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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/wr/webrender/res/cs_blur.glsl
parentInitial commit. (diff)
downloadfirefox-upstream.tar.xz
firefox-upstream.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/wr/webrender/res/cs_blur.glsl')
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1 files changed, 200 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/cs_blur.glsl b/gfx/wr/webrender/res/cs_blur.glsl
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+/* 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/. */
+
+#define WR_FEATURE_TEXTURE_2D
+
+#include shared,prim_shared
+
+varying vec2 vUv;
+flat varying vec4 vUvRect;
+flat varying vec2 vOffsetScale;
+// The number of pixels on each end that we apply the blur filter over.
+flat varying int vSupport;
+flat varying vec2 vGaussCoefficients;
+
+#ifdef WR_VERTEX_SHADER
+// Applies a separable gaussian blur in one direction, as specified
+// by the dir field in the blur command.
+
+#define DIR_HORIZONTAL 0
+#define DIR_VERTICAL 1
+
+PER_INSTANCE in int aBlurRenderTaskAddress;
+PER_INSTANCE in int aBlurSourceTaskAddress;
+PER_INSTANCE in int aBlurDirection;
+
+struct BlurTask {
+ RenderTaskCommonData common_data;
+ float blur_radius;
+ vec2 blur_region;
+};
+
+BlurTask fetch_blur_task(int address) {
+ RenderTaskData task_data = fetch_render_task_data(address);
+
+ BlurTask task = BlurTask(
+ task_data.common_data,
+ task_data.user_data.x,
+ task_data.user_data.yz
+ );
+
+ return task;
+}
+
+void calculate_gauss_coefficients(float sigma) {
+ // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
+ vGaussCoefficients = vec2(1.0 / (sqrt(2.0 * 3.14159265) * sigma),
+ exp(-0.5 / (sigma * sigma)));
+
+ // Pre-calculate the coefficient total in the vertex shader so that
+ // we can avoid having to do it per-fragment and also avoid division
+ // by zero in the degenerate case.
+ vec3 gauss_coefficient = vec3(vGaussCoefficients,
+ vGaussCoefficients.y * vGaussCoefficients.y);
+ float gauss_coefficient_total = gauss_coefficient.x;
+ for (int i = 1; i <= vSupport; i += 2) {
+ gauss_coefficient.xy *= gauss_coefficient.yz;
+ float gauss_coefficient_subtotal = gauss_coefficient.x;
+ gauss_coefficient.xy *= gauss_coefficient.yz;
+ gauss_coefficient_subtotal += gauss_coefficient.x;
+ gauss_coefficient_total += 2.0 * gauss_coefficient_subtotal;
+ }
+
+ // Scale initial coefficient by total to avoid passing the total separately
+ // to the fragment shader.
+ vGaussCoefficients.x /= gauss_coefficient_total;
+}
+
+void main(void) {
+ BlurTask blur_task = fetch_blur_task(aBlurRenderTaskAddress);
+ RenderTaskCommonData src_task = fetch_render_task_common_data(aBlurSourceTaskAddress);
+
+ RectWithSize src_rect = src_task.task_rect;
+ RectWithSize target_rect = blur_task.common_data.task_rect;
+
+ vec2 texture_size = vec2(textureSize(sColor0, 0).xy);
+
+ // Ensure that the support is an even number of pixels to simplify the
+ // fragment shader logic.
+ //
+ // TODO(pcwalton): Actually make use of this fact and use the texture
+ // hardware for linear filtering.
+ vSupport = int(ceil(1.5 * blur_task.blur_radius)) * 2;
+
+ if (vSupport > 0) {
+ calculate_gauss_coefficients(blur_task.blur_radius);
+ } else {
+ // The gauss function gets NaNs when blur radius is zero.
