+#include <math.h>
+#include <GL/glew.h>
+
+#include "padding_effect.h"
+#include "util.h"
+
+PaddingEffect::PaddingEffect()
+ : border_color(0.0f, 0.0f, 0.0f, 0.0f),
+ output_width(1280),
+ output_height(720),
+ top(0),
+ left(0)
+{
+ register_vec4("border_color", (float *)&border_color);
+ register_int("width", &output_width);
+ register_int("height", &output_height);
+ register_float("top", &top);
+ register_float("left", &left);
+}
+
+std::string PaddingEffect::output_fragment_shader()
+{
+ return read_file("padding_effect.frag");
+}
+
+void PaddingEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+{
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
+
+ float offset[2] = {
+ left / output_width,
+ (output_height - input_height - top) / output_height
+ };
+ set_uniform_vec2(glsl_program_num, prefix, "offset", offset);
+
+ float scale[2] = {
+ float(output_width) / input_width,
+ float(output_height) / input_height
+ };
+ set_uniform_vec2(glsl_program_num, prefix, "scale", scale);
+
+ // Due to roundoff errors, the test against 0.5 is seldom exact,
+ // even though we test for less than and not less-than-or-equal.
+ // We'd rather keep an extra border pixel in those very rare cases
+ // (where the image is shifted pretty much exactly a half-pixel)
+ // than losing a pixel in the common cases of integer shift.
+ // Thus the 1e-3 fudge factors.
+ float texcoord_min[2] = {
+ (0.5f - 1e-3) / input_width,
+ (0.5f - 1e-3) / input_height
+ };
+ set_uniform_vec2(glsl_program_num, prefix, "texcoord_min", texcoord_min);
+
+ float texcoord_max[2] = {
+ 1.0f - (0.5f - 1e-3) / input_width,
+ 1.0f - (0.5f - 1e-3) / input_height
+ };
+ set_uniform_vec2(glsl_program_num, prefix, "texcoord_max", texcoord_max);
+}
+
+// We don't change the pixels of the image itself, so the only thing that
+// can make us less flexible is if the border color can be interpreted
+// differently in different modes.
+
+// 0.0 and 1.0 are interpreted the same, no matter the gamma ramp.
+// Alpha is not affected by gamma.
+bool PaddingEffect::needs_linear_light() const
+{
+ if ((border_color.r == 0.0 || border_color.r == 1.0) &&
+ (border_color.g == 0.0 || border_color.g == 1.0) &&
+ (border_color.b == 0.0 || border_color.b == 1.0)) {
+ return false;
+ }
+ return true;
+}
+
+// The white point is the same (D65) in all the color spaces we currently support,
+// so any gray would be okay, but we don't really have a guarantee for that.
+// Stay safe and say that only pure black and pure white is okay.
+// Alpha is not affected by color space.
+bool PaddingEffect::needs_srgb_primaries() const
+{
+ if (border_color.r == 0.0 && border_color.g == 0.0 && border_color.b == 0.0) {
+ return false;
+ }
+ if (border_color.r == 1.0 && border_color.g == 1.0 && border_color.b == 1.0) {
+ return false;
+ }
+ return true;
+}
+
+// If the border color is black, it doesn't matter if we're pre- or postmultiplied
+// (or even blank, as a hack). Otherwise, it does.
+Effect::AlphaHandling PaddingEffect::alpha_handling() const
+{
+ if (border_color.r == 0.0 && border_color.g == 0.0 && border_color.b == 0.0) {
+ return DONT_CARE_ALPHA_TYPE;
+ }
+ return INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED;
+}
+
+void PaddingEffect::get_output_size(unsigned *width, unsigned *height) const
+{
+ *width = output_width;
+ *height = output_height;
+}
+
+void PaddingEffect::inform_input_size(unsigned input_num, unsigned width, unsigned height)
+{
+ assert(input_num == 0);
+ input_width = width;
+ input_height = height;
+}