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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 <memory>
#include <sal/config.h>
#include <sal/log.hxx>
#include <osl/diagnose.h>
#include <tools/debug.hxx>
#include <vcl/opengl/OpenGLHelper.hxx>
#include <vcl/bitmap.hxx>
#include <vcl/checksum.hxx>
#include <vcl/outdev.hxx>
#include <svdata.hxx>
#include <salgdi.hxx>
#include <vcleventlisteners.hxx>
#include <vcl/lazydelete.hxx>
#include <scanlinewriter.hxx>
#include <o3tl/make_shared.hxx>
#include <opengl/zone.hxx>
#include <opengl/program.hxx>
#include <opengl/salbmp.hxx>
#include <opengl/RenderState.hxx>
#include <opengl/FixedTextureAtlas.hxx>
#if OSL_DEBUG_LEVEL > 0
# define CANARY "tex-canary"
#endif
namespace
{
bool determineTextureFormat(sal_uInt16 nBits, GLenum& nFormat, GLenum& nType)
{
switch(nBits)
{
case 8:
nFormat = GL_LUMINANCE;
nType = GL_UNSIGNED_BYTE;
return true;
case 24:
nFormat = GL_RGB;
nType = GL_UNSIGNED_BYTE;
return true;
case 32:
nFormat = GL_RGBA;
nType = GL_UNSIGNED_BYTE;
return true;
default:
break;
}
SAL_WARN("vcl.opengl", "Could not determine the appropriate texture format for input bits '" << nBits << "'");
return false;
}
bool isValidBitCount( sal_uInt16 nBitCount )
{
return (nBitCount == 1) || (nBitCount == 4) || (nBitCount == 8) || (nBitCount == 24) || (nBitCount == 32);
}
sal_uInt32 lclBytesPerRow(sal_uInt16 nBits, int nWidth)
{
switch(nBits)
{
case 1: return (nWidth + 7) >> 3;
case 4: return (nWidth + 1) >> 1;
case 8: return nWidth;
case 24: return nWidth * 3;
case 32: return nWidth * 4;
default:
OSL_FAIL("vcl::OpenGLSalBitmap::AllocateUserData(), illegal bitcount!");
}
return 0;
}
}
OpenGLSalBitmap::OpenGLSalBitmap()
: mbDirtyTexture(true)
, mnBits(0)
, mnBytesPerRow(0)
, mnWidth(0)
, mnHeight(0)
{
}
OpenGLSalBitmap::~OpenGLSalBitmap()
{
Destroy();
VCL_GL_INFO( "~OpenGLSalBitmap" );
}
void OpenGLSalBitmap::Create( const OpenGLTexture& rTex, long nX, long nY, long nWidth, long nHeight )
{
DBG_TESTSOLARMUTEX();
static const BitmapPalette aEmptyPalette;
OpenGLVCLContextZone aContextZone;
Destroy();
VCL_GL_INFO( "OpenGLSalBitmap::Create from FBO: ["
<< nX << ", " << nY << "] " << nWidth << "x" << nHeight );
GLint nMaxTextureSize;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &nMaxTextureSize );
if ( nWidth > nMaxTextureSize )
{
nWidth = nMaxTextureSize;
VCL_GL_INFO( "Width limited to " << nMaxTextureSize );
}
if ( nHeight > nMaxTextureSize )
{
nHeight = nMaxTextureSize;
VCL_GL_INFO( "Height limited to " << nMaxTextureSize );
}
mnWidth = nWidth;
mnHeight = nHeight;
// 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;
VCL_GL_INFO( "Created texture " << maTexture.Id() );
assert(mnWidth == maTexture.GetWidth() &&
mnHeight == maTexture.GetHeight());
}
bool OpenGLSalBitmap::Create( const Size& rSize, sal_uInt16 nBits, const BitmapPalette& rBitmapPalette )
{
DBG_TESTSOLARMUTEX();
OpenGLVCLContextZone aContextZone;
Destroy();
VCL_GL_INFO( "OpenGLSalBitmap::Create with size: " << rSize );
if( !isValidBitCount( nBits ) )
return false;
maPalette = rBitmapPalette;
mnBits = nBits;
mnWidth = rSize.Width();
mnHeight = rSize.Height();
// Limit size to what GL allows, so later glTexImage2D() won't fail.
