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-rw-r--r--gfx/wr/webrender/src/renderer/shade.rs1215
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diff --git a/gfx/wr/webrender/src/renderer/shade.rs b/gfx/wr/webrender/src/renderer/shade.rs
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+++ b/gfx/wr/webrender/src/renderer/shade.rs
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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/. */
+
+use api::ImageBufferKind;
+use crate::batch::{BatchKey, BatchKind, BrushBatchKind, BatchFeatures};
+use crate::composite::CompositeSurfaceFormat;
+use crate::device::{Device, Program, ShaderError};
+use euclid::default::Transform3D;
+use crate::glyph_rasterizer::GlyphFormat;
+use crate::renderer::{
+ desc,
+ BlendMode, DebugFlags, RendererError, RendererOptions,
+ TextureSampler, VertexArrayKind, ShaderPrecacheFlags,
+};
+
+use gleam::gl::GlType;
+use time::precise_time_ns;
+
+use std::cell::RefCell;
+use std::rc::Rc;
+
+use webrender_build::shader::{ShaderFeatures, ShaderFeatureFlags, get_shader_features};
+
+pub(crate) fn get_feature_string(kind: ImageBufferKind) -> &'static str {
+ match kind {
+ ImageBufferKind::Texture2D => "TEXTURE_2D",
+ ImageBufferKind::Texture2DArray => "TEXTURE_2D_ARRAY",
+ ImageBufferKind::TextureRect => "TEXTURE_RECT",
+ ImageBufferKind::TextureExternal => "TEXTURE_EXTERNAL",
+ }
+}
+
+fn has_platform_support(kind: ImageBufferKind, gl_type: &GlType) -> bool {
+ match (kind, gl_type) {
+ (ImageBufferKind::Texture2D, _) => true,
+ (ImageBufferKind::Texture2DArray, _) => true,
+ (ImageBufferKind::TextureRect, &GlType::Gles) => false,
+ (ImageBufferKind::TextureRect, &GlType::Gl) => true,
+ (ImageBufferKind::TextureExternal, &GlType::Gles) => true,
+ (ImageBufferKind::TextureExternal, &GlType::Gl) => false,
+ }
+}
+
+pub const IMAGE_BUFFER_KINDS: [ImageBufferKind; 4] = [
+ ImageBufferKind::Texture2D,
+ ImageBufferKind::TextureRect,
+ ImageBufferKind::TextureExternal,
+ ImageBufferKind::Texture2DArray,
+];
+
+const ADVANCED_BLEND_FEATURE: &str = "ADVANCED_BLEND";
+const ALPHA_FEATURE: &str = "ALPHA_PASS";
+const DEBUG_OVERDRAW_FEATURE: &str = "DEBUG_OVERDRAW";
+const DITHERING_FEATURE: &str = "DITHERING";
+const DUAL_SOURCE_FEATURE: &str = "DUAL_SOURCE_BLENDING";
+const FAST_PATH_FEATURE: &str = "FAST_PATH";
+
+pub(crate) enum ShaderKind {
+ Primitive,
+ Cache(VertexArrayKind),
+ ClipCache(VertexArrayKind),
+ Brush,
+ Text,
+ #[allow(dead_code)]
+ VectorStencil,
+ #[allow(dead_code)]
+ VectorCover,
+ Resolve,
+ Composite,
+ Clear,
+}
+
+pub struct LazilyCompiledShader {
+ program: Option<Program>,
+ name: &'static str,
+ kind: ShaderKind,
+ cached_projection: Transform3D<f32>,
+ features: Vec<&'static str>,
+}
+
+impl LazilyCompiledShader {
+ pub(crate) fn new(
+ kind: ShaderKind,
+ name: &'static str,
+ unsorted_features: &[&'static str],
+ device: &mut Device,
+ precache_flags: ShaderPrecacheFlags,
+ shader_list: &ShaderFeatures,
+ ) -> Result<Self, ShaderError> {
+ let mut features = unsorted_features.to_vec();
+ features.sort();
+
+ // Ensure this shader config is in the available shader list so that we get
+ // alerted if the list gets out-of-date when shaders or features are added.
+ let config = features.join(",");
+ assert!(
+ shader_list.get(name).map_or(false, |f| f.contains(&config)),
+ "shader \"{}\" with features \"{}\" not in available shader list",
+ name,
+ config,
+ );
+
+ let mut shader = LazilyCompiledShader {
+ program: None,
+ name,
+ kind,
+ //Note: this isn't really the default state, but there is no chance
+ // an actual projection passed here would accidentally match.
