Many resources are needed to download a project. Please understand that we have to compensate our server costs. Thank you in advance. Project price only 1 $
You can buy this project and download/modify it how often you want.
/*
* Copyright (c) 2009, 2016, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
package com.sun.prism.es2;
import java.io.InputStream;
import java.util.Map;
import com.sun.glass.ui.Screen;
import com.sun.javafx.PlatformUtil;
import com.sun.prism.Image;
import com.sun.prism.MediaFrame;
import com.sun.prism.Mesh;
import com.sun.prism.MeshView;
import com.sun.prism.PhongMaterial;
import com.sun.prism.PixelFormat;
import com.sun.prism.Presentable;
import com.sun.prism.PresentableState;
import com.sun.prism.RTTexture;
import com.sun.prism.Texture;
import com.sun.prism.Texture.Usage;
import com.sun.prism.Texture.WrapMode;
import com.sun.prism.impl.PrismSettings;
import com.sun.prism.impl.TextureResourcePool;
import com.sun.prism.impl.ps.BaseShaderFactory;
import com.sun.prism.ps.Shader;
import com.sun.prism.ps.ShaderFactory;
import java.lang.reflect.Method;
import java.util.HashMap;
import java.util.WeakHashMap;
public class ES2ResourceFactory extends BaseShaderFactory {
private static final Map clampTexCache = new WeakHashMap<>();
private static final Map repeatTexCache = new WeakHashMap<>();
private static final Map mipmapTexCache = new WeakHashMap<>();
private ES2Context context;
// Maximum size of the texture
private final int maxTextureSize;
ES2ResourceFactory(Screen screen) {
super(clampTexCache, repeatTexCache, mipmapTexCache);
context = new ES2Context(screen, this);
maxTextureSize = computeMaxTextureSize();
if (PrismSettings.verbose) {
System.out.println("Non power of two texture support = "
+ context.getGLContext().canCreateNonPowTwoTextures());
System.out.println("Maximum number of vertex attributes = "
+ context.getGLContext().getIntParam(GLContext.GL_MAX_VERTEX_ATTRIBS));
int maxVUC, maxFUC, maxVC;
// We need this if-else block is because iMX6 doesn't support component queries
// and Mac doesn't support vectors queries.
if (PlatformUtil.isEmbedded()) {
// Multiply by 4 as it is documented that a vector has 4 components.
maxVUC = context.getGLContext().getIntParam(GLContext.GL_MAX_VERTEX_UNIFORM_VECTORS) * 4;
maxFUC = context.getGLContext().getIntParam(GLContext.GL_MAX_FRAGMENT_UNIFORM_VECTORS) * 4;
maxVC = context.getGLContext().getIntParam(GLContext.GL_MAX_VARYING_VECTORS) * 4;
} else {
maxVUC = context.getGLContext().getIntParam(GLContext.GL_MAX_VERTEX_UNIFORM_COMPONENTS);
maxFUC = context.getGLContext().getIntParam(GLContext.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
maxVC = context.getGLContext().getIntParam(GLContext.GL_MAX_VARYING_COMPONENTS);
}
System.out.println("Maximum number of uniform vertex components = " + maxVUC);
System.out.println("Maximum number of uniform fragment components = " + maxFUC);
System.out.println("Maximum number of varying components = " + maxVC);
System.out.println("Maximum number of texture units usable in a vertex shader = "
+ context.getGLContext().getIntParam(GLContext.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS));
System.out.println("Maximum number of texture units usable in a fragment shader = "
+ context.getGLContext().getIntParam(GLContext.GL_MAX_TEXTURE_IMAGE_UNITS));
}
}
public TextureResourcePool getTextureResourcePool() {
return ES2VramPool.instance;
}
public Presentable createPresentable(PresentableState pState) {
return new ES2SwapChain(context, pState);
}
@Override
public boolean isCompatibleTexture(Texture tex) {
return tex instanceof ES2Texture;
}
@Override
protected boolean canClampToZero() {
return context.getGLContext().canClampToZero();
}
@Override
protected boolean canRepeat() {
// Actually, this depends on the size. It works for pow2 textures...
return context.getGLContext().canCreateNonPowTwoTextures();
}
@Override
protected boolean canClampToEdge() {
// Actually, this depends on the size. It works for pow2 textures...
return context.getGLContext().canCreateNonPowTwoTextures();
}
public Texture createTexture(PixelFormat formatHint,
Usage usageHint,
WrapMode wrapMode,
int w, int h)
{
return createTexture(formatHint, usageHint, wrapMode, w, h, false);
}
@Override
public Texture createTexture(PixelFormat formatHint, Usage usageHint,
WrapMode wrapMode, int w, int h, boolean useMipmap) {
return ES2Texture.create(context, formatHint, wrapMode, w, h, useMipmap);
}
public Texture createTexture(MediaFrame frame) {
return ES2Texture.create(context, frame);
}
public int getRTTWidth(int w, WrapMode wrapMode) {
return ES2RTTexture.getCompatibleDimension(context, w, wrapMode);
}
public int getRTTHeight(int h, WrapMode wrapMode) {
return ES2RTTexture.getCompatibleDimension(context, h, wrapMode);
}
public RTTexture createRTTexture(int width, int height, WrapMode wrapMode) {
return createRTTexture(width, height, wrapMode, false);
}
public RTTexture createRTTexture(int width, int height, WrapMode wrapMode, boolean msaa) {
return ES2RTTexture.create(context, width, height, wrapMode, msaa);
}
public boolean isFormatSupported(PixelFormat format) {
GLFactory glFactory = ES2Pipeline.glFactory;
switch (format) {
case BYTE_RGB:
case BYTE_GRAY:
case BYTE_ALPHA:
case MULTI_YCbCr_420:
return true;
case BYTE_BGRA_PRE:
case INT_ARGB_PRE:
if (glFactory.isGL2() || PlatformUtil.isIOS()) {
return true;
} else {
// for OpenGLES, BGRA can be supported by extension - if
// we have it, use it
return glFactory.isGLExtensionSupported("GL_EXT_texture_format_BGRA8888");
}
case FLOAT_XYZW:
return glFactory.isGL2()
// Unfortunately our support for float textures on GLES
// seems to be broken so we will defer use of this extension
// until we fix RT-26286.