GLint nMaxTextureSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &nMaxTextureSize);
if (mnWidth > nMaxTextureSize)
mnWidth = nMaxTextureSize;
if (mnHeight > nMaxTextureSize)
mnHeight = nMaxTextureSize;
return false;
}
bool OpenGLSalBitmap::Create( const SalBitmap& rSalBmp )
{
DBG_TESTSOLARMUTEX();
return Create( rSalBmp, rSalBmp.GetBitCount() );
}
bool OpenGLSalBitmap::Create( const SalBitmap& rSalBmp, SalGraphics* pGraphics )
{
DBG_TESTSOLARMUTEX();
return Create( rSalBmp, pGraphics ? pGraphics->GetBitCount() : rSalBmp.GetBitCount() );
}
bool OpenGLSalBitmap::Create( const SalBitmap& rSalBmp, sal_uInt16 nNewBitCount )
{
DBG_TESTSOLARMUTEX();
OpenGLZone aZone;
// check that carefully only in the debug mode
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBmp));
const OpenGLSalBitmap& rSourceBitmap = static_cast<const OpenGLSalBitmap&>(rSalBmp);
VCL_GL_INFO("OpenGLSalBitmap::Create from BMP: "
<< rSourceBitmap.mnWidth << "x" << rSourceBitmap.mnHeight
<< " Bits old: " << mnBits << " new:" << nNewBitCount );
if( isValidBitCount( nNewBitCount ) )
{
// TODO: lfrb: What about the pending operations?!
mnBits = nNewBitCount;
mnBytesPerRow = rSourceBitmap.mnBytesPerRow;
mnWidth = rSourceBitmap.mnWidth;
mnHeight = rSourceBitmap.mnHeight;
maPalette = rSourceBitmap.maPalette;
// execute any pending operations on the source bitmap
maTexture = rSourceBitmap.GetTexture();
mbDirtyTexture = false;
// be careful here, we are share & reference-count the
// mpUserBuffer, BUT this Create() is called from
// Bitmap::ImplMakeUnique().
// Consequently, there might be cases when this needs to be made
// unique later (when we don't do that right away here), like when
// using the BitmapWriteAccess.
mpUserBuffer = rSourceBitmap.mpUserBuffer;
return true;
}
return false;
}
bool OpenGLSalBitmap::Create( const css::uno::Reference< css::rendering::XBitmapCanvas >& /*xBitmapCanvas*/, Size& /*rSize*/, bool /*bMask*/ )
{
DBG_TESTSOLARMUTEX();
// TODO Is this method needed?