+ cached_projection: Transform3D::identity(),
+ features,
+ };
+
+ if precache_flags.intersects(ShaderPrecacheFlags::ASYNC_COMPILE | ShaderPrecacheFlags::FULL_COMPILE) {
+ let t0 = precise_time_ns();
+ shader.get_internal(device, precache_flags)?;
+ let t1 = precise_time_ns();
+ debug!("[C: {:.1} ms ] Precache {} {:?}",
+ (t1 - t0) as f64 / 1000000.0,
+ name,
+ unsorted_features
+ );
+ }
+
+ Ok(shader)
+ }
+
+ pub fn bind(
+ &mut self,
+ device: &mut Device,
+ projection: &Transform3D<f32>,
+ renderer_errors: &mut Vec<RendererError>,
+ ) {
+ let update_projection = self.cached_projection != *projection;
+ let program = match self.get_internal(device, ShaderPrecacheFlags::FULL_COMPILE) {
+ Ok(program) => program,
+ Err(e) => {
+ renderer_errors.push(RendererError::from(e));
+ return;
+ }
+ };
+ device.bind_program(program);
+ if update_projection {
+ device.set_uniforms(program, projection);
+ // thanks NLL for this (`program` technically borrows `self`)
+ self.cached_projection = *projection;
+ }
+ }
+
+ fn get_internal(
+ &mut self,
+ device: &mut Device,
+ precache_flags: ShaderPrecacheFlags,
+ ) -> Result<&mut Program, ShaderError> {
+ if self.program.is_none() {
+ let program = match self.kind {
+ ShaderKind::Primitive | ShaderKind::Brush | ShaderKind::Text | ShaderKind::Resolve | ShaderKind::Clear => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::Cache(..) => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::VectorStencil => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::VectorCover => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::Composite => {
+ create_prim_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ ShaderKind::ClipCache(..) => {
+ create_clip_shader(
+ self.name,
+ device,
+ &self.features,
+ )
+ }
+ };
+ self.program = Some(program?);
+ }
+
+ let program = self.program.as_mut().unwrap();
+
+ if precache_flags.contains(ShaderPrecacheFlags::FULL_COMPILE) && !program.is_initialized() {
+ let vertex_format = match self.kind {
+ ShaderKind::Primitive |
+ ShaderKind::Brush |
+ ShaderKind::Text => VertexArrayKind::Primitive,
+ ShaderKind::Cache(format) => format,
+ ShaderKind::VectorStencil => VertexArrayKind::VectorStencil,
+ ShaderKind::VectorCover => VertexArrayKind::VectorCover,
+ ShaderKind::ClipCache(format) => format,
+ ShaderKind::Resolve => VertexArrayKind::Resolve,
+ ShaderKind::Composite => VertexArrayKind::Composite,
+ ShaderKind::Clear => VertexArrayKind::Clear,
+ };
+
+ let vertex_descriptor = match vertex_format {
+ VertexArrayKind::Primitive => &desc::PRIM_INSTANCES,
+ VertexArrayKind::LineDecoration => &desc::LINE,
+ VertexArrayKind::Gradient => &desc::GRADIENT,
+ VertexArrayKind::Blur => &desc::BLUR,
+ VertexArrayKind::ClipImage => &desc::CLIP_IMAGE,
+ VertexArrayKind::ClipRect => &desc::CLIP_RECT,
+ VertexArrayKind::ClipBoxShadow => &desc::CLIP_BOX_SHADOW,
+ VertexArrayKind::VectorStencil => &desc::VECTOR_STENCIL,
+ VertexArrayKind::VectorCover => &desc::VECTOR_COVER,
+ VertexArrayKind::Border => &desc::BORDER,
+ VertexArrayKind::Scale => &desc::SCALE,
+ VertexArrayKind::Resolve => &desc::RESOLVE,
+ VertexArrayKind::SvgFilter => &desc::SVG_FILTER,
+ VertexArrayKind::Composite => &desc::COMPOSITE,
+ VertexArrayKind::Clear => &desc::CLEAR,
+ };
+
+ device.link_program(program, vertex_descriptor)?;
+ device.bind_program(program);
+ match self.kind {
+ ShaderKind::ClipCache(..) => {
+ device.bind_shader_samplers(
+ &program,
+ &[
+ ("sColor0", TextureSampler::Color0),
+ ("sTransformPalette", TextureSampler::TransformPalette),
+ ("sRenderTasks", TextureSampler::RenderTasks),
+ ("sGpuCache", TextureSampler::GpuCache),
+ ("sPrimitiveHeadersF", TextureSampler::PrimitiveHeadersF),
+ ("sPrimitiveHeadersI", TextureSampler::PrimitiveHeadersI),
+ ],
+ );
+ }
+ _ => {
+ device.bind_shader_samplers(
+ &program,
+ &[
+ ("sColor0", TextureSampler::Color0),
+ ("sColor1", TextureSampler::Color1),
+ ("sColor2", TextureSampler::Color2),
+ ("sDither", TextureSampler::Dither),
+ ("sTransformPalette", TextureSampler::TransformPalette),
+ ("sRenderTasks", TextureSampler::RenderTasks),
+ ("sGpuCache", TextureSampler::GpuCache),
+ ("sPrimitiveHeadersF", TextureSampler::PrimitiveHeadersF),
+ ("sPrimitiveHeadersI", TextureSampler::PrimitiveHeadersI),
+ ("sClipMask", TextureSampler::ClipMask),
+ ],
+ );
+ }
+ }
+ }
+
+ Ok(program)
+ }
+
+ fn deinit(self, device: &mut Device) {
+ if let Some(program) = self.program {
+ device.delete_program(program);
+ }
+ }
+}
+
+// A brush shader supports two modes:
+// opaque:
+// Used for completely opaque primitives,
+// or inside segments of partially
+// opaque primitives. Assumes no need
+// for clip masks, AA etc.
