Commit 4c074850 authored by Fredrik Höglund's avatar Fredrik Höglund Committed by Martin Flöser

Rewrite the ARB lanczos shader to work with the Radeon R300 limitations.

svn path=/branches/KDE/4.6/kdebase/workspace/; revision=1215505
parent e68ced93
uniform sampler2D texUnit;
uniform vec2 offsets[25];
uniform vec4 kernel[25];
uniform vec2 offsets[16];
uniform vec4 kernel[16];
varying vec2 varyingTexCoords;
void main(void)
{
vec4 sum = texture2D(texUnit, varyingTexCoords.st) * kernel[0];
for (int i = 1; i < 25; i++) {
for (int i = 1; i < 16; i++) {
sum += texture2D(texUnit, varyingTexCoords.st - offsets[i]) * kernel[i];
sum += texture2D(texUnit, varyingTexCoords.st + offsets[i]) * kernel[i];
}
......
......@@ -138,7 +138,7 @@ void LanczosShader::createKernel( float delta, int *size )
// The two outermost samples always fall at points where the lanczos
// function returns 0, so we'll skip them.
const int sampleCount = qBound( 3, qCeil(delta * a) * 2 + 1 - 2, 49 );
const int sampleCount = qBound( 3, qCeil(delta * a) * 2 + 1 - 2, 29 );
const int center = sampleCount / 2;
const int kernelSize = center + 1;
const float factor = 1.0 / delta;
......@@ -152,7 +152,7 @@ void LanczosShader::createKernel( float delta, int *size )
values[i] = val;
}
memset(m_kernel, 0, 25 * sizeof(QVector4D));
memset(m_kernel, 0, 16 * sizeof(QVector4D));
// Normalize the kernel
for ( int i = 0; i < kernelSize; i++ ) {
......@@ -165,7 +165,7 @@ void LanczosShader::createKernel( float delta, int *size )
void LanczosShader::createOffsets( int count, float width, Qt::Orientation direction )
{
memset(m_offsets, 0, 25 * sizeof(QVector2D));
memset(m_offsets, 0, 16 * sizeof(QVector2D));
for ( int i = 0; i < count; i++ ) {
m_offsets[i] = ( direction == Qt::Horizontal ) ?
QVector2D( i / width, 0 ) : QVector2D( 0, i / width );
......@@ -612,19 +612,19 @@ void LanczosShader::setUniforms()
if( m_shader )
{
glUniform1i( m_uTexUnit, 0 );
glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets );
glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel );
glUniform2fv( m_uOffsets, 16, (const GLfloat*)m_offsets );
glUniform4fv( m_uKernel, 16, (const GLfloat*)m_kernel );
}
#ifndef KWIN_HAVE_OPENGLES
else
{
for( int i=0; i<25; ++i )
for( int i=0; i<16; ++i )
{
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i, m_offsets[i].x(), m_offsets[i].y(), 0, 0 );
}
for( int i=0; i<25; ++i )
for( int i=0; i<16; ++i )
{
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i+25, m_kernel[i].x(), m_kernel[i].y(), m_kernel[i].z(), m_kernel[i].w() );
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i+16, m_kernel[i].x(), m_kernel[i].y(), m_kernel[i].z(), m_kernel[i].w() );
}
}
#endif
......@@ -632,9 +632,11 @@ void LanczosShader::setUniforms()
bool LanczosShader::init()
{
GLPlatform *gl = GLPlatform::instance();
if ( GLShader::fragmentShaderSupported() &&
GLShader::vertexShaderSupported() &&
GLRenderTarget::supported() )
GLRenderTarget::supported() &&
!(gl->isRadeon() && gl->chipClass() < R600))
{
m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, ":/resources/lanczos-fragment.glsl");
if (m_shader->isValid())
......@@ -665,22 +667,35 @@ bool LanczosShader::init()
QByteArray text;
QTextStream stream(&text);
// Note: This program uses 31 temporaries, 61 ALU instructions, 31 texture
// fetches, 3 texture indirections and 93 instructions.
// The R300 limitations are 32, 64, 32, 4 and 96 respectively.
stream << "!!ARBfp1.0\n";
stream << "TEMP coord;\n"; // temporary variable to store texcoord
stream << "TEMP color;\n"; // temporary variable to store fetched texture colors
stream << "TEMP sum;\n"; // variable to render the final result
stream << "TEX sum, fragment.texcoord, texture[0], 2D;\n"; // sum = texture2D(texUnit, gl_TexCoord[0].st)
stream << "MUL sum, sum, program.local[25];\n"; // sum = sum * kernel[0]
for( int i=1; i<25; ++i )
{
stream << "ADD coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] + offset[i]
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
stream << "SUB coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] - offset[i]
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
}
stream << "MOV result.color, sum;\n"; // gl_FragColor = sum
stream << "TEMP sum;\n";
// Declare 30 temporaries for holding texcoords and TEX results
for (int i = 0; i < 30; i++)
stream << "TEMP temp" << i << ";\n";
// Compute the texture coordinates
for (int i = 0, j = 0; i < 30 / 2; i++) {
stream << "ADD temp" << j++ << ", fragment.texcoord, program.local[" << i+1 << "];\n";
stream << "SUB temp" << j++ << ", fragment.texcoord, program.local[" << i+1 << "];\n";
}
// Sample the texture coordinates
stream << "TEX sum, fragment.texcoord, texture[0], 2D;\n";
for (int i = 0; i < 30; i++)
stream << "TEX temp" << i << ", temp" << i << ", texture[0], 2D;\n";
// Process the results
stream << "MUL sum, sum, program.local[16];\n"; // sum = sum * kernel[0]
for (int i = 0, j = 0; i < 30 / 2; i++) {
stream << "MAD sum, temp" << j++ << ", program.local[" << (17+i) << "], sum;\n";
stream << "MAD sum, temp" << j++ << ", program.local[" << (17+i) << "], sum;\n";
}
stream << "MOV result.color, sum;\n";
stream << "END\n";
stream.flush();
......
......@@ -90,8 +90,8 @@ class LanczosShader
int m_uTexUnit;
int m_uOffsets;
int m_uKernel;
QVector2D m_offsets[25];
QVector4D m_kernel[25];
QVector2D m_offsets[16];
QVector4D m_kernel[16];
uint m_arbProgram; // TODO: GLuint
};
#endif
......
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