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authorMarco Cecchetti <marco.cecchetti@collabora.com>2015-08-26 13:50:57 +0200
committerMichael Meeks <michael.meeks@collabora.com>2015-09-01 16:28:45 +0100
commitebb0dc14547e698d7b53005178063da72d48f075 (patch)
tree8cf95d717f32672dc8e6ecf9f6b743227ada889f /vcl/opengl
parent7cc4cdc5ef6dff279e072af725c2d7fc1e5da0e8 (diff)
Added support for computing 64-bit checksum of bitmap in OpenGL
Added a C++ and a GLSL implementation of a 64-bit CRC algorithm. Changed hardcoded checksum value in ooxmlimport unit test (testN777345). Change-Id: I16bb985a14866775efda49e21fe033ff64645896
Diffstat (limited to 'vcl/opengl')
-rw-r--r--vcl/opengl/areaHashCRC64TFragmentShader.glsl87
-rw-r--r--vcl/opengl/program.cxx2
-rw-r--r--vcl/opengl/salbmp.cxx90
3 files changed, 178 insertions, 1 deletions
diff --git a/vcl/opengl/areaHashCRC64TFragmentShader.glsl b/vcl/opengl/areaHashCRC64TFragmentShader.glsl
new file mode 100644
index 000000000000..901b481d8081
--- /dev/null
+++ b/vcl/opengl/areaHashCRC64TFragmentShader.glsl
@@ -0,0 +1,87 @@
+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/.
+ */
+
+/* TODO Use textureOffset for newest version of GLSL */
+
+
+#version 130
+
+uniform sampler2D crc_table;
+uniform sampler2D sampler;
+uniform float xstep;
+uniform float ystep;
+
+varying vec2 tex_coord;
+
+const int scale = 4;
+const float ratio = 16.0;
+
+
+ivec2 crc64( ivec2 hval, int color )
+{
+ int dx = 2 * ((hval[0] ^ color) & 0xff);
+ float s = dx / 255.0;
+ vec4 table_value_lo = round(texture2D( crc_table, vec2( s, 0.0 ) ) * 255.0);
+ s = (dx+1) / 255.0;
+ vec4 table_value_hi = round(texture2D( crc_table, vec2( s, 0.0 ) ) * 255.0);
+
+ int tvalue_lo = int(table_value_lo[0]) | (int(table_value_lo[1]) << 8) | (int(table_value_lo[2]) << 16) | (int(table_value_lo[3]) << 24);
+ int tvalue_hi = int(table_value_hi[0]) | (int(table_value_hi[1]) << 8) | (int(table_value_hi[2]) << 16) | (int(table_value_hi[3]) << 24);
+
+ hval[1] = tvalue_hi ^ (hval[1] >> 8);
+ hval[0] = tvalue_lo ^ ( (hval[1] << 24) | (hval[0] >> 8) );
+
+ return hval;
+}
+
+
+void main(void)
+{
+ ivec2 Crc = ivec2( 0xffffffff, 0xffffffff );
+ vec2 offset = vec2( 0.0, 0.0 );
+ vec2 next_coord = tex_coord.st;
+ for( int y = 0; y < scale && next_coord.y <= 1.0; ++y )
+ {
+ for( int x = 0; x < scale && next_coord.x <= 1.0; ++x )
+ {
+ vec4 pixel = round(texture2D( sampler, next_coord ) * 255.0);
+
+ int r = int(pixel.r); // 0..255
+ int g = int(pixel.g); // 0..255
+ int b = int(pixel.b); // 0..255
+ int a = int(pixel.a); // 0..255
+
+ Crc = crc64( Crc, r );
+ Crc = crc64( Crc, g );
+ Crc = crc64( Crc, b );
+ Crc = crc64( Crc, a );
+
+ offset.x += xstep;
+ next_coord = tex_coord.st + offset;
+ }
+ offset.y += ystep;
+ offset.x = 0.0;
+ next_coord = tex_coord.st + offset;
+ }
+
+ Crc[0] = ~Crc[0];
+ Crc[1] = ~Crc[1];
+
+ int Hash = Crc[0] ^ Crc[1];
+
+ float fr = ( Hash & 0xff) / 255.0;
+ float fg = ((Hash >> 8) & 0xff) / 255.0;
+ float fb = ((Hash >> 16) & 0xff) / 255.0;
+ float fa = ((Hash >> 24) & 0xff) / 255.0;
+
+
+ gl_FragColor = vec4(fr, fg, fb, fa);
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
diff --git a/vcl/opengl/program.cxx b/vcl/opengl/program.cxx
index b1d3cfe8291d..eec4e92bad98 100644
--- a/vcl/opengl/program.cxx
+++ b/vcl/opengl/program.cxx
@@ -276,7 +276,7 @@ void OpenGLProgram::SetBlendMode( GLenum nSFactor, GLenum nDFactor )
mbBlending = true;
}
-bool OpenGLProgram::DrawTexture( OpenGLTexture& rTexture )