+// alpha:
+// Used for brush primitives in the alpha
+// pass. Assumes that AA should be applied
+// along the primitive edge, and also that
+// clip mask is present.
+struct BrushShader {
+ opaque: LazilyCompiledShader,
+ alpha: LazilyCompiledShader,
+ advanced_blend: Option<LazilyCompiledShader>,
+ dual_source: Option<LazilyCompiledShader>,
+ debug_overdraw: LazilyCompiledShader,
+}
+
+impl BrushShader {
+ fn new(
+ name: &'static str,
+ device: &mut Device,
+ features: &[&'static str],
+ precache_flags: ShaderPrecacheFlags,
+ shader_list: &ShaderFeatures,
+ use_advanced_blend: bool,
+ use_dual_source: bool,
+ ) -> Result<Self, ShaderError> {
+ let opaque_features = features.to_vec();
+ let opaque = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &opaque_features,
+ device,
+ precache_flags,
+ &shader_list,
+ )?;
+
+ let mut alpha_features = opaque_features.to_vec();
+ alpha_features.push(ALPHA_FEATURE);
+
+ let alpha = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &alpha_features,
+ device,
+ precache_flags,
+ &shader_list,
+ )?;
+
+ let advanced_blend = if use_advanced_blend {
+ let mut advanced_blend_features = alpha_features.to_vec();
+ advanced_blend_features.push(ADVANCED_BLEND_FEATURE);
+
+ let shader = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &advanced_blend_features,
+ device,
+ precache_flags,
+ &shader_list,
+ )?;
+
+ Some(shader)
+ } else {
+ None
+ };
+
+ let dual_source = if use_dual_source {
+ let mut dual_source_features = alpha_features.to_vec();
+ dual_source_features.push(DUAL_SOURCE_FEATURE);
+
+ let shader = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &dual_source_features,
+ device,
+ precache_flags,
+ &shader_list,
+ )?;
+
+ Some(shader)
+ } else {
+ None
+ };
+
+ let mut debug_overdraw_features = features.to_vec();
+ debug_overdraw_features.push(DEBUG_OVERDRAW_FEATURE);
+
+ let debug_overdraw = LazilyCompiledShader::new(
+ ShaderKind::Brush,
+ name,
+ &debug_overdraw_features,
+ device,
+ precache_flags,
+ &shader_list,
+ )?;
+
+ Ok(BrushShader {
+ opaque,
+ alpha,
+ advanced_blend,
+ dual_source,
+ debug_overdraw,
+ })
+ }
+
+ fn get(&mut self, blend_mode: BlendMode, features: BatchFeatures, debug_flags: DebugFlags)
+ -> &mut LazilyCompiledShader {
+ match blend_mode {
+ _ if debug_flags.contains(DebugFlags::SHOW_OVERDRAW) => &mut self.debug_overdraw,
+ BlendMode::None => &mut self.opaque,
+ BlendMode::Alpha |
+ BlendMode::PremultipliedAlpha |
+ BlendMode::PremultipliedDestOut |
+ BlendMode::SubpixelConstantTextColor(..) |
+ BlendMode::SubpixelWithBgColor => {
+ if features.contains(BatchFeatures::ALPHA_PASS) {
+ &mut self.alpha
+ } else {
+ &mut self.opaque
+ }
+ }
+ BlendMode::Advanced(_) => {
+ self.advanced_blend
+ .as_mut()
+ .expect("bug: no advanced blend shader loaded")
+ }
+ BlendMode::SubpixelDualSource => {
+ self.dual_source
+ .as_mut()
+ .expect("bug: no dual source shader loaded")
+ }
+ }
+ }
+
+ fn deinit(self, device: &mut Device) {
+ self.opaque.deinit(device);
+ self.alpha.deinit(device);
+ if let Some(advanced_blend) = self.advanced_blend {
+ advanced_blend.deinit(device);
+ }
+ if let Some(dual_source) = self.dual_source {
+ dual_source.deinit(device);
+ }
+ self.debug_overdraw.deinit(device);
+ }
+}
+
+pub struct TextShader {
+ simple: LazilyCompiledShader,
+ glyph_transform: LazilyCompiledShader,
+ debug_overdraw: LazilyCompiledShader,
+}
+
+impl TextShader {
+ fn new(
+ name: &'static str,
+ device: &mut Device,