// || glFactory.isGLExtensionSupported("GL_OES_texture_float")
;
case BYTE_APPLE_422:
return glFactory.isGLExtensionSupported("GL_APPLE_ycbcr_422");
default:
return false;
}
}
private int computeMaxTextureSize() {
int size = context.getGLContext().getMaxTextureSize();
if (PrismSettings.verbose) {
System.out.println("Maximum supported texture size: " + size);
}
if (size > PrismSettings.maxTextureSize) {
size = PrismSettings.maxTextureSize;
if (PrismSettings.verbose) {
System.out.println("Maximum texture size clamped to " + size);
}
}
return size;
}
public int getMaximumTextureSize() {
return maxTextureSize;
}
public Shader createShader(InputStream pixelShaderCode,
Map samplers,
Map params,
int maxTexCoordIndex,
boolean isPixcoordUsed,
boolean isPerVertexColorUsed) {
// figure out the appropriate vertex shader and minimal set of
// vertex attributes to enable based on the given parameters
Map attributes =
getVertexAttributes(isPerVertexColorUsed, maxTexCoordIndex);
// create the combined shader program
ES2Shader shader;
String vertexShaderCode =
createVertexShaderCode(isPerVertexColorUsed, maxTexCoordIndex);
shader = ES2Shader.createFromSource(context, vertexShaderCode,
pixelShaderCode, samplers, attributes,
maxTexCoordIndex, isPixcoordUsed);
return shader;
}
private static String createVertexShaderCode(boolean includePerVertexColor,
int maxTexCoordIndex) {
StringBuilder vsAttr = new StringBuilder();
StringBuilder vsVary = new StringBuilder();
StringBuilder vsMain = new StringBuilder();
vsMain.append("void main() {\n");
boolean includePosition = true;
if (includePosition) {
vsAttr.append("attribute vec2 positionAttr;\n");
vsMain.append(" vec4 tmp = vec4(positionAttr, 0, 1);\n");
vsMain.append(" gl_Position = mvpMatrix * tmp;\n");
}
if (includePerVertexColor) {
vsAttr.append("attribute vec4 colorAttr;\n");
vsVary.append("varying lowp vec4 perVertexColor;\n");
vsMain.append(" perVertexColor = colorAttr;\n");
}
if (maxTexCoordIndex >= 0) {
vsAttr.append("attribute vec2 texCoord0Attr;\n");
vsVary.append("varying vec2 texCoord0;\n");
vsMain.append(" texCoord0 = texCoord0Attr;\n");
}
if (maxTexCoordIndex >= 1) {
vsAttr.append("attribute vec2 texCoord1Attr;\n");
vsVary.append("varying vec2 texCoord1;\n");
vsMain.append(" texCoord1 = texCoord1Attr;\n");
}
vsMain.append("}\n");
StringBuilder vs = new StringBuilder();
vs.append("#ifdef GL_ES\n");
vs.append("#else\n");
vs.append("#define lowp\n");
vs.append("#endif\n");
vs.append("uniform mat4 mvpMatrix;\n");
vs.append(vsAttr);
vs.append(vsVary);
vs.append(vsMain);
return vs.toString();
}
private Map getVertexAttributes(boolean includePerVertexColor,
int maxTexCoordIndex) {
Map attributes = new HashMap();
boolean includePosition = true;
if (includePosition) {
attributes.put("positionAttr", 0);
}
if (includePerVertexColor) {
attributes.put("colorAttr", 1);
}
if (maxTexCoordIndex >= 0) {
attributes.put("texCoord0Attr", 2);
}
if (maxTexCoordIndex >= 1) {
attributes.put("texCoord1Attr", 3);
}
return attributes;
}
public Shader createStockShader(String name) {
if (name == null) {
throw new IllegalArgumentException("Shader name must be non-null");
}
try {
InputStream stream =
ES2ResourceFactory.class.getResourceAsStream(
"glsl/" + name + ".frag");
Class klass =
Class.forName("com.sun.prism.shader." + name + "_Loader");
if (PrismSettings.verbose) {
System.out.println("ES2ResourceFactory: Prism - createStockShader: " + name + ".frag");
}
Method m =
klass.getMethod("loadShader", new Class[]{ShaderFactory.class,
InputStream.class});
return (Shader) m.invoke(null, new Object[]{this, stream});
} catch (Throwable e) {
e.printStackTrace();
throw new InternalError("Error loading stock shader " + name);
}
}
public void dispose() {
context.clearContext();
}
public PhongMaterial createPhongMaterial() {
return ES2PhongMaterial.create(context);
}
public MeshView createMeshView(Mesh mesh) {
return ES2MeshView.create(context, (ES2Mesh) mesh);
}
public Mesh createMesh() {
return ES2Mesh.create(context);
}
}