+bool OpenGLProgram::DrawTexture( const OpenGLTexture& rTexture )
{
if (!rTexture)
return false;
diff --git a/vcl/opengl/salbmp.cxx b/vcl/opengl/salbmp.cxx
index d6e51d9bfd72..8ab721e25f6c 100644
--- a/vcl/opengl/salbmp.cxx
+++ b/vcl/opengl/salbmp.cxx
@@ -31,6 +31,7 @@
#include "opengl/program.hxx"
#include "opengl/salbmp.hxx"
+#include "../inc/checksum.hxx"
#include "opengl/FixedTextureAtlas.hxx"
namespace
@@ -508,6 +509,94 @@ sal_uInt16 OpenGLSalBitmap::GetBitCount() const
return mnBits;
}
+bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType& rChecksum) const
+{
+ OUString FragShader("areaHashCRC64TFragmentShader");
+
+ static const OpenGLTexture aCRCTableTexture(512, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+ (sal_uInt8*)(vcl_crc64Table));
+
+ // First Pass
+
+ int nWidth = rInputTexture.GetWidth();
+ int nHeight = rInputTexture.GetHeight();
+
+ OpenGLProgram* pProgram = mpContext->UseProgram("textureVertexShader", FragShader);
+ if (pProgram == 0)
+ return false;
+
+ int nNewWidth = ceil( nWidth / 4.0 );
+ int nNewHeight = ceil( nHeight / 4.0 );
+
+ OpenGLTexture aFirstPassTexture = OpenGLTexture(nNewWidth, nNewHeight);
+ OpenGLFramebuffer* pFramebuffer = mpContext->AcquireFramebuffer(aFirstPassTexture);
+
+ pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
+ pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
+
+ pProgram->SetTexture("crc_table", (OpenGLTexture&)(aCRCTableTexture));
+ pProgram->SetTexture("sampler", rInputTexture);
+ pProgram->DrawTexture(rInputTexture);
+ pProgram->Clean();
+
+ OpenGLContext::ReleaseFramebuffer(pFramebuffer);
+
+ CHECK_GL_ERROR();
+
+
+ // Second Pass
+
+ nWidth = aFirstPassTexture.GetWidth();
+ nHeight = aFirstPassTexture.GetHeight();
+
+ pProgram = mpContext->UseProgram("textureVertexShader", FragShader);
+ if (pProgram == 0)
+ return false;
+
+ nNewWidth = ceil( nWidth / 4.0 );
+ nNewHeight = ceil( nHeight / 4.0 );
+
+ OpenGLTexture aSecondPassTexture = OpenGLTexture(nNewWidth, nNewHeight);
+ pFramebuffer = mpContext->AcquireFramebuffer(aSecondPassTexture);
+
+ pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
+ pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
+
+ pProgram->SetTexture("crc_table", (OpenGLTexture&)(aCRCTableTexture));
+ pProgram->SetTexture("sampler", aFirstPassTexture);
+ pProgram->DrawTexture(aFirstPassTexture);
+ pProgram->Clean();
+
+ OpenGLContext::ReleaseFramebuffer(pFramebuffer);
+
+ CHECK_GL_ERROR();
+
+ // Final CRC on CPU
+ OpenGLTexture& aFinalTexture = aSecondPassTexture;
+ std::vector<sal_uInt8> aBuf( aFinalTexture.GetWidth() * aFinalTexture.GetHeight() * 4 );
+ aFinalTexture.Read(GL_RGBA, GL_UNSIGNED_BYTE, aBuf.data());
+
+ ChecksumType nCrc = vcl_crc64(0, aBuf.data(), aBuf.size());
+
+ rChecksum = nCrc;
+ return true;
+}
+
+void OpenGLSalBitmap::updateChecksum() const
+{
+ if (mbChecksumValid)
+ return;
+
+ OpenGLSalBitmap* pThis = const_cast<OpenGLSalBitmap*>(this);
+
+ if (!mpContext)
+ {
+ pThis->CreateTexture();
+ }
+
+ pThis->mbChecksumValid = calcChecksumGL(pThis->maTexture, pThis->maChecksum);
+}
+
OpenGLContext* OpenGLSalBitmap::GetBitmapContext()
{
return ImplGetDefaultWindow()->GetGraphics()->GetOpenGLContext();
@@ -581,6 +670,7 @@ void OpenGLSalBitmap::ReleaseBuffer( BitmapBuffer* pBuffer, BitmapAccessMode nMo
{
maTexture = OpenGLTexture();
mbDirtyTexture = true;
+ mbChecksumValid = false;
}
// The palette is modified on read during the BitmapWriteAccess,
// but of course, often it is not modified; interesting.