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/* -*- 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/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#include <sal/config.h>
#include <vcl/opengl/OpenGLHelper.hxx>
#include "vcl/bitmap.hxx"
#include "vcl/outdev.hxx"
#include "vcl/salbtype.hxx"
#include "svdata.hxx"
#include "salgdi.hxx"
#include "opengl/program.hxx"
#include "opengl/salbmp.hxx"
static bool isValidBitCount( sal_uInt16 nBitCount )
{
return (nBitCount == 1) || (nBitCount == 4) || (nBitCount == 8) || (nBitCount == 16) || (nBitCount == 24) || (nBitCount == 32);
}
OpenGLSalBitmap::OpenGLSalBitmap()
: mpContext(NULL)
, mbDirtyTexture(true)
, mnBits(0)
, mnBytesPerRow(0)
, mnWidth(0)
, mnHeight(0)
, mnBufWidth(0)
, mnBufHeight(0)
{
}
OpenGLSalBitmap::~OpenGLSalBitmap()
{
Destroy();
SAL_INFO( "vcl.opengl", "~OpenGLSalBitmap" );
}
bool OpenGLSalBitmap::Create( const OpenGLTexture& rTex, long nX, long nY, long nWidth, long nHeight )
{
static const BitmapPalette aEmptyPalette;
Destroy();
SAL_INFO( "vcl.opengl", "OpenGLSalBitmap::Create from FBO: [" << nX << ", " << nY << "] " << nWidth << "x" << nHeight );
mnWidth = nWidth;
mnHeight = nHeight;
mnBufWidth = 0;
mnBufHeight = 0;
// TODO Check the framebuffer configuration
mnBits = 32;
maPalette = aEmptyPalette;
if( rTex )
maTexture = OpenGLTexture( rTex, nX, nY, nWidth, nHeight );
else
maTexture = OpenGLTexture( nX, nY, nWidth, nHeight );
mbDirtyTexture = false;
SAL_INFO( "vcl.opengl", "Created texture " << maTexture.Id() );
return true;
}
bool OpenGLSalBitmap::Create( const Size& rSize, sal_uInt16 nBits, const BitmapPalette& rBitmapPalette )
{
Destroy();
SAL_INFO( "vcl.opengl", "OpenGLSalBitmap::Create with size: " << rSize );
if( !isValidBitCount( nBits ) )
return false;
maPalette = rBitmapPalette;
mnBits = nBits;
mnWidth = mnBufWidth = rSize.Width();
mnHeight = mnBufHeight = rSize.Height();
return false;
}
bool OpenGLSalBitmap::Create( const SalBitmap& rSalBmp )
{
return Create( rSalBmp, rSalBmp.GetBitCount() );
}
bool OpenGLSalBitmap::Create( const SalBitmap& rSalBmp, SalGraphics* pGraphics )
{
return Create( rSalBmp, pGraphics ? pGraphics->GetBitCount() : rSalBmp.GetBitCount() );
}
bool OpenGLSalBitmap::Create( const SalBitmap& rSalBmp, sal_uInt16 nNewBitCount )
{
// check that carefully only in the debug mode
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBmp));
const OpenGLSalBitmap& rSourceBitmap = static_cast<const OpenGLSalBitmap&>(rSalBmp);
SAL_INFO( "vcl.opengl", "OpenGLSalBitmap::Create from BMP: " << rSourceBitmap.mnWidth << "x" << rSourceBitmap.mnHeight );
if( isValidBitCount( nNewBitCount ) )
{
// TODO: lfrb: What about the pending operations?!