+ features: &[&'static str],
+ precache_flags: ShaderPrecacheFlags,
+ shader_list: &ShaderFeatures,
+ ) -> Result<Self, ShaderError> {
+ let mut simple_features = features.to_vec();
+ simple_features.push("ALPHA_PASS");
+ simple_features.push("TEXTURE_2D");
+
+ let simple = LazilyCompiledShader::new(
+ ShaderKind::Text,
+ name,
+ &simple_features,
+ device,
+ precache_flags,
+ &shader_list,
+ )?;
+
+ let mut glyph_transform_features = features.to_vec();
+ glyph_transform_features.push("GLYPH_TRANSFORM");
+ glyph_transform_features.push("ALPHA_PASS");
+ glyph_transform_features.push("TEXTURE_2D");
+
+ let glyph_transform = LazilyCompiledShader::new(
+ ShaderKind::Text,
+ name,
+ &glyph_transform_features,
+ device,
+ precache_flags,
+ &shader_list,
+ )?;
+
+ let mut debug_overdraw_features = features.to_vec();
+ debug_overdraw_features.push("DEBUG_OVERDRAW");
+ debug_overdraw_features.push("TEXTURE_2D");
+
+ let debug_overdraw = LazilyCompiledShader::new(
+ ShaderKind::Text,
+ name,
+ &debug_overdraw_features,
+ device,
+ precache_flags,
+ &shader_list,
+ )?;
+
+ Ok(TextShader { simple, glyph_transform, debug_overdraw })
+ }
+
+ pub fn get(
+ &mut self,
+ glyph_format: GlyphFormat,
+ debug_flags: DebugFlags,
+ ) -> &mut LazilyCompiledShader {
+ match glyph_format {
+ _ if debug_flags.contains(DebugFlags::SHOW_OVERDRAW) => &mut self.debug_overdraw,
+ GlyphFormat::Alpha |
+ GlyphFormat::Subpixel |
+ GlyphFormat::Bitmap |
+ GlyphFormat::ColorBitmap => &mut self.simple,
+ GlyphFormat::TransformedAlpha |
+ GlyphFormat::TransformedSubpixel => &mut self.glyph_transform,
+ }
+ }
+
+ fn deinit(self, device: &mut Device) {
+ self.simple.deinit(device);
+ self.glyph_transform.deinit(device);
+ self.debug_overdraw.deinit(device);
+ }
+}
+
+fn create_prim_shader(
+ name: &'static str,
+ device: &mut Device,
+ features: &[&'static str],
+) -> Result<Program, ShaderError> {
+ debug!("PrimShader {}", name);
+
+ device.create_program(name, features)
+}
+
+fn create_clip_shader(
+ name: &'static str,
+ device: &mut Device,
+ features: &[&'static str],
+) -> Result<Program, ShaderError> {
+ debug!("ClipShader {}", name);
+
+ device.create_program(name, features)
+}
+
+// NB: If you add a new shader here, make sure to deinitialize it
+// in `Shaders::deinit()` below.
+pub struct Shaders {
+ // These are "cache shaders". These shaders are used to
+ // draw intermediate results to cache targets. The results
+ // of these shaders are then used by the primitive shaders.
+ pub cs_blur_a8: LazilyCompiledShader,
+ pub cs_blur_rgba8: LazilyCompiledShader,
+ pub cs_border_segment: LazilyCompiledShader,
+ pub cs_border_solid: LazilyCompiledShader,
+ pub cs_scale: Vec<Option<LazilyCompiledShader>>,
+ pub cs_line_decoration: LazilyCompiledShader,
+ pub cs_gradient: LazilyCompiledShader,
+ pub cs_svg_filter: LazilyCompiledShader,
+
+ // Brush shaders
+ brush_solid: BrushShader,
+ brush_image: Vec<Option<BrushShader>>,
+ brush_fast_image: Vec<Option<BrushShader>>,
+ brush_blend: BrushShader,
+ brush_mix_blend: BrushShader,
+ brush_yuv_image: Vec<Option<BrushShader>>,
+ brush_conic_gradient: BrushShader,
+ brush_radial_gradient: BrushShader,
+ brush_linear_gradient: BrushShader,
+ brush_opacity: BrushShader,
+ brush_opacity_aa: BrushShader,
+
+ /// These are "cache clip shaders". These shaders are used to
+ /// draw clip instances into the cached clip mask. The results
+ /// of these shaders are also used by the primitive shaders.
