1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
|
/* 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 std::collections::HashMap;
bitflags! {
#[derive(Default)]
pub struct ShaderFeatureFlags: u32 {
const GL = 1 << 0;
const GLES = 1 << 1;
const ADVANCED_BLEND_EQUATION = 1 << 8;
const DUAL_SOURCE_BLENDING = 1 << 9;
const DITHERING = 1 << 10;
const TEXTURE_EXTERNAL = 1 << 11;
const DEBUG = 1 << 12;
}
}
pub type ShaderFeatures = HashMap<&'static str, Vec<String>>;
/// Builder for a list of features.
#[derive(Clone)]
struct FeatureList<'a> {
list: Vec<&'a str>,
}
impl<'a> FeatureList<'a> {
fn new() -> Self {
FeatureList {
list: Vec::new(),
}
}
fn add(&mut self, feature: &'a str) {
assert!(!feature.contains(','));
self.list.push(feature);
}
fn with(&self, feature: &'a str) -> Self {
let mut other = self.clone();
other.add(feature);
other
}
fn concat(&self, other: &Self) -> Self {
let mut list = self.list.clone();
list.extend_from_slice(&other.list);
FeatureList {
list
}
}
fn finish(&mut self) -> String {
self.list.sort_unstable();
self.list.join(",")
}
}
/// Computes available shaders and their features for the given feature flags.
pub fn get_shader_features(flags: ShaderFeatureFlags) -> ShaderFeatures {
let mut shaders = ShaderFeatures::new();
// Clip shaders
shaders.insert("cs_clip_rectangle", vec![String::new(), "FAST_PATH".to_string()]);
shaders.insert("cs_clip_image", vec!["TEXTURE_2D".to_string()]);
shaders.insert("cs_clip_box_shadow", vec!["TEXTURE_2D".to_string()]);
// Cache shaders
shaders.insert("cs_blur", vec!["ALPHA_TARGET".to_string(), "COLOR_TARGET".to_string()]);
for name in &["cs_line_decoration", "cs_gradient", "cs_border_segment", "cs_border_solid", "cs_svg_filter"] {
shaders.insert(name, vec![String::new()]);
}
let mut base_prim_features = FeatureList::new();
// Brush shaders
let mut brush_alpha_features = base_prim_features.with("ALPHA_PASS");
for name in &["brush_solid", "brush_blend", "brush_mix_blend"] {
let mut features: Vec<String> = Vec::new();
features.push(base_prim_features.finish());
features.push(brush_alpha_features.finish());
features.push("DEBUG_OVERDRAW".to_string());
shaders.insert(name, features);
}
for name in &["brush_conic_gradient", "brush_radial_gradient", "brush_linear_gradient"] {
let mut features: Vec<String> = Vec::new();
let mut list = FeatureList::new();
if flags.contains(ShaderFeatureFlags::DITHERING) {
list.add("DITHERING");
}
features.push(list.concat(&base_prim_features).finish());
features.push(list.concat(&brush_alpha_features).finish());
features.push(list.with("DEBUG_OVERDRAW").finish());
shaders.insert(name, features);
}
{
let mut features: Vec<String> = Vec::new();
features.push(base_prim_features.finish());
features.push(brush_alpha_features.finish());
features.push(base_prim_features.with("ANTIALIASING").finish());
features.push(brush_alpha_features.with("ANTIALIASING").finish());
features.push("ANTIALIASING,DEBUG_OVERDRAW".to_string());
features.push("DEBUG_OVERDRAW".to_string());
shaders.insert("brush_opacity", features);
}
// Image brush shaders
let mut texture_types = vec!["TEXTURE_2D_ARRAY", "TEXTURE_2D"];
if flags.contains(ShaderFeatureFlags::GL) {
texture_types.push("TEXTURE_RECT");
}
if flags.contains(ShaderFeatureFlags::TEXTURE_EXTERNAL) {
texture_types.push("TEXTURE_EXTERNAL");
}
let mut image_features: Vec<String> = Vec::new();
for texture_type in &texture_types {
let mut fast = FeatureList::new();
if !texture_type.is_empty() {
fast.add(texture_type);
}
image_features.push(fast.concat(&base_prim_features).finish());
image_features.push(fast.concat(&brush_alpha_features).finish());
image_features.push(fast.with("DEBUG_OVERDRAW").finish());
let mut slow = fast.clone();
slow.add("REPETITION");
slow.add("ANTIALIASING");
image_features.push(slow.concat(&base_prim_features).finish());
image_features.push(slow.concat(&brush_alpha_features).finish());
image_features.push(slow.with("DEBUG_OVERDRAW").finish());
if flags.contains(ShaderFeatureFlags::ADVANCED_BLEND_EQUATION) {
let advanced_blend_features = brush_alpha_features.with("ADVANCED_BLEND");
image_features.push(fast.concat(&advanced_blend_features).finish());
image_features.push(slow.concat(&advanced_blend_features).finish());
}
if flags.contains(ShaderFeatureFlags::DUAL_SOURCE_BLENDING) {
let dual_source_features = brush_alpha_features.with("DUAL_SOURCE_BLENDING");
image_features.push(fast.concat(&dual_source_features).finish());
image_features.push(slow.concat(&dual_source_features).finish());
}
}
shaders.insert("brush_image", image_features);
let mut composite_features: Vec<String> = Vec::new();
for texture_type in &texture_types {
let base = texture_type.to_string();
composite_features.push(base);
}
shaders.insert("cs_scale", composite_features.clone());
// YUV image brush shaders
let mut yuv_features: Vec<String> = Vec::new();
for texture_type in &texture_types {
let mut list = FeatureList::new();
if !texture_type.is_empty() {
list.add(texture_type);
}
list.add("YUV");
composite_features.push(list.finish());
yuv_features.push(list.concat(&base_prim_features).finish());
yuv_features.push(list.concat(&brush_alpha_features).finish());
yuv_features.push(list.with("DEBUG_OVERDRAW").finish());
}
shaders.insert("composite", composite_features);
shaders.insert("brush_yuv_image", yuv_features);
// Prim shaders
let mut text_types = vec![""];
if flags.contains(ShaderFeatureFlags::DUAL_SOURCE_BLENDING) {
text_types.push("DUAL_SOURCE_BLENDING");
}
let mut text_features: Vec<String> = Vec::new();
for text_type in &text_types {
let mut list = base_prim_features.with("TEXTURE_2D");
if !text_type.is_empty() {
list.add(text_type);
}
let mut alpha_list = list.with("ALPHA_PASS");
text_features.push(alpha_list.finish());
text_features.push(alpha_list.with("GLYPH_TRANSFORM").finish());
text_features.push(list.with("DEBUG_OVERDRAW").finish());
}
shaders.insert("ps_text_run", text_features);
shaders.insert("ps_split_composite", vec![base_prim_features.finish()]);
shaders.insert("ps_clear", vec![base_prim_features.finish()]);
if flags.contains(ShaderFeatureFlags::DEBUG) {
for name in &["debug_color", "debug_font"] {
shaders.insert(name, vec![String::new()]);
}
}
shaders
}
|