/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* 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/. */ #ifndef MOZILLA_GFX_SHADERDEFINITIONSMLGPU_H #define MOZILLA_GFX_SHADERDEFINITIONSMLGPU_H #include "mozilla/gfx/Point.h" #include "mozilla/gfx/Triangle.h" #include "mozilla/gfx/Types.h" #include "mozilla/layers/LayersHelpers.h" #include "nsTArray.h" namespace mozilla { namespace layers { struct ItemInfo; class ShaderRenderPass; namespace mlg { // These may need to move into run-time values determined by MLGDevice. static const size_t kConstantBufferElementSize = 16; static const size_t kMaxConstantBufferSize = 4096 * kConstantBufferElementSize; // Vertex shader slots. We reverse the first two slots across all shaders, // and the first three slots free across all RenderPass shaders, for // uniformity. static const uint32_t kWorldConstantBufferSlot = 0; static const uint32_t kLayerBufferSlot = 1; static const uint32_t kMaskBufferSlot = 3; static const uint32_t kBlendConstantBufferSlot = 4; static const uint32_t kClearConstantBufferSlot = 2; // This is specified in common-ps.hlsl. static const uint32_t kMaskLayerTextureSlot = 4; static const uint32_t kDefaultSamplerSlot = 0; static const uint32_t kMaskSamplerSlot = 1; // These are the maximum slot numbers we bind. We assert that no binding // happens above the max slot, since we try to clear buffer bindings at // the end of each frame. static const uint32_t kMaxVertexShaderConstantBuffers = 5; static const uint32_t kMaxPixelShaderConstantBuffers = 3; // Maximum depth in the depth buffer. This must match common-vs.hlsl. static const int32_t kDepthLimit = 1000000; struct WorldConstants { float projection[4][4]; gfx::Point targetOffset; int sortIndexOffset; unsigned debugFrameNumber; }; struct ClearConstants { explicit ClearConstants(int aDepth) : depth(aDepth) {} int depth; int padding[3]; }; struct LayerConstants { float transform[4][4]; gfx::Rect clipRect; uint32_t maskIndex; uint32_t padding[3]; }; struct MaskCombineInput { float texCoords[4]; }; struct MaskInformation { MaskInformation(float aOpacity, bool aHasMask) : opacity(aOpacity), hasMask(aHasMask ? 1 : 0) {} float opacity; uint32_t hasMask; uint32_t padding[2]; }; struct YCbCrShaderConstants { float yuvColorMatrix[3][4]; }; struct YCbCrColorDepthConstants { float coefficient; uint32_t padding[3]; }; struct BlendVertexShaderConstants { float backdropTransform[4][4]; }; template static inline nsTArray ToRectArray(const T& aRegion) { nsTArray rects; for (auto iter = aRegion.RectIter(); !iter.Done(); iter.Next()) { rects.AppendElement(iter.Get().ToUnknownRect()); } return rects; } struct SimpleTraits { SimpleTraits(const ItemInfo& aItem, const gfx::Rect& aRect) : mItem(aItem), mRect(aRect) {} // Helper nonce structs so functions can break vertex data up by each // triangle in a quad, or return vertex info for a unit quad. struct AnyTriangle {}; struct FirstTriangle : AnyTriangle {}; struct SecondTriangle : AnyTriangle {}; struct UnitQuad {}; // This is the base vertex layout used by all unit quad shaders. struct UnitQuadVertex { gfx::Rect rect; uint32_t layerIndex; int depth; }; // This is the base vertex layout used by all unit triangle shaders. struct TriangleVertices { gfx::Point p1, p2, p3; uint32_t layerIndex; int depth; }; // Helper functions for populating a TriangleVertices. The first two use mRect // to generate triangles, the third function uses coordinates from an already // computed triangle. TriangleVertices MakeVertex(const FirstTriangle& aIgnore) const; TriangleVertices MakeVertex(const SecondTriangle& aIgnore) const; TriangleVertices MakeVertex(const gfx::Triangle& aTriangle) const; UnitQuadVertex MakeUnitQuadVertex() const; // This default GenerateTriangles only computes the 3 points of each triangle // in the polygon. If needed, shaders can override this and return a more // complex triangle, to encode dependent information in extended vertex data. // // AddShaderVertices will deduce this return type. It should be an nsTArray // where T inherits from Triangle. nsTArray GenerateTriangles(const gfx::Polygon& aPolygon) const; // Accessors. const Maybe& geometry() const; const gfx::Rect& rect() const { return mRect; } const ItemInfo& mItem; gfx::Rect mRect; }; struct ColorTraits : public SimpleTraits { ColorTraits(const ItemInfo& aItem, const gfx::Rect& aRect, const gfx::DeviceColor& aColor) : SimpleTraits(aItem, aRect), mColor(aColor) {} // Color data is the same across all vertex types. template const gfx::DeviceColor& MakeVertexData(const VertexType& aIgnore) const { return mColor; } gfx::DeviceColor mColor; }; struct TexturedTraits : public SimpleTraits { TexturedTraits(const ItemInfo& aItem, const gfx::Rect& aRect, const gfx::Rect& aTexCoords) : SimpleTraits(aItem, aRect), mTexCoords(aTexCoords) {} // Textured triangles need to compute a texture coordinate for each vertex. nsTArray GenerateTriangles( const gfx::Polygon& aPolygon) const; struct VertexData { gfx::Point p1, p2, p3; }; VertexData MakeVertexData(const FirstTriangle& aIgnore) const; VertexData MakeVertexData(const SecondTriangle& aIgnore) const; VertexData MakeVertexData(const gfx::TexturedTriangle& aTriangle) const; const gfx::Rect& MakeVertexData(const UnitQuad& aIgnore) const { return mTexCoords; } gfx::Rect mTexCoords; }; } // namespace mlg } // namespace layers } // namespace mozilla #endif