summaryrefslogtreecommitdiffstats
path: root/gfx/wr/webrender/res/base.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'gfx/wr/webrender/res/base.glsl')
-rw-r--r--gfx/wr/webrender/res/base.glsl53
1 files changed, 53 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/base.glsl b/gfx/wr/webrender/res/base.glsl
new file mode 100644
index 0000000000..eb343c019b
--- /dev/null
+++ b/gfx/wr/webrender/res/base.glsl
@@ -0,0 +1,53 @@
+/* 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/. */
+
+#if defined(GL_ES)
+ #if GL_ES == 1
+ #ifdef GL_FRAGMENT_PRECISION_HIGH
+ precision highp sampler2DArray;
+ #else
+ precision mediump sampler2DArray;
+ #endif
+
+ // Sampler default precision is lowp on mobile GPUs.
+ // This causes RGBA32F texture data to be clamped to 16 bit floats on some GPUs (e.g. Mali-T880).
+ // Define highp precision macro to allow lossless FLOAT texture sampling.
+ #define HIGHP_SAMPLER_FLOAT highp
+
+ // Default int precision in GLES 3 is highp (32 bits) in vertex shaders
+ // and mediump (16 bits) in fragment shaders. If an int is being used as
+ // a texel address in a fragment shader it, and therefore requires > 16
+ // bits, it must be qualified with this.
+ #define HIGHP_FS_ADDRESS highp
+
+ // texelFetchOffset is buggy on some Android GPUs (see issue #1694).
+ // Fallback to texelFetch on mobile GPUs.
+ #define TEXEL_FETCH(sampler, position, lod, offset) texelFetch(sampler, position + offset, lod)
+ #else
+ #define HIGHP_SAMPLER_FLOAT
+ #define HIGHP_FS_ADDRESS
+ #define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offset)
+ #endif
+#else
+ #define HIGHP_SAMPLER_FLOAT
+ #define HIGHP_FS_ADDRESS
+ #define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offset)
+#endif
+
+#ifdef WR_VERTEX_SHADER
+ #ifdef SWGL
+ // Annotate a vertex attribute as being flat per each drawn primitive instance.
+ // SWGL can use this information to avoid redundantly loading the attribute in all SIMD lanes.
+ #define PER_INSTANCE flat
+ #else
+ #define PER_INSTANCE
+ #endif
+
+ #define varying out
+#endif
+
+#ifdef WR_FRAGMENT_SHADER
+ precision highp float;
+ #define varying in
+#endif