+ pub cs_clip_rectangle_slow: LazilyCompiledShader,
+ pub cs_clip_rectangle_fast: LazilyCompiledShader,
+ pub cs_clip_box_shadow: LazilyCompiledShader,
+ pub cs_clip_image: LazilyCompiledShader,
+
+ // The are "primitive shaders". These shaders draw and blend
+ // final results on screen. They are aware of tile boundaries.
+ // Most draw directly to the framebuffer, but some use inputs
+ // from the cache shaders to draw. Specifically, the box
+ // shadow primitive shader stretches the box shadow cache
+ // output, and the cache_image shader blits the results of
+ // a cache shader (e.g. blur) to the screen.
+ pub ps_text_run: TextShader,
+ pub ps_text_run_dual_source: Option<TextShader>,
+
+ ps_split_composite: LazilyCompiledShader,
+ pub ps_clear: LazilyCompiledShader,
+
+ // Composite shaders. These are very simple shaders used to composite
+ // picture cache tiles into the framebuffer on platforms that do not have an
+ // OS Compositor (or we cannot use it). Such an OS Compositor (such as
+ // DirectComposite or CoreAnimation) handles the composition of the picture
+ // cache tiles at a lower level (e.g. in DWM for Windows); in that case we
+ // directly hand the picture cache surfaces over to the OS Compositor, and
+ // our own Composite shaders below never run.
+ // To composite external (RGB) surfaces we need various permutations of
+ // shaders with WR_FEATURE flags on or off based on the type of image
+ // buffer we're sourcing from (see IMAGE_BUFFER_KINDS).
+ pub composite_rgba: Vec<Option<LazilyCompiledShader>>,
+ // The same set of composite shaders but with WR_FEATURE_YUV added.
+ pub composite_yuv: Vec<Option<LazilyCompiledShader>>,
+}
+
+impl Shaders {
+ pub fn new(
+ device: &mut Device,
+ gl_type: GlType,
+ options: &RendererOptions,
+ ) -> Result<Self, ShaderError> {
+ let use_dual_source_blending =
+ device.get_capabilities().supports_dual_source_blending &&
+ options.allow_dual_source_blending;
+ let use_advanced_blend_equation =
+ device.get_capabilities().supports_advanced_blend_equation &&
+ options.allow_advanced_blend_equation;
+
+ let mut shader_flags = match gl_type {
+ GlType::Gl => ShaderFeatureFlags::GL,
+ GlType::Gles => ShaderFeatureFlags::GLES | ShaderFeatureFlags::TEXTURE_EXTERNAL,
+ };
+ shader_flags.set(ShaderFeatureFlags::ADVANCED_BLEND_EQUATION, use_advanced_blend_equation);
+ shader_flags.set(ShaderFeatureFlags::DUAL_SOURCE_BLENDING, use_dual_source_blending);
+ shader_flags.set(ShaderFeatureFlags::DITHERING, options.enable_dithering);
+ let shader_list = get_shader_features(shader_flags);
+
+ let brush_solid = BrushShader::new(
+ "brush_solid",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ )?;
+
+ let brush_blend = BrushShader::new(
+ "brush_blend",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ )?;
+
+ let brush_mix_blend = BrushShader::new(
+ "brush_mix_blend",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ )?;
+
+ let brush_conic_gradient = BrushShader::new(
+ "brush_conic_gradient",
+ device,
+ if options.enable_dithering {
+ &[DITHERING_FEATURE]
+ } else {
+ &[]
+ },
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ )?;
+
+ let brush_radial_gradient = BrushShader::new(
+ "brush_radial_gradient",
+ device,
+ if options.enable_dithering {
+ &[DITHERING_FEATURE]
+ } else {
+ &[]
+ },
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ )?;
+
+ let brush_linear_gradient = BrushShader::new(
+ "brush_linear_gradient",
+ device,
+ if options.enable_dithering {
+ &[DITHERING_FEATURE]
+ } else {
+ &[]
+ },
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ )?;
+
+ let brush_opacity_aa = BrushShader::new(
+ "brush_opacity",
+ device,
+ &["ANTIALIASING"],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ )?;
+
+ let brush_opacity = BrushShader::new(
+ "brush_opacity",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ )?;
+
+ let cs_blur_a8 = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Blur),
+ "cs_blur",
+ &["ALPHA_TARGET"],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let cs_blur_rgba8 = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Blur),
+ "cs_blur",
+ &["COLOR_TARGET"],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let cs_svg_filter = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::SvgFilter),
+ "cs_svg_filter",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let cs_clip_rectangle_slow = LazilyCompiledShader::new(
+ ShaderKind::ClipCache(VertexArrayKind::ClipRect),
+ "cs_clip_rectangle",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let cs_clip_rectangle_fast = LazilyCompiledShader::new(
+ ShaderKind::ClipCache(VertexArrayKind::ClipRect),
+ "cs_clip_rectangle",
+ &[FAST_PATH_FEATURE],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let cs_clip_box_shadow = LazilyCompiledShader::new(
+ ShaderKind::ClipCache(VertexArrayKind::ClipBoxShadow),
+ "cs_clip_box_shadow",
+ &["TEXTURE_2D"],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let cs_clip_image = LazilyCompiledShader::new(
+ ShaderKind::ClipCache(VertexArrayKind::ClipImage),
+ "cs_clip_image",
+ &["TEXTURE_2D"],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let mut cs_scale = Vec::new();
+ let scale_shader_num = IMAGE_BUFFER_KINDS.len();
+ // PrimitiveShader is not clonable. Use push() to initialize the vec.