return false;
}
OpenGLTexture& OpenGLSalBitmap::GetTexture() const
{
OpenGLSalBitmap* pThis = const_cast<OpenGLSalBitmap*>(this);
if( !maTexture || mbDirtyTexture )
pThis->CreateTexture();
VCL_GL_INFO( "Got texture " << maTexture.Id() );
return pThis->maTexture;
}
void OpenGLSalBitmap::Destroy()
{
OpenGLZone aZone;
VCL_GL_INFO("Destroy OpenGLSalBitmap texture:" << maTexture.Id());
maTexture = OpenGLTexture();
DeallocateUserData();
}
bool OpenGLSalBitmap::AllocateUserData()
{
VCL_GL_INFO( "OpenGLSalBitmap::AllocateUserData" );
if( mnWidth && mnHeight )
{
mnBytesPerRow = lclBytesPerRow(mnBits, mnWidth);
}
bool alloc = false;
if (mnBytesPerRow != 0 && mnHeight &&
mnBytesPerRow <= std::numeric_limits<sal_uInt32>::max() / mnHeight)
{
try
{
size_t nToAllocate = mnBytesPerRow * mnHeight;
#if OSL_DEBUG_LEVEL > 0
nToAllocate += sizeof(CANARY);
#endif
mpUserBuffer = o3tl::make_shared_array<sal_uInt8>(nToAllocate);
#if OSL_DEBUG_LEVEL > 0
memcpy(mpUserBuffer.get() + nToAllocate - sizeof(CANARY),
CANARY, sizeof(CANARY));
#endif
alloc = true;
}
catch (const std::bad_alloc &) {}
}
if (!alloc)
{
SAL_WARN("vcl.opengl", "bad alloc " << mnBytesPerRow << "x" << mnHeight);
DeallocateUserData();
}
#ifdef DBG_UTIL
else
{
for (size_t i = 0; i < size_t(mnBytesPerRow * mnHeight); i++)
mpUserBuffer.get()[i] = (i & 0xFF);
}
#endif
return mpUserBuffer != nullptr;
}
void OpenGLSalBitmap::DeallocateUserData()
{
mpUserBuffer.reset();
mnBytesPerRow = 0;
}
namespace {
void lclInstantiateTexture(OpenGLTexture& rTexture, const int nWidth, const int nHeight,
const GLenum nFormat, const GLenum nType, sal_uInt8 const * pData)
{
if (nWidth == nHeight)
{
typedef std::vector<std::unique_ptr<FixedTextureAtlasManager>> TextureAtlasVector;
static vcl::DeleteOnDeinit<TextureAtlasVector> aTextureAtlases([]() {
TextureAtlasVector* p = new TextureAtlasVector;
p->reserve(5);
p->push_back(std::make_unique<FixedTextureAtlasManager>(8, 8, 16));
p->push_back(std::make_unique<FixedTextureAtlasManager>(8, 8, 24));
p->push_back(std::make_unique<FixedTextureAtlasManager>(8, 8, 32));
p->push_back(std::make_unique<FixedTextureAtlasManager>(8, 8, 48));
p->push_back(std::make_unique<FixedTextureAtlasManager>(8, 8, 64));
return p;
}());
for (std::unique_ptr<FixedTextureAtlasManager>& pTextureAtlas : *aTextureAtlases.get())
{
if (nWidth == pTextureAtlas->GetSubtextureSize())
{
rTexture = pTextureAtlas->InsertBuffer(nWidth, nHeight, nFormat, nType, pData);
return;
}
}
}
rTexture = OpenGLTexture (nWidth, nHeight, nFormat, nType, pData);
}
} // end anonymous namespace
Size OpenGLSalBitmap::GetSize() const
{
return Size(mnWidth, mnHeight);
}
GLuint OpenGLSalBitmap::CreateTexture()
{
VCL_GL_INFO( "::CreateTexture bits: " << mnBits);
GLenum nFormat = GL_RGBA;
GLenum nType = GL_UNSIGNED_BYTE;
sal_uInt8* pData( nullptr );
bool bAllocated( false );
if (mpUserBuffer != nullptr)
{
if( mnBits == 24 || mnBits == 32 )
{
// no conversion needed for truecolor
pData = mpUserBuffer.get();
determineTextureFormat(mnBits, nFormat, nType);
}
else if( mnBits == 8 && maPalette.IsGreyPalette8Bit() )
{
// no conversion needed for 8bit grayscale
pData = mpUserBuffer.get();