mnBits = nNewBitCount;
mnBytesPerRow = rSourceBitmap.mnBytesPerRow;
mnWidth = rSourceBitmap.mnWidth;
mnHeight = rSourceBitmap.mnHeight;
mnBufWidth = rSourceBitmap.mnBufWidth;
mnBufHeight = rSourceBitmap.mnBufHeight;
maPalette = rSourceBitmap.maPalette;
// execute any pending operations on the source bitmap
maTexture = rSourceBitmap.GetTexture();
mbDirtyTexture = false;
maUserBuffer = rSourceBitmap.maUserBuffer;
// TODO Copy buffer data if the bitcount and palette are the same
return true;
}
return false;
}
bool OpenGLSalBitmap::Create( const ::com::sun::star::uno::Reference< ::com::sun::star::rendering::XBitmapCanvas >& /*xBitmapCanvas*/, Size& /*rSize*/, bool /*bMask*/ )
{
// TODO Is this method needed?
return false;
}
OpenGLTexture& OpenGLSalBitmap::GetTexture() const
{
OpenGLSalBitmap* pThis = const_cast<OpenGLSalBitmap*>(this);
if( !maTexture || mbDirtyTexture )
pThis->CreateTexture();
else if( !maPendingOps.empty() )
pThis->ExecuteOperations();
SAL_INFO( "vcl.opengl", "Got texture " << maTexture.Id() );
return pThis->maTexture;
}
void OpenGLSalBitmap::Destroy()
{
SAL_INFO( "vcl.opengl", "Destroy OpenGLSalBitmap" );
maPendingOps.clear();
maTexture = OpenGLTexture();
maUserBuffer.reset();
}
bool OpenGLSalBitmap::AllocateUserData()
{
SAL_INFO( "vcl.opengl", "OpenGLSalBitmap::AllocateUserData" );
if( mnWidth && mnHeight )
{
mnBytesPerRow = 0;
switch( mnBits )
{
case 1: mnBytesPerRow = (mnWidth + 7) >> 3; break;
case 4: mnBytesPerRow = (mnWidth + 1) >> 1; break;
case 8: mnBytesPerRow = mnWidth; break;
case 16: mnBytesPerRow = mnWidth << 1; break;
case 24: mnBytesPerRow = (mnWidth << 1) + mnWidth; break;
case 32: mnBytesPerRow = mnWidth << 2; break;
default:
OSL_FAIL("vcl::OpenGLSalBitmap::AllocateUserData(), illegal bitcount!");
}
}
bool alloc = false;
if (mnBytesPerRow != 0 && mnHeight &&
mnBytesPerRow <= std::numeric_limits<sal_uInt32>::max() / mnHeight)
{
try
{
maUserBuffer.reset( new sal_uInt8[static_cast<sal_uInt32>(mnBytesPerRow) * mnHeight] );
alloc = true;
}
catch (const std::bad_alloc &) {}
}
if (!alloc)
{
SAL_WARN("vcl.opengl", "bad alloc " << mnBytesPerRow << "x" << mnHeight);
maUserBuffer.reset( static_cast<sal_uInt8*>(NULL) );
mnBytesPerRow = 0;
}
#ifdef DBG_UTIL
else
{
for (size_t i = 0; i < size_t(mnBytesPerRow * mnHeight); i++)
maUserBuffer.get()[i] = (i & 0xFF);
}
#endif
return maUserBuffer.get() != 0;
}
namespace {
class ImplPixelFormat
{
protected:
sal_uInt8* mpData;
public:
static ImplPixelFormat* GetFormat( sal_uInt16 nBits, const BitmapPalette& rPalette );
virtual void StartLine( sal_uInt8* pLine ) { mpData = pLine; }
virtual const BitmapColor& ReadPixel() = 0;
virtual ~ImplPixelFormat() { }
};
class ImplPixelFormat8 : public ImplPixelFormat
{
private:
const BitmapPalette& mrPalette;
public:
