1/*
2 * Copyright (c) 2007, Oracle and/or its affiliates. All rights reserved.
3 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
4 *
5 * This code is free software; you can redistribute it and/or modify it
6 * under the terms of the GNU General Public License version 2 only, as
7 * published by the Free Software Foundation.  Oracle designates this
8 * particular file as subject to the "Classpath" exception as provided
9 * by Oracle in the LICENSE file that accompanied this code.
10 *
11 * This code is distributed in the hope that it will be useful, but WITHOUT
12 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
13 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
14 * version 2 for more details (a copy is included in the LICENSE file that
15 * accompanied this code).
16 *
17 * You should have received a copy of the GNU General Public License version
18 * 2 along with this work; if not, write to the Free Software Foundation,
19 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
20 *
21 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
22 * or visit www.oracle.com if you need additional information or have any
23 * questions.
24 */
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 */
63static 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 */
116static 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 */
128static GLhandleARB
129OGLBufImgOps_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
176void
177OGLBufImgOps_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
266void
267OGLBufImgOps_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 */
302static 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 */
336static 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 */
343static GLhandleARB
344OGLBufImgOps_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
386void
387OGLBufImgOps_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
449void
450OGLBufImgOps_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 */
508static 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 */
552static GLhandleARB lookupPrograms[8];
553
554/**
555 * The handle to the lookup table texture object used by the shader.
556 */
557static 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 */
564static GLhandleARB
565OGLBufImgOps_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
620void
621OGLBufImgOps_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
737void
738OGLBufImgOps_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