+ for _ in 0 .. scale_shader_num {
+ cs_scale.push(None);
+ }
+ for image_buffer_kind in &IMAGE_BUFFER_KINDS {
+ if has_platform_support(*image_buffer_kind, &gl_type) {
+ let feature_string = get_feature_string(*image_buffer_kind);
+
+ let mut features = Vec::new();
+ if feature_string != "" {
+ features.push(feature_string);
+ }
+
+ let shader = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Scale),
+ "cs_scale",
+ &features,
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let index = Self::get_compositing_shader_index(
+ *image_buffer_kind,
+ );
+ cs_scale[index] = Some(shader);
+ }
+ }
+
+ // TODO(gw): The split composite + text shader are special cases - the only
+ // shaders used during normal scene rendering that aren't a brush
+ // shader. Perhaps we can unify these in future?
+
+ let ps_text_run = TextShader::new("ps_text_run",
+ device,
+ &[],
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let ps_text_run_dual_source = if use_dual_source_blending {
+ let dual_source_features = vec![DUAL_SOURCE_FEATURE];
+ Some(TextShader::new("ps_text_run",
+ device,
+ &dual_source_features,
+ options.precache_flags,
+ &shader_list,
+ )?)
+ } else {
+ None
+ };
+
+ let ps_split_composite = LazilyCompiledShader::new(
+ ShaderKind::Primitive,
+ "ps_split_composite",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let ps_clear = LazilyCompiledShader::new(
+ ShaderKind::Clear,
+ "ps_clear",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ // All image configuration.
+ let mut image_features = Vec::new();
+ let mut brush_image = Vec::new();
+ let mut brush_fast_image = Vec::new();
+ // PrimitiveShader is not clonable. Use push() to initialize the vec.
+ for _ in 0 .. IMAGE_BUFFER_KINDS.len() {
+ brush_image.push(None);
+ brush_fast_image.push(None);
+ }
+ for buffer_kind in 0 .. IMAGE_BUFFER_KINDS.len() {
+ if !has_platform_support(IMAGE_BUFFER_KINDS[buffer_kind], &gl_type) {
+ continue;
+ }
+
+ let feature_string = get_feature_string(IMAGE_BUFFER_KINDS[buffer_kind]);
+ if feature_string != "" {
+ image_features.push(feature_string);
+ }
+
+ brush_fast_image[buffer_kind] = Some(BrushShader::new(
+ "brush_image",
+ device,
+ &image_features,
+ options.precache_flags,
+ &shader_list,
+ use_advanced_blend_equation,
+ use_dual_source_blending,
+ )?);
+
+ image_features.push("REPETITION");
+ image_features.push("ANTIALIASING");
+
+ brush_image[buffer_kind] = Some(BrushShader::new(
+ "brush_image",
+ device,
+ &image_features,
+ options.precache_flags,
+ &shader_list,
+ use_advanced_blend_equation,
+ use_dual_source_blending,
+ )?);
+
+ image_features.clear();
+ }
+
+ // All yuv_image configuration.
+ let mut yuv_features = Vec::new();
+ let mut rgba_features = Vec::new();
+ let yuv_shader_num = IMAGE_BUFFER_KINDS.len();
+ let mut brush_yuv_image = Vec::new();
+ let mut composite_yuv = Vec::new();
+ let mut composite_rgba = Vec::new();
+ // PrimitiveShader is not clonable. Use push() to initialize the vec.
