chromium/third_party/angle/third_party/glmark2/src/src/scene-effect-2d.cpp

/*
 * Copyright © 2010-2012 Linaro Limited
 *
 * This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
 *
 * glmark2 is free software: you can redistribute it and/or modify it under the
 * terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * glmark2 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 for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * glmark2.  If not, see <http://www.gnu.org/licenses/>.
 *
 * Authors:
 *  Alexandros Frantzis (glmark2)
 *  Jesse Barker (glmark2)
 */
#include <cmath>
#include <climits>
#include <numeric>

#include "scene.h"
#include "mat.h"
#include "options.h"
#include "stack.h"
#include "vec.h"
#include "log.h"
#include "program.h"
#include "shader-source.h"
#include "util.h"
#include "texture.h"

SceneEffect2D::SceneEffect2D(Canvas &pCanvas) :{}

SceneEffect2D::~SceneEffect2D()
{}

/*
 * Calculates the offset of the coefficient with index i
 * from the center of the kernel matrix. Note that we are
 * using the standard OpenGL texture coordinate system
 * (x grows rightwards, y grows upwards).
 */
static LibMatrix::vec2
calc_offset(unsigned int i, unsigned int width, unsigned int height)
{}

/**
 * Creates a fragment shader implementing 2D image convolution.
 *
 * In the mathematical definition of 2D convolution, the kernel/filter (2D
 * impulse response) is essentially mirrored in both directions (that is,
 * rotated 180 degrees) when being applied on a 2D block of data (eg pixels).
 *
 * Most image manipulation programs, however, use the term kernel/filter to
 * describe a 180 degree rotation of the 2D impulse response. This is more
 * intuitive from a human understanding perspective because this rotated matrix
 * can be regarded as a stencil that can be directly applied by just "placing"
 * it on the image.
 *
 * In order to be compatible with image manipulation programs, we will
 * use the same definition of kernel/filter (180 degree rotation of impulse
 * response). This also means that we don't need to perform the (implicit)
 * rotation of the kernel in our convolution implementation.
 *
 * @param canvas the destination Canvas for this shader
 * @param array the array holding the filter coefficients in row-major
 *              order
 * @param width the width of the filter
 * @param width the height of the filter
 *
 * @return a string containing the frament source code
 */
static std::string
create_convolution_fragment_shader(Canvas &canvas, std::vector<float> &array,
                                   unsigned int width, unsigned int height)
{}

/**
 * Creates a string containing a printout of a kernel matrix.
 *
 * @param filter the vector containing the filter coefficients
 * @param width the width of the filter
 *
 * @return the printout
 */
static std::string
kernel_printout(const std::vector<float> &kernel,
                unsigned int width)
{}

/**
 * Parses a string representation of a matrix and returns it
 * in row-major format.
 *
 * In the string representation, elements are delimited using
 * commas (',') and rows are delimited using semi-colons (';').
 * eg 0,0,0;0,1.0,0;0,0,0
 *
 * @param str the matrix string representation to parse
 * @param matrix the float vector to populate
 * @param[out] width the width of the matrix
 * @param[out] height the height of the matrix
 *
 * @return whether parsing succeeded
 */
static bool
parse_matrix(const std::string &str, std::vector<float> &matrix,
             unsigned int &width, unsigned int &height)
{}

/**
 * Normalizes a convolution kernel matrix.
 *
 * @param filter the filter to normalize
 */
static void
normalize(std::vector<float> &kernel)
{}

bool
SceneEffect2D::load()
{}

void
SceneEffect2D::unload()
{}

bool
SceneEffect2D::setup()
{}

void
SceneEffect2D::teardown()
{}

void
SceneEffect2D::update()
{}

void
SceneEffect2D::draw()
{}

Scene::ValidationResult
SceneEffect2D::validate()
{}