+ vGaussCoefficients = vec2(1.0, 1.0);
+ }
+
+ switch (aBlurDirection) {
+ case DIR_HORIZONTAL:
+ vOffsetScale = vec2(1.0 / texture_size.x, 0.0);
+ break;
+ case DIR_VERTICAL:
+ vOffsetScale = vec2(0.0, 1.0 / texture_size.y);
+ break;
+ default:
+ vOffsetScale = vec2(0.0);
+ }
+
+ vUvRect = vec4(src_rect.p0 + vec2(0.5),
+ src_rect.p0 + blur_task.blur_region - vec2(0.5));
+ vUvRect /= texture_size.xyxy;
+
+ vec2 pos = target_rect.p0 + target_rect.size * aPosition.xy;
+
+ vec2 uv0 = src_rect.p0 / texture_size;
+ vec2 uv1 = (src_rect.p0 + src_rect.size) / texture_size;
+ vUv = mix(uv0, uv1, aPosition.xy);
+
+ gl_Position = uTransform * vec4(pos, 0.0, 1.0);
+}
+#endif
+
+#ifdef WR_FRAGMENT_SHADER
+
+#if defined WR_FEATURE_COLOR_TARGET
+#define SAMPLE_TYPE vec4
+#define SAMPLE_TEXTURE(uv) texture(sColor0, uv)
+#else
+#define SAMPLE_TYPE float
+#define SAMPLE_TEXTURE(uv) texture(sColor0, uv).r
+#endif
+
+// TODO(gw): Write a fast path blur that handles smaller blur radii
+// with a offset / weight uniform table and a constant
+// loop iteration count!
+
+void main(void) {
+ SAMPLE_TYPE original_color = SAMPLE_TEXTURE(vUv);
+
+ // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
+ vec3 gauss_coefficient = vec3(vGaussCoefficients,
+ vGaussCoefficients.y * vGaussCoefficients.y);
+
+ SAMPLE_TYPE avg_color = original_color * gauss_coefficient.x;
+
+ // Evaluate two adjacent texels at a time. We can do this because, if c0
+ // and c1 are colors of adjacent texels and k0 and k1 are arbitrary
+ // factors, this formula:
+ //
+ // k0 * c0 + k1 * c1 (Equation 1)
+ //
+ // is equivalent to:
+ //
+ // k1
+ // (k0 + k1) * lerp(c0, c1, -------)
+ // k0 + k1
+ //
+ // A texture lookup of adjacent texels evaluates this formula:
+ //
+ // lerp(c0, c1, t)
+ //
+ // for some t. So we can let `t = k1/(k0 + k1)` and effectively evaluate
+ // Equation 1 with a single texture lookup.
+
+ for (int i = 1; i <= vSupport; i += 2) {
+ gauss_coefficient.xy *= gauss_coefficient.yz;
+
+ float gauss_coefficient_subtotal = gauss_coefficient.x;
+ gauss_coefficient.xy *= gauss_coefficient.yz;
+ gauss_coefficient_subtotal += gauss_coefficient.x;
+ float gauss_ratio = gauss_coefficient.x / gauss_coefficient_subtotal;
+
+ vec2 offset = vOffsetScale * (float(i) + gauss_ratio);
+
+ vec2 st0 = max(vUv - offset, vUvRect.xy);
+ vec2 st1 = min(vUv + offset, vUvRect.zw);
+ avg_color += (SAMPLE_TEXTURE(st0) + SAMPLE_TEXTURE(st1)) *
+ gauss_coefficient_subtotal;
+ }
+
+ oFragColor = vec4(avg_color);
+}
+
+#ifdef SWGL
+ #ifdef WR_FEATURE_COLOR_TARGET
+void swgl_drawSpanRGBA8() {
+ if (!swgl_isTextureRGBA8(sColor0)) {
+ return;
+ }
+
+ swgl_commitGaussianBlurRGBA8(sColor0, vUv, vUvRect, vOffsetScale.x != 0.0,
+ vSupport, vGaussCoefficients, 0);
+}
+ #else
+void swgl_drawSpanR8() {
+ if (!swgl_isTextureR8(sColor0)) {
+ return;
+ }
+
+ swgl_commitGaussianBlurR8(sColor0, vUv, vUvRect, vOffsetScale.x != 0.0,
+ vSupport, vGaussCoefficients, 0);
+}
+ #endif
+#endif
+
+#endif