nFormat = GL_LUMINANCE;
nType = GL_UNSIGNED_BYTE;
}
else
{
VCL_GL_INFO( "::CreateTexture - convert from " << mnBits << " to 24 bits" );
// convert to 24 bits RGB using palette
determineTextureFormat(24, nFormat, nType);
pData = convertDataBitCount( mpUserBuffer.get(), mnWidth, mnHeight,
mnBits, mnBytesPerRow, maPalette,
nFormat == GL_BGR ? BitConvert::BGR : BitConvert::RGB ).release();
bAllocated = true;
}
}
OpenGLVCLContextZone aContextZone;
lclInstantiateTexture(maTexture, mnWidth, mnHeight, nFormat, nType, pData);
VCL_GL_INFO("Created texture " << maTexture.Id() << " bits: " << mnBits);
if( bAllocated )
delete[] pData;
mbDirtyTexture = false;
CHECK_GL_ERROR();
return maTexture.Id();
}
bool OpenGLSalBitmap::ReadTexture()
{
sal_uInt8* pData = mpUserBuffer.get();
GLenum nFormat = GL_RGBA;
GLenum nType = GL_UNSIGNED_BYTE;
VCL_GL_INFO( "::ReadTexture " << mnWidth << "x" << mnHeight << " bits: " << mnBits);
if( pData == nullptr )
return false;
OpenGLVCLContextZone aContextZone;
rtl::Reference<OpenGLContext> xContext = OpenGLContext::getVCLContext();
xContext->state().scissor().disable();
xContext->state().stencil().disable();
if ((mnBits == 8 && maPalette.IsGreyPalette8Bit()) || mnBits == 24 || mnBits == 32)
{
determineTextureFormat(mnBits, nFormat, nType);
#if OSL_DEBUG_LEVEL > 0
// help valgrind & drmemory rescue us - touch last and first bits.
pData[0] = 0;
pData[mnBits/8*mnWidth*mnHeight-1] = 0;
// if this fails we can read too much into pData
assert(mnWidth == maTexture.GetWidth() &&
mnHeight == maTexture.GetHeight());
#endif
maTexture.Read(nFormat, nType, pData);
#if OSL_DEBUG_LEVEL > 0 && !defined NDEBUG
// If we read over the end of pData we have a real hidden memory
// corruption problem !
size_t nCanary = mnBytesPerRow * mnHeight;
assert(!memcmp(pData + nCanary, CANARY, sizeof (CANARY)));
#endif
return true;
}
else if (mnBits == 1 || mnBits == 4 || mnBits == 8)
{ // convert buffers from 24-bit RGB to 1,4 or 8-bit buffer
std::vector<sal_uInt8> aBuffer(mnWidth * mnHeight * 3);
sal_uInt8* pBuffer = aBuffer.data();
determineTextureFormat(24, nFormat, nType);
maTexture.Read(nFormat, nType, pBuffer);
sal_uInt32 nSourceBytesPerRow = lclBytesPerRow(24, mnWidth);
std::unique_ptr<vcl::ScanlineWriter> pWriter = vcl::ScanlineWriter::Create(mnBits, maPalette);
for (int y = 0; y < mnHeight; ++y)
{
sal_uInt8* pSource = &pBuffer[y * nSourceBytesPerRow];
sal_uInt8* pDestination = &pData[y * mnBytesPerRow];
pWriter->nextLine(pDestination);
for (int x = 0; x < mnWidth; ++x)
{
// read source
sal_uInt8 nR = *pSource++;
sal_uInt8 nG = *pSource++;
sal_uInt8 nB = *pSource++;
pWriter->writeRGB(nR, nG, nB);
}
}
return true;
}
SAL_WARN("vcl.opengl", "::ReadTexture - tx:" << maTexture.Id() << " @ "
<< mnWidth << "x" << mnHeight << "- unimplemented bit depth: "
<< mnBits);
return false;
}
sal_uInt16 OpenGLSalBitmap::GetBitCount() const
{
return mnBits;
}
bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, BitmapChecksum& rChecksum) const
{
OUString FragShader("areaHashCRC64TFragmentShader");
rtl::Reference< OpenGLContext > xContext = OpenGLContext::getVCLContext();