+ for _ in 0 .. yuv_shader_num {
+ brush_yuv_image.push(None);
+ composite_yuv.push(None);
+ composite_rgba.push(None);
+ }
+ for image_buffer_kind in &IMAGE_BUFFER_KINDS {
+ if has_platform_support(*image_buffer_kind, &gl_type) {
+ yuv_features.push("YUV");
+
+ let feature_string = get_feature_string(*image_buffer_kind);
+ if feature_string != "" {
+ yuv_features.push(feature_string);
+ rgba_features.push(feature_string);
+ }
+
+ let brush_shader = BrushShader::new(
+ "brush_yuv_image",
+ device,
+ &yuv_features,
+ options.precache_flags,
+ &shader_list,
+ false /* advanced blend */,
+ false /* dual source */,
+ )?;
+
+ let composite_yuv_shader = LazilyCompiledShader::new(
+ ShaderKind::Composite,
+ "composite",
+ &yuv_features,
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let composite_rgba_shader = LazilyCompiledShader::new(
+ ShaderKind::Composite,
+ "composite",
+ &rgba_features,
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let index = Self::get_compositing_shader_index(
+ *image_buffer_kind,
+ );
+ brush_yuv_image[index] = Some(brush_shader);
+ composite_yuv[index] = Some(composite_yuv_shader);
+ composite_rgba[index] = Some(composite_rgba_shader);
+
+ yuv_features.clear();
+ rgba_features.clear()
+ }
+ }
+
+ let cs_line_decoration = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::LineDecoration),
+ "cs_line_decoration",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let cs_gradient = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Gradient),
+ "cs_gradient",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let cs_border_segment = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Border),
+ "cs_border_segment",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ let cs_border_solid = LazilyCompiledShader::new(
+ ShaderKind::Cache(VertexArrayKind::Border),
+ "cs_border_solid",
+ &[],
+ device,
+ options.precache_flags,
+ &shader_list,
+ )?;
+
+ Ok(Shaders {
+ cs_blur_a8,
+ cs_blur_rgba8,
+ cs_border_segment,
+ cs_line_decoration,
+ cs_gradient,
+ cs_border_solid,
+ cs_scale,
+ cs_svg_filter,
+ brush_solid,
+ brush_image,
+ brush_fast_image,
+ brush_blend,
+ brush_mix_blend,
+ brush_yuv_image,
+ brush_conic_gradient,
+ brush_radial_gradient,
+ brush_linear_gradient,
+ brush_opacity,
+ brush_opacity_aa,
+ cs_clip_rectangle_slow,
+ cs_clip_rectangle_fast,
+ cs_clip_box_shadow,
+ cs_clip_image,
+ ps_text_run,
+ ps_text_run_dual_source,
+ ps_split_composite,
+ ps_clear,
+ composite_rgba,
+ composite_yuv,
+ })
+ }
+
+ fn get_compositing_shader_index(buffer_kind: ImageBufferKind) -> usize {
+ buffer_kind as usize
+ }
+
+ pub fn get_composite_shader(
+ &mut self,
+ format: CompositeSurfaceFormat,
+ buffer_kind: ImageBufferKind,
+ ) -> &mut LazilyCompiledShader {
+ match format {
+ CompositeSurfaceFormat::Rgba => {
+ let shader_index = Self::get_compositing_shader_index(buffer_kind);
+ self.composite_rgba[shader_index]
+ .as_mut()
+ .expect("bug: unsupported rgba shader requested")
+ }
+ CompositeSurfaceFormat::Yuv => {
+ let shader_index = Self::get_compositing_shader_index(buffer_kind);
+ self.composite_yuv[shader_index]
+ .as_mut()
+ .expect("bug: unsupported yuv shader requested")
+ }
+ }
+ }
+
+ pub fn get_scale_shader(
+ &mut self,
+ buffer_kind: ImageBufferKind,
+ ) -> &mut LazilyCompiledShader {
+ let shader_index = Self::get_compositing_shader_index(buffer_kind);
+ self.cs_scale[shader_index]
+ .as_mut()
+ .expect("bug: unsupported scale shader requested")
+ }
+
+ pub fn get(&
+ mut self,
+ key: &BatchKey,
+ mut features: BatchFeatures,
+ debug_flags: DebugFlags,
+ ) -> &mut LazilyCompiledShader {
+ match key.kind {
+ BatchKind::SplitComposite => {
+ &mut self.ps_split_composite
+ }
+ BatchKind::Brush(brush_kind) => {
+ let brush_shader = match brush_kind {
+ BrushBatchKind::Solid => {
+ &mut self.brush_solid
+ }
+ BrushBatchKind::Image(image_buffer_kind) => {
+ if features.contains(BatchFeatures::ANTIALIASING) ||
+ features.contains(BatchFeatures::REPETITION) {
+
+ self.brush_image[image_buffer_kind as usize]
+ .as_mut()
+ .expect("Unsupported image shader kind")
+ } else {
+ self.brush_fast_image[image_buffer_kind as usize]
+ .as_mut()
+ .expect("Unsupported image shader kind")
+ }
+ }
+ BrushBatchKind::Blend => {
+ &mut self.brush_blend
+ }
+ BrushBatchKind::MixBlend { .. } => {
+ &mut self.brush_mix_blend
+ }
+ BrushBatchKind::ConicGradient => {
+ // Gradient brushes can optimistically use the opaque shader even
+ // with a blend mode if they don't require any features.