explicit ImplPixelFormat8( const BitmapPalette& rPalette )
: mrPalette( rPalette )
{
}
virtual const BitmapColor& ReadPixel() SAL_OVERRIDE
{
assert( mrPalette.GetEntryCount() > *mpData );
return mrPalette[ *mpData++ ];
}
};
class ImplPixelFormat4 : public ImplPixelFormat
{
private:
const BitmapPalette& mrPalette;
sal_uInt32 mnX;
sal_uInt32 mnShift;
public:
explicit ImplPixelFormat4( const BitmapPalette& rPalette )
: mrPalette( rPalette )
, mnX(0)
, mnShift(4)
{
}
virtual void StartLine( sal_uInt8* pLine ) SAL_OVERRIDE
{
mpData = pLine;
mnX = 0;
mnShift = 4;
}
virtual const BitmapColor& ReadPixel() SAL_OVERRIDE
{
sal_uInt32 nIdx = ( mpData[mnX >> 1] >> mnShift) & 0x0f;
assert( mrPalette.GetEntryCount() > nIdx );
const BitmapColor& rColor = mrPalette[nIdx];
mnX++;
mnShift ^= 4;
return rColor;
}
};
class ImplPixelFormat1 : public ImplPixelFormat
{
private:
const BitmapPalette& mrPalette;
sal_uInt32 mnX;
public:
explicit ImplPixelFormat1( const BitmapPalette& rPalette )
: mrPalette(rPalette)
, mnX(0)
{
}
virtual void StartLine( sal_uInt8* pLine ) SAL_OVERRIDE
{
mpData = pLine;
mnX = 0;
}
virtual const BitmapColor& ReadPixel() SAL_OVERRIDE
{
const BitmapColor& rColor = mrPalette[ (mpData[mnX >> 3 ] >> ( 7 - ( mnX & 7 ) )) & 1];
mnX++;
return rColor;
}
};
ImplPixelFormat* ImplPixelFormat::GetFormat( sal_uInt16 nBits, const BitmapPalette& rPalette )
{
switch( nBits )
{
case 1: return new ImplPixelFormat1( rPalette );
case 4: return new ImplPixelFormat4( rPalette );
case 8: return new ImplPixelFormat8( rPalette );
}
return 0;
}
}
Size OpenGLSalBitmap::GetSize() const
{
std::deque< OpenGLSalBitmapOp* >::const_iterator it = maPendingOps.begin();
Size aSize( mnWidth, mnHeight );
while( it != maPendingOps.end() )
(*it++)->GetSize( aSize );
return aSize;
}
void OpenGLSalBitmap::ExecuteOperations()
{
makeCurrent();
while( !maPendingOps.empty() )
{
OpenGLSalBitmapOp* pOp = maPendingOps.front();
pOp->Execute();
maPendingOps.pop_front();
}
}
GLuint OpenGLSalBitmap::CreateTexture()
{
SAL_INFO( "vcl.opengl", "::CreateTexture" );
GLenum nFormat = GL_RGBA;
GLenum nType = GL_UNSIGNED_BYTE;
sal_uInt8* pData( NULL );
bool bAllocated( false );
if( maUserBuffer.get() != 0 )
{
if( mnBits == 16 || mnBits == 24 || mnBits == 32 )
{
// no conversion needed for truecolor
pData = maUserBuffer.get();
switch( mnBits )
{
case 16: nFormat = GL_RGB;
nType = GL_UNSIGNED_SHORT_5_6_5;
break;
case 24: nFormat = GL_RGB;
nType = GL_UNSIGNED_BYTE;
break;
case 32: nFormat = GL_RGBA;
nType = GL_UNSIGNED_BYTE;
break;
}
}
else if( mnBits == 8 && maPalette.IsGreyPalette() )
{
// no conversion needed for grayscale
pData = maUserBuffer.get();
nFormat = GL_LUMINANCE;
nType = GL_UNSIGNED_BYTE;
}
else
{
// convert to 32 bits RGBA using palette
pData = new sal_uInt8[ mnBufHeight * (mnBufWidth << 2) ];
bAllocated = true;