xContext->state().scissor().disable();
xContext->state().stencil().disable();
static vcl::DeleteOnDeinit<OpenGLTexture> gCRCTableTexture(
new OpenGLTexture(512, 1, GL_RGBA, GL_UNSIGNED_BYTE,
vcl_get_crc64_table()));
OpenGLTexture &rCRCTableTexture = *gCRCTableTexture.get();
// First Pass
int nWidth = rInputTexture.GetWidth();
int nHeight = rInputTexture.GetHeight();
OpenGLProgram* pProgram = xContext->UseProgram("textureVertexShader", FragShader);
if (pProgram == nullptr)
return false;
int nNewWidth = ceil( nWidth / 4.0 );
int nNewHeight = ceil( nHeight / 4.0 );
OpenGLTexture aFirstPassTexture(nNewWidth, nNewHeight);
OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer(aFirstPassTexture);
pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
pProgram->SetTexture("crc_table", rCRCTableTexture);
pProgram->SetTexture("sampler", rInputTexture);
pProgram->DrawTexture(rInputTexture);
pProgram->Clean();
OpenGLContext::ReleaseFramebuffer(pFramebuffer);
CHECK_GL_ERROR();
// Second Pass
nWidth = aFirstPassTexture.GetWidth();
nHeight = aFirstPassTexture.GetHeight();
pProgram = xContext->UseProgram("textureVertexShader", FragShader);
if (pProgram == nullptr)
return false;
nNewWidth = ceil( nWidth / 4.0 );
nNewHeight = ceil( nHeight / 4.0 );
OpenGLTexture aSecondPassTexture(nNewWidth, nNewHeight);
pFramebuffer = xContext->AcquireFramebuffer(aSecondPassTexture);
pProgram->SetUniform1f( "xstep", 1.0 / mnWidth );
pProgram->SetUniform1f( "ystep", 1.0 / mnHeight );
pProgram->SetTexture("crc_table", rCRCTableTexture);
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());
BitmapChecksum nCrc = vcl_get_checksum(0, aBuf.data(), aBuf.size());
rChecksum = nCrc;
return true;
}
void OpenGLSalBitmap::updateChecksum() const
{
if (mbChecksumValid)
return;
if( (mnWidth * mnHeight) < (1024*768) || mnWidth < 128 || mnHeight < 128 )
{
SalBitmap::updateChecksum();
return;
}
OpenGLSalBitmap* pThis = const_cast<OpenGLSalBitmap*>(this);
OpenGLVCLContextZone aContextZone;
OpenGLTexture& rInputTexture = GetTexture();
pThis->mbChecksumValid = calcChecksumGL(rInputTexture, pThis->mnChecksum);
if (!pThis->mbChecksumValid)
SalBitmap::updateChecksum();
}
BitmapBuffer* OpenGLSalBitmap::AcquireBuffer( BitmapAccessMode nMode )
{
OpenGLVCLContextZone aContextZone;
if( nMode != BitmapAccessMode::Info )
{
if (!mpUserBuffer)
{
if( !AllocateUserData() )
return nullptr;
if( maTexture && !ReadTexture() )
{
DeallocateUserData();
return nullptr;
}
}
}
// mpUserBuffer must be unique when we are doing the write access
if (nMode == BitmapAccessMode::Write && mpUserBuffer && mpUserBuffer.use_count() > 1)
{
std::shared_ptr<sal_uInt8> aBuffer(mpUserBuffer);
mpUserBuffer.reset();
AllocateUserData();
memcpy(mpUserBuffer.get(), aBuffer.get(), mnBytesPerRow * mnHeight);
}
BitmapBuffer* pBuffer = new BitmapBuffer;
pBuffer->mnWidth = mnWidth;
pBuffer->mnHeight = mnHeight;
pBuffer->maPalette = maPalette;
pBuffer->mnScanlineSize = mnBytesPerRow;
pBuffer->mpBits = mpUserBuffer.get();
pBuffer->mnBitCount = mnBits;
switch (mnBits)
{
case 1:
pBuffer->mnFormat = ScanlineFormat::N1BitMsbPal;
break;
case 4:
pBuffer->mnFormat = ScanlineFormat::N4BitMsnPal;
