)
+{
+    //TODO
+}
+
+void
+MTLBufImgOps_DisableRescaleOp(MTLContext *mtlc)
+{
+    //TODO
+    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
+
+    return NULL;
+}
+
+void
+MTLBufImgOps_EnableLookupOp(MTLContext *mtlc, jlong pSrcOps,
+                            jboolean nonPremult, jboolean shortData,
+                            jint numBands, jint bandLength, jint offset,
+                            void *tableValues)
+{
+    //TODO
+}
+
+void
+MTLBufImgOps_DisableLookupOp(MTLContext *mtlc)
+{
+    //TODO
+    J2dTraceLn(J2D_TRACE_INFO, "MTLBufImgOps_DisableLookupOp");
+}
+
+#endif /* !HEADLESS */