nFormat = GL_RGBA;
nType = GL_UNSIGNED_BYTE;
ImplPixelFormat* pSrcFormat = ImplPixelFormat::GetFormat( mnBits, maPalette );
sal_uInt8* pSrcData = maUserBuffer.get();
sal_uInt8* pDstData = pData;
sal_uInt32 nY = mnBufHeight;
while( nY-- )
{
pSrcFormat->StartLine( pSrcData );
sal_uInt32 nX = mnBufWidth;
while( nX-- )
{
const BitmapColor& c = pSrcFormat->ReadPixel();
*pDstData++ = c.GetRed();
*pDstData++ = c.GetGreen();
*pDstData++ = c.GetBlue();
*pDstData++ = 255;
}
pSrcData += mnBytesPerRow;
}
}
}
makeCurrent();
maTexture = OpenGLTexture (mnBufWidth, mnBufHeight, nFormat, nType, pData );
SAL_INFO( "vcl.opengl", "Created texture " << maTexture.Id() );
if( bAllocated )
delete[] pData;
ExecuteOperations();
mbDirtyTexture = false;
CHECK_GL_ERROR();
return maTexture.Id();
}
bool OpenGLSalBitmap::ReadTexture()
{
sal_uInt8* pData = maUserBuffer.get();
GLenum nFormat = GL_RGBA;
GLenum nType = GL_UNSIGNED_BYTE;
SAL_INFO( "vcl.opengl", "::ReadTexture " << mnWidth << "x" << mnHeight );
if( pData == NULL )
return false;
if( mnBits == 16 || mnBits == 24 || mnBits == 32 )
{
// no conversion needed for truecolor
pData = maUserBuffer.get();
switch( mnBits )
{
case 16: nFormat = GL_RGB;
nType = GL_UNSIGNED_SHORT_5_6_5;
break;
case 24: nFormat = GL_RGB;
nType = GL_UNSIGNED_BYTE;
break;
case 32: nFormat = GL_RGBA;
nType = GL_UNSIGNED_BYTE;
break;
}
}
else
{
return false;
}
makeCurrent();
maTexture.Read( nFormat, nType, pData );
mnBufWidth = mnWidth;
mnBufHeight = mnHeight;
return true;
}
sal_uInt16 OpenGLSalBitmap::GetBitCount() const
{
return mnBits;
}
OpenGLContext* OpenGLSalBitmap::GetBitmapContext()
{
return ImplGetDefaultWindow()->GetGraphics()->GetOpenGLContext();
}
void OpenGLSalBitmap::makeCurrent()
{
ImplSVData* pSVData = ImplGetSVData();
// TODO: make sure we can really use the last used context
mpContext = pSVData->maGDIData.mpLastContext;
while( mpContext && !mpContext->isInitialized() )
mpContext = mpContext->mpPrevContext;
if( !mpContext )
mpContext = GetBitmapContext();
assert(mpContext && "Couldn't get an OpenGL context");
mpContext->makeCurrent();
}
BitmapBuffer* OpenGLSalBitmap::AcquireBuffer( BitmapAccessMode nMode )
{
if( nMode != BITMAP_INFO_ACCESS )
{
if( !maUserBuffer.get() )
{
if( !AllocateUserData() )
return NULL;
if( maTexture && !ReadTexture() )
return NULL;
}
if( !maPendingOps.empty() )
{
SAL_INFO( "vcl.opengl", "** Creating texture and reading it back immediately" );
if( !CreateTexture() || !AllocateUserData() || !ReadTexture() )
return NULL;
}
}
BitmapBuffer* pBuffer = new BitmapBuffer;
pBuffer->mnWidth = mnWidth;
pBuffer->mnHeight = mnHeight;
pBuffer->maPalette = maPalette;
pBuffer->mnScanlineSize = mnBytesPerRow;
pBuffer->mpBits = maUserBuffer.get();
pBuffer->mnBitCount = mnBits;
switch( mnBits )
{
case 1: pBuffer->mnFormat = BMP_FORMAT_1BIT_MSB_PAL; break;
