[Libreoffice-commits] core.git: Branch 'feature/fixes36' - vcl/opengl
László Németh
laszlo.nemeth at collabora.com
Tue Oct 25 11:25:21 UTC 2016
vcl/opengl/areaScaleFragmentShader.glsl | 144 ++++++++++++++++++++------------
1 file changed, 94 insertions(+), 50 deletions(-)
New commits:
commit c7e71eb50dbefe505823f408709088c9eeb43c18
Author: László Németh <laszlo.nemeth at collabora.com>
Date: Tue Oct 25 12:56:02 2016 +0200
Revert "opengl: array-less area scale..." + process idles
This reverts commit a7801582728f7caffb1d50d516997066f579883f.
diff --git a/vcl/opengl/areaScaleFragmentShader.glsl b/vcl/opengl/areaScaleFragmentShader.glsl
index 714cb7d..c83c5e0 100644
--- a/vcl/opengl/areaScaleFragmentShader.glsl
+++ b/vcl/opengl/areaScaleFragmentShader.glsl
@@ -13,6 +13,8 @@ int min( int a, int b ) { return a < b ? a : b; }
float min( float a, float b ) { return a < b ? a : b; }
#endif
+/* TODO Use textureOffset for newest version of GLSL */
+
uniform sampler2D sampler;
uniform int swidth;
uniform int sheight;
@@ -32,76 +34,118 @@ varying vec2 mask_coord;
uniform sampler2D mask;
#endif
-float calculateContribution(float fLow, float fHigh, int value)
-{
- float start = max(0.0, fLow - value);
- float end = max(0.0, (value + 1) - fHigh);
- return (1.0 - start - end) / (fHigh - fLow);
-}
-
void main(void)
{
// Convert to pixel coordinates again.
- int dx = int(tex_coord.s * xdestconvert);
- int dy = int(tex_coord.t * ydestconvert);
+ int dx = int( tex_coord.s * xdestconvert );
+ int dy = int( tex_coord.t * ydestconvert );
+
+ // Note: These values are always the same for the same X (or Y),
+ // so they could be precalculated in C++ and passed to the shader,
+ // but GLSL has limits on the size of uniforms passed to it,
+ // so it'd need something like texture buffer objects from newer
+ // GLSL versions, and it seems the hassle is not really worth it.
+
+ // How much each column/row will contribute to the resulting pixel.
+ // assert( xscale <= 100 ); assert( yscale <= 100 );
+ float xratio[ 16 + 2 ];
+ float yratio[ 16 + 2 ];
+ // For finding the first and last source pixel.
+ int xpixel[ 16 + 2 ];
+ int ypixel[ 16 + 2 ];
+
+ int xpos = 0;
+ int ypos = 0;
// Compute the range of source pixels which will make up this destination pixel.
- float fsx1 = min(dx * xscale, float(swidth - 1));
- float fsx2 = min(fsx1 + xscale, float(swidth - 1));
-
- float fsy1 = min(dy * yscale, float(sheight - 1));
- float fsy2 = min(fsy1 + yscale, float(sheight - 1));
-
+ float fsx1 = dx * xscale;
+ float fsx2 = fsx1 + xscale;
// To whole pixel coordinates.
- int xstart = int(floor(fsx1));
- int xend = int(floor(fsx2));
+ int sx1 = int( ceil( fsx1 ) );
+ int sx2 = int( floor( fsx2 ) );
+ // Range checking.
+ sx2 = min( sx2, swidth - 1 );
+ sx1 = min( sx1, sx2 );
+
+ // How much one full column contributes to the resulting pixel.
+ float width = min( xscale, swidth - fsx1 );
+
+ if( sx1 - fsx1 > 0.001 )
+ { // The first column contributes only partially.
+ xpixel[ xpos ] = sx1 - 1;
+ xratio[ xpos ] = ( sx1 - fsx1 ) / width;
+ ++xpos;
+ }
+ for( int sx = sx1; sx < sx2; ++sx )
+ { // Columns that fully contribute to the resulting pixel.