break;
case 8:
pBuffer->mnFormat = ScanlineFormat::N8BitPal;
break;
case 24:
{
pBuffer->mnFormat = ScanlineFormat::N24BitTcRgb;
break;
}
case 32:
{
pBuffer->mnFormat = ScanlineFormat::N32BitTcRgba;
ColorMaskElement aRedMask(0xff000000);
aRedMask.CalcMaskShift();
ColorMaskElement aGreenMask(0x00ff0000);
aGreenMask.CalcMaskShift();
ColorMaskElement aBlueMask(0x0000ff00);
aBlueMask.CalcMaskShift();
pBuffer->maColorMask = ColorMask(aRedMask, aGreenMask, aBlueMask);
break;
}
default: assert(false);
}
return pBuffer;
}
void OpenGLSalBitmap::ReleaseBuffer( BitmapBuffer* pBuffer, BitmapAccessMode nMode )
{
OpenGLVCLContextZone aContextZone;
if( nMode == BitmapAccessMode::Write )
{
maTexture = OpenGLTexture();
mbDirtyTexture = true;
mbChecksumValid = false;
}
// 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 (!mpUserBuffer.get())
{
if( !AllocateUserData() || !ReadTexture() )
{
rBitmap.ReleaseBuffer( pBuffer, false );
DeallocateUserData();
return false;
}
}
// TODO Might be more efficient to add a static method to SalBitmap
// to get system data from a buffer
memcpy( pBuffer->mpBits, mpUserBuffer.get(), mnBytesPerRow * mnHeight );
rBitmap.ReleaseBuffer( pBuffer, false );
return rBitmap.GetSystemData( rData );
#else
return false;
#endif
}
bool OpenGLSalBitmap::Replace( const Color& rSearchColor, const Color& rReplaceColor, sal_uInt8 nTol )
{
VCL_GL_INFO("::Replace");
OpenGLZone aZone;
rtl::Reference<OpenGLContext> xContext = OpenGLContext::getVCLContext();
xContext->state().scissor().disable();
xContext->state().stencil().disable();
OpenGLFramebuffer* pFramebuffer;
OpenGLProgram* pProgram;
GetTexture();
pProgram = xContext->UseProgram( "textureVertexShader",
"replaceColorFragmentShader" );
if( !pProgram )
return false;
OpenGLTexture aNewTex( mnWidth, mnHeight );
pFramebuffer = xContext->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;
}
// Convert texture to greyscale and adjust bitmap metadata
bool OpenGLSalBitmap::ConvertToGreyscale()
{
VCL_GL_INFO("::ConvertToGreyscale");
// avoid re-converting to 8bits.
if ( mnBits == 8 && maPalette.IsGreyPalette8Bit())
return true;
OpenGLZone aZone;
rtl::Reference<OpenGLContext> xContext = OpenGLContext::getVCLContext();
xContext->state().scissor().disable();
xContext->state().stencil().disable();
OpenGLFramebuffer* pFramebuffer;
OpenGLProgram* pProgram;
GetTexture();
pProgram = xContext->UseProgram("textureVertexShader", "greyscaleFragmentShader");
if (!pProgram)
return false;
OpenGLTexture aNewTex(mnWidth, mnHeight);
pFramebuffer = xContext->AcquireFramebuffer(aNewTex);
pProgram->SetTexture("sampler", maTexture);
pProgram->DrawTexture(maTexture);
pProgram->Clean();
OpenGLContext::ReleaseFramebuffer( pFramebuffer );
maTexture = aNewTex;
mnBits = 8;
maPalette = Bitmap::GetGreyPalette(256);
// AllocateUserData will handle the rest.
DeallocateUserData();
mbDirtyTexture = false;
CHECK_GL_ERROR();
return true;
}
// This is needed to just make the bitmap usable as an alpha channel.
// Converting to 8bit grey will do.
bool OpenGLSalBitmap::InterpretAs8Bit()
{
return ConvertToGreyscale();
}
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