+ if !features.intersects(
+ BatchFeatures::ANTIALIASING
+ | BatchFeatures::REPETITION
+ | BatchFeatures::CLIP_MASK,
+ ) {
+ features.remove(BatchFeatures::ALPHA_PASS);
+ }
+ &mut self.brush_conic_gradient
+ }
+ BrushBatchKind::RadialGradient => {
+ // Gradient brushes can optimistically use the opaque shader even
+ // with a blend mode if they don't require any features.
+ if !features.intersects(
+ BatchFeatures::ANTIALIASING
+ | BatchFeatures::REPETITION
+ | BatchFeatures::CLIP_MASK,
+ ) {
+ features.remove(BatchFeatures::ALPHA_PASS);
+ }
+ &mut self.brush_radial_gradient
+ }
+ BrushBatchKind::LinearGradient => {
+ // Gradient brushes can optimistically use the opaque shader even
+ // with a blend mode if they don't require any features.
+ if !features.intersects(
+ BatchFeatures::ANTIALIASING
+ | BatchFeatures::REPETITION
+ | BatchFeatures::CLIP_MASK,
+ ) {
+ features.remove(BatchFeatures::ALPHA_PASS);
+ }
+ &mut self.brush_linear_gradient
+ }
+ BrushBatchKind::YuvImage(image_buffer_kind, ..) => {
+ let shader_index =
+ Self::get_compositing_shader_index(image_buffer_kind);
+ self.brush_yuv_image[shader_index]
+ .as_mut()
+ .expect("Unsupported YUV shader kind")
+ }
+ BrushBatchKind::Opacity => {
+ if features.contains(BatchFeatures::ANTIALIASING) {
+ &mut self.brush_opacity_aa
+ } else {
+ &mut self.brush_opacity
+ }
+ }
+ };
+ brush_shader.get(key.blend_mode, features, debug_flags)
+ }
+ BatchKind::TextRun(glyph_format) => {
+ let text_shader = match key.blend_mode {
+ BlendMode::SubpixelDualSource => self.ps_text_run_dual_source.as_mut().unwrap(),
+ _ => &mut self.ps_text_run,
+ };
+ text_shader.get(glyph_format, debug_flags)
+ }
+ }
+ }
+
+ pub fn deinit(self, device: &mut Device) {
+ for shader in self.cs_scale {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ self.cs_blur_a8.deinit(device);
+ self.cs_blur_rgba8.deinit(device);
+ self.cs_svg_filter.deinit(device);
+ self.brush_solid.deinit(device);
+ self.brush_blend.deinit(device);
+ self.brush_mix_blend.deinit(device);
+ self.brush_conic_gradient.deinit(device);
+ self.brush_radial_gradient.deinit(device);
+ self.brush_linear_gradient.deinit(device);
+ self.brush_opacity.deinit(device);
+ self.brush_opacity_aa.deinit(device);
+ self.cs_clip_rectangle_slow.deinit(device);
+ self.cs_clip_rectangle_fast.deinit(device);
+ self.cs_clip_box_shadow.deinit(device);
+ self.cs_clip_image.deinit(device);
+ self.ps_text_run.deinit(device);
+ if let Some(shader) = self.ps_text_run_dual_source {
+ shader.deinit(device);
+ }
+ for shader in self.brush_image {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ for shader in self.brush_fast_image {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ for shader in self.brush_yuv_image {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ self.cs_border_solid.deinit(device);
+ self.cs_gradient.deinit(device);
+ self.cs_line_decoration.deinit(device);
+ self.cs_border_segment.deinit(device);
+ self.ps_split_composite.deinit(device);
+ self.ps_clear.deinit(device);
+
+ for shader in self.composite_rgba {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ for shader in self.composite_yuv {
+ if let Some(shader) = shader {
+ shader.deinit(device);
+ }
+ }
+ }
+}
+
+pub type SharedShaders = Rc<RefCell<Shaders>>;