/* 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/. */ /// # Brush vertex shaders memory layout /// /// The overall memory layout is the same for all brush shaders. /// /// The vertex shader receives a minimal amount of data from vertex attributes (packed into a single /// ivec4 per instance) and the rest is fetched from various uniform samplers using offsets decoded /// from the vertex attributes. /// /// The diagram below shows the the various pieces of data fectched in the vertex shader: /// ///```ascii /// (sPrimitiveHeadersI) /// (VBO) +-----------------------+ /// +----------------------------+ +----------------------------> | Int header | /// | Instance vertex attributes | | (sPrimitiveHeadersF) | | /// | | | +---------------------+ | z | /// | x: prim_header_address +-------+---> | Float header | | specific_address +-----+ /// | y: picture_task_address +---------+ | | | transform_address +---+ | /// | clip_address +-----+ | | local_rect | | user_data | | | /// | z: flags | | | | local_clip_rect | +-----------------------+ | | /// | segment_index | | | +---------------------+ | | /// | w: resource_address +--+ | | | | /// +----------------------------+ | | | (sGpuCache) | | /// | | | (sGpuCache) +------------+ | | /// | | | +---------------+ | Transform | <--------+ | /// (sGpuCache) | | +-> | Picture task | +------------+ | /// +-------------+ | | | | | /// | Resource | <---+ | | ... | | /// | | | +---------------+ +--------------------------------+ /// | | | | /// +-------------+ | (sGpuCache) v (sGpuCache) /// | +---------------+ +--------------+---------------+-+-+ /// +-----> | Clip area | | Brush data | Segment data | | | /// | | | | | | | /// | ... | | ... | ... | | | ... /// +---------------+ +--------------+---------------+-+-+ ///``` /// /// - Segment data address is obtained by combining the address stored in the int header and the /// segment index decoded from the vertex attributes. /// - Resource data is optional, some brush types (such as images) store some extra data there while /// other brush types don't use it. /// #ifdef WR_VERTEX_SHADER void brush_vs( VertexInfo vi, int prim_address, RectWithSize local_rect, RectWithSize segment_rect, ivec4 prim_user_data, int specific_resource_address, mat4 transform, PictureTask pic_task, int brush_flags, vec4 segment_data ); // Forward-declare the text vertex shader entry point which is currently // different from other brushes. void text_shader_main( Instance instance, PrimitiveHeader ph, Transform transform, PictureTask task, ClipArea clip_area ); #define VECS_PER_SEGMENT 2 #define BRUSH_FLAG_PERSPECTIVE_INTERPOLATION 1 #define BRUSH_FLAG_SEGMENT_RELATIVE 2 #define BRUSH_FLAG_SEGMENT_REPEAT_X 4 #define BRUSH_FLAG_SEGMENT_REPEAT_Y 8 #define BRUSH_FLAG_SEGMENT_REPEAT_X_ROUND 16 #define BRUSH_FLAG_SEGMENT_REPEAT_Y_ROUND 32 #define BRUSH_FLAG_SEGMENT_NINEPATCH_MIDDLE 64 #define BRUSH_FLAG_TEXEL_RECT 128 #define INVALID_SEGMENT_INDEX 0xffff void brush_shader_main_vs( Instance instance, PrimitiveHeader ph, Transform transform, PictureTask pic_task, ClipArea clip_area ) { int edge_flags = instance.flags & 0xff; int brush_flags = (instance.flags >> 8) & 0xff; // Fetch the segment of this brush primitive we are drawing. vec4 segment_data; RectWithSize segment_rect; if (instance.segment_index == INVALID_SEGMENT_INDEX) { segment_rect = ph.local_rect; segment_data = vec4(0.0); } else { int segment_address = ph.specific_prim_address + VECS_PER_SPECIFIC_BRUSH + instance.segment_index * VECS_PER_SEGMENT; vec4[2] segment_info = fetch_from_gpu_cache_2(segment_address); segment_rect = RectWithSize(segment_info[0].xy, segment_info[0].zw); segment_rect.p0 += ph.local_rect.p0; segment_data = segment_info[1]; } VertexInfo vi; // Write the normal vertex information out. if (transform.is_axis_aligned) { // Select the corner of the local rect that we are processing. vec2 local_pos = segment_rect.p0 + segment_rect.size * aPosition.xy; vi = write_vertex( local_pos, ph.local_clip_rect, ph.z, transform, pic_task ); // TODO(gw): transform bounds may be referenced by // the fragment shader when running in // the alpha pass, even on non-transformed // items. For now, just ensure it has no // effect. We can tidy this up as we move // more items to be brush shaders. #ifdef WR_FEATURE_ALPHA_PASS init_transform_vs(vec4(vec2(-1.0e16), vec2(1.0e16))); #endif } else { bvec4 edge_mask = notEqual(edge_flags & ivec4(1, 2, 4, 8), ivec4(0)); vi = write_transform_vertex( segment_rect, ph.local_rect, ph.local_clip_rect, mix(vec4(0.0), vec4(1.0), edge_mask), ph.z, transform, pic_task ); } // For brush instances in the alpha pass, always write // out clip information. // TODO(gw): It's possible that we might want alpha // shaders that don't clip in the future, // but it's reasonable to assume that one // implies the other, for now. #ifdef WR_FEATURE_ALPHA_PASS write_clip( vi.world_pos, clip_area, pic_task ); #endif // Run the specific brush VS code to write interpolators. brush_vs( vi, ph.specific_prim_address, ph.local_rect, segment_rect, ph.user_data, instance.resource_address, transform.m, pic_task, brush_flags, segment_data ); } #ifndef WR_VERTEX_SHADER_MAIN_FUNCTION // If the entry-point was not overridden before including the brush shader, // use the default one. #define WR_VERTEX_SHADER_MAIN_FUNCTION brush_shader_main_vs #endif void main(void) { Instance instance = decode_instance_attributes(); PrimitiveHeader ph = fetch_prim_header(instance.prim_header_address); Transform transform = fetch_transform(ph.transform_id); PictureTask task = fetch_picture_task(instance.picture_task_address); ClipArea clip_area = fetch_clip_area(instance.clip_address); WR_VERTEX_SHADER_MAIN_FUNCTION(instance, ph, transform, task, clip_area); } #endif // WR_VERTEX_SHADER #ifdef WR_FRAGMENT_SHADER Fragment brush_fs(); void main(void) { #ifdef WR_FEATURE_DEBUG_OVERDRAW oFragColor = WR_DEBUG_OVERDRAW_COLOR; #else Fragment frag = brush_fs(); #ifdef WR_FEATURE_ALPHA_PASS // Apply the clip mask float clip_alpha = do_clip(); frag.color *= clip_alpha; #ifdef WR_FEATURE_DUAL_SOURCE_BLENDING oFragBlend = frag.blend * clip_alpha; #endif #endif write_output(frag.color); #endif } #endif