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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/. */
uniform HIGHP_SAMPLER_FLOAT sampler2D sGpuCache;
#define VECS_PER_IMAGE_RESOURCE 2
// TODO(gw): This is here temporarily while we have
// both GPU store and cache. When the GPU
// store code is removed, we can change the
// PrimitiveInstance instance structure to
// use 2x unsigned shorts as vertex attributes
// instead of an int, and encode the UV directly
// in the vertices.
ivec2 get_gpu_cache_uv(HIGHP_FS_ADDRESS int address) {
return ivec2(uint(address) % WR_MAX_VERTEX_TEXTURE_WIDTH,
uint(address) / WR_MAX_VERTEX_TEXTURE_WIDTH);
}
vec4[2] fetch_from_gpu_cache_2_direct(ivec2 address) {
return vec4[2](
TEXEL_FETCH(sGpuCache, address, 0, ivec2(0, 0)),
TEXEL_FETCH(sGpuCache, address, 0, ivec2(1, 0))
);
}
vec4[2] fetch_from_gpu_cache_2(HIGHP_FS_ADDRESS int address) {
ivec2 uv = get_gpu_cache_uv(address);
return vec4[2](
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0))
);
}
vec4 fetch_from_gpu_cache_1_direct(ivec2 address) {
return texelFetch(sGpuCache, address, 0);
}
vec4 fetch_from_gpu_cache_1(HIGHP_FS_ADDRESS int address) {
ivec2 uv = get_gpu_cache_uv(address);
return texelFetch(sGpuCache, uv, 0);
}
#ifdef WR_VERTEX_SHADER
vec4[8] fetch_from_gpu_cache_8(int address) {
ivec2 uv = get_gpu_cache_uv(address);
return vec4[8](
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(2, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(3, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(4, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(5, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(6, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(7, 0))
);
}
vec4[3] fetch_from_gpu_cache_3(int address) {
ivec2 uv = get_gpu_cache_uv(address);
return vec4[3](
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(2, 0))
);
}
vec4[3] fetch_from_gpu_cache_3_direct(ivec2 address) {
return vec4[3](
TEXEL_FETCH(sGpuCache, address, 0, ivec2(0, 0)),
TEXEL_FETCH(sGpuCache, address, 0, ivec2(1, 0)),
TEXEL_FETCH(sGpuCache, address, 0, ivec2(2, 0))
);
}
vec4[4] fetch_from_gpu_cache_4_direct(ivec2 address) {
return vec4[4](
TEXEL_FETCH(sGpuCache, address, 0, ivec2(0, 0)),
TEXEL_FETCH(sGpuCache, address, 0, ivec2(1, 0)),
TEXEL_FETCH(sGpuCache, address, 0, ivec2(2, 0)),
TEXEL_FETCH(sGpuCache, address, 0, ivec2(3, 0))
);
}
vec4[4] fetch_from_gpu_cache_4(int address) {
ivec2 uv = get_gpu_cache_uv(address);
return vec4[4](
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(2, 0)),
TEXEL_FETCH(sGpuCache, uv, 0, ivec2(3, 0))
);
}
//TODO: image resource is too specific for this module
struct ImageResource {
RectWithEndpoint uv_rect;
float layer;
vec3 user_data;
};
ImageResource fetch_image_resource(int address) {
//Note: number of blocks has to match `renderer::BLOCKS_PER_UV_RECT`
vec4 data[2] = fetch_from_gpu_cache_2(address);
RectWithEndpoint uv_rect = RectWithEndpoint(data[0].xy, data[0].zw);
return ImageResource(uv_rect, data[1].x, data[1].yzw);
}
ImageResource fetch_image_resource_direct(ivec2 address) {
vec4 data[2] = fetch_from_gpu_cache_2_direct(address);
RectWithEndpoint uv_rect = RectWithEndpoint(data[0].xy, data[0].zw);
return ImageResource(uv_rect, data[1].x, data[1].yzw);
}
// Fetch optional extra data for a texture cache resource. This can contain
// a polygon defining a UV rect within the texture cache resource.
// Note: the polygon coordinates are in homogeneous space.
struct ImageResourceExtra {
vec4 st_tl;
vec4 st_tr;
vec4 st_bl;
vec4 st_br;
};
ImageResourceExtra fetch_image_resource_extra(int address) {
vec4 data[4] = fetch_from_gpu_cache_4(address + VECS_PER_IMAGE_RESOURCE);
return ImageResourceExtra(
data[0],
data[1],
data[2],
data[3]
);
}
#endif //WR_VERTEX_SHADER
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