+ xpixel[ xpos ] = sx;
+ xratio[ xpos ] = 1.0 / width;
+ ++xpos;
+ }
+ if( fsx2 - sx2 > 0.001 )
+ { // The last column contributes only partially.
+ xpixel[ xpos ] = sx2;
+ xratio[ xpos ] = min( min( fsx2 - sx2, 1.0 ) / width, 1.0 );
+ ++xpos;
+ }
- int ystart = int(floor(fsy1));
- int yend = int(floor(fsy2));
+ // The same for Y.
+ float fsy1 = dy * yscale;
+ float fsy2 = fsy1 + yscale;
+ int sy1 = int( ceil( fsy1 ) );
+ int sy2 = int( floor( fsy2 ) );
+ sy2 = min( sy2, sheight - 1 );
+ sy1 = min( sy1, sy2 );
-#ifdef ARRAY_BASED
- int posX = 0;
- float ratio[16];
+ float height = min( yscale, sheight - fsy1 );
- for (int x = xstart; x <= xend; ++x)
+ if( sy1 - fsy1 > 0.001 )
{
- float contributionX = calculateContribution(fsx1, fsx2, x);
- ratio[posX] = contributionX;
- posX++;
+ ypixel[ ypos ] = sy1 - 1;
+ yratio[ ypos ] = ( sy1 - fsy1 ) / height;
+ ++ypos;
+ }
+ for( int sy = sy1; sy < sy2; ++sy )
+ {
+ ypixel[ ypos ] = sy;
+ yratio[ ypos ] = 1.0 / height;
+ ++ypos;
+ }
+ if( fsy2 - sy2 > 0.001 )
+ {
+ ypixel[ ypos ] = sy2;
+ yratio[ ypos ] = min( min( fsy2 - sy2, 1.0 ) / height, 1.0 );
+ ++ypos;
}
-#endif
- vec4 sumAll = vec4(0.0, 0.0, 0.0, 0.0);
+ int xstart = xpixel[ 0 ];
+ int xend = xpixel[ xpos - 1 ];
+ int ystart = ypixel[ 0 ];
+ int yend = ypixel[ ypos - 1 ];
- for (int y = ystart; y <= yend; ++y)
- {
- vec4 sumX = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
-#ifdef ARRAY_BASED
- posX = 0;
-#endif
- for (int x = xstart; x <= xend; ++x)
+ ypos = 0;
+ for( int y = ystart; y <= yend; ++y, ++ypos )
+ {
+ vec4 tmp = vec4( 0.0, 0.0, 0.0, 0.0 );
+ xpos = 0;
+ for( int x = xstart; x <= xend; ++x, ++xpos )
{
-#ifdef ARRAY_BASED
- float contributionX = ratio[posX];
- posX++;
+ vec2 offset = vec2( x * xsrcconvert, y * ysrcconvert );
+#ifndef MASKED
+ tmp += texture2D( sampler, offset ) * xratio[ xpos ];
#else
- float contributionX = calculateContribution(fsx1, fsx2, x);
-#endif
- vec2 offset = vec2(x * xsrcconvert, y * ysrcconvert);
- vec4 texel = texture2D(sampler, offset);
-#ifdef MASKED
- texel.a = 1.0 - texture2D(mask, offset).r;
+ vec4 texel;
+ texel = texture2D( sampler, offset );
+ texel.a = 1.0 - texture2D( mask, offset ).r;
+ tmp += texel * xratio[ xpos ];
#endif
- sumX += texel * contributionX;
}
-
- float contributionY = calculateContribution(fsy1, fsy2, y);
-
- sumAll += sumX * contributionY;
+ sum += tmp * yratio[ ypos ];
}
- gl_FragColor = sumAll;
+ gl_FragColor = sum;
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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