case 4: pBuffer->mnFormat = BMP_FORMAT_4BIT_MSN_PAL; break;
case 8: pBuffer->mnFormat = BMP_FORMAT_8BIT_PAL; break;
case 16: pBuffer->mnFormat = BMP_FORMAT_16BIT_TC_MSB_MASK;
pBuffer->maColorMask = ColorMask( 0xf800, 0x07e0, 0x001f );
break;
case 24: pBuffer->mnFormat = BMP_FORMAT_24BIT_TC_RGB; break;
case 32: pBuffer->mnFormat = BMP_FORMAT_32BIT_TC_RGBA;
pBuffer->maColorMask = ColorMask( 0xff000000, 0x00ff0000, 0x0000ff00 );
break;
}
return pBuffer;
}
void OpenGLSalBitmap::ReleaseBuffer( BitmapBuffer* pBuffer, BitmapAccessMode nMode )
{
if( nMode == BITMAP_WRITE_ACCESS )
{
maTexture = OpenGLTexture();
mbDirtyTexture = true;
}
// The palette is modified on read during the BitmapWriteAccess,
// but of course, often it is not modified; interesting.
maPalette = pBuffer->maPalette;
// Are there any more ground movements underneath us ?
assert( pBuffer->mnWidth == mnWidth );
assert( pBuffer->mnHeight == mnHeight );
assert( pBuffer->mnBitCount == mnBits );
delete pBuffer;
}
bool OpenGLSalBitmap::GetSystemData( BitmapSystemData& /*rData*/ )
{
SAL_WARN( "vcl.opengl", "*** NOT IMPLEMENTED *** GetSystemData" );
#if 0
// TODO Implement for ANDROID/OSX/IOS/WIN32
X11SalBitmap rBitmap;
BitmapBuffer* pBuffer;
rBitmap.Create( GetSize(), mnBits, maPalette );
pBuffer = rBitmap.AcquireBuffer( false );
if( pBuffer == NULL )
return false;
if( !maUserBuffer.get() )
{
if( !AllocateUserData() || !ReadTexture() )
{
rBitmap.ReleaseBuffer( pBuffer, false );
return false;
}
}
// TODO Might be more efficient to add a static method to SalBitmap
// to get system data from a buffer
memcpy( pBuffer->mpBits, maUserBuffer.get(), mnBytesPerRow * mnHeight );
rBitmap.ReleaseBuffer( pBuffer, false );
return rBitmap.GetSystemData( rData );
#else
return false;
#endif
}
bool OpenGLSalBitmap::Crop( const Rectangle& /*rRectPixel*/ )
{
return false;
}
bool OpenGLSalBitmap::Erase( const ::Color& /*rFillColor*/ )
{
return false;
}
bool OpenGLSalBitmap::Replace( const Color& rSearchColor, const Color& rReplaceColor, sal_uLong nTol )
{
OpenGLFramebuffer* pFramebuffer;
OpenGLProgram* pProgram;
GetTexture();
makeCurrent();
pProgram = mpContext->UseProgram( "textureVertexShader",
"replaceColorFragmentShader" );
if( !pProgram )
return false;
OpenGLTexture aNewTex = OpenGLTexture( mnWidth, mnHeight );
pFramebuffer = mpContext->AcquireFramebuffer( aNewTex );
pProgram->SetTexture( "sampler", maTexture );
pProgram->SetColor( "search_color", rSearchColor );
pProgram->SetColor( "replace_color", rReplaceColor );
pProgram->SetUniform1f( "epsilon", nTol / 255.0f );
pProgram->DrawTexture( maTexture );
pProgram->Clean();
OpenGLContext::ReleaseFramebuffer( pFramebuffer );
maTexture = aNewTex;
CHECK_GL_ERROR();
return true;
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|