diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
---|---|---|
committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /gfx/wr/webrender/res/ps_quad_mask.glsl | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/wr/webrender/res/ps_quad_mask.glsl')
-rw-r--r-- | gfx/wr/webrender/res/ps_quad_mask.glsl | 178 |
1 files changed, 178 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/ps_quad_mask.glsl b/gfx/wr/webrender/res/ps_quad_mask.glsl new file mode 100644 index 0000000000..4b28109726 --- /dev/null +++ b/gfx/wr/webrender/res/ps_quad_mask.glsl @@ -0,0 +1,178 @@ +/* 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/. */ + +#include ps_quad,ellipse + +varying highp vec4 vClipLocalPos; + +#ifdef WR_FEATURE_FAST_PATH +flat varying highp vec3 v_clip_params; // xy = box size, z = radius +#else +flat varying highp vec4 vClipCenter_Radius_TL; +flat varying highp vec4 vClipCenter_Radius_TR; +flat varying highp vec4 vClipCenter_Radius_BR; +flat varying highp vec4 vClipCenter_Radius_BL; +flat varying highp vec3 vClipPlane_TL; +flat varying highp vec3 vClipPlane_TR; +flat varying highp vec3 vClipPlane_BL; +flat varying highp vec3 vClipPlane_BR; +#endif +flat varying highp vec2 vClipMode; + +#ifdef WR_VERTEX_SHADER + +PER_INSTANCE in ivec4 aClipData; + +#define CLIP_SPACE_RASTER 0 +#define CLIP_SPACE_PRIMITIVE 1 + +struct Clip { + RectWithEndpoint rect; +#ifdef WR_FEATURE_FAST_PATH + vec4 radii; +#else + vec4 radii_top; + vec4 radii_bottom; +#endif + float mode; + int space; +}; + +Clip fetch_clip(int index) { + Clip clip; + + clip.space = aClipData.z; + +#ifdef WR_FEATURE_FAST_PATH + vec4 texels[3] = fetch_from_gpu_buffer_3(index); + clip.rect = RectWithEndpoint(texels[0].xy, texels[0].zw); + clip.radii = texels[1]; + clip.mode = texels[2].x; +#else + vec4 texels[4] = fetch_from_gpu_buffer_4(index); + clip.rect = RectWithEndpoint(texels[0].xy, texels[0].zw); + clip.radii_top = texels[1]; + clip.radii_bottom = texels[2]; + clip.mode = texels[3].x; +#endif + + return clip; +} + +void main(void) { + PrimitiveInfo prim_info = ps_quad_main(); + + Clip clip = fetch_clip(aClipData.y); + Transform clip_transform = fetch_transform(aClipData.x); + + vClipLocalPos = clip_transform.m * vec4(prim_info.local_pos, 0.0, 1.0); + +#ifndef WR_FEATURE_FAST_PATH + if (clip.space == CLIP_SPACE_RASTER) { + vTransformBounds = vec4(clip.rect.p0, clip.rect.p1); + } else { + RectWithEndpoint xf_bounds = RectWithEndpoint( + max(clip.rect.p0, prim_info.local_clip_rect.p0), + min(clip.rect.p1, prim_info.local_clip_rect.p1) + ); + vTransformBounds = vec4(xf_bounds.p0, xf_bounds.p1); + } +#endif + + vClipMode.x = clip.mode; + +#ifdef WR_FEATURE_FAST_PATH + // If the radii are all uniform, we can use a much simpler 2d + // signed distance function to get a rounded rect clip. + vec2 half_size = 0.5 * (clip.rect.p1 - clip.rect.p0); + float radius = clip.radii.x; + vClipLocalPos.xy -= (half_size + clip.rect.p0) * vClipLocalPos.w; + v_clip_params = vec3(half_size - vec2(radius), radius); +#else + vec2 r_tl = clip.radii_top.xy; + vec2 r_tr = clip.radii_top.zw; + vec2 r_br = clip.radii_bottom.zw; + vec2 r_bl = clip.radii_bottom.xy; + + vClipCenter_Radius_TL = vec4(clip.rect.p0 + r_tl, + inverse_radii_squared(r_tl)); + + vClipCenter_Radius_TR = vec4(clip.rect.p1.x - r_tr.x, + clip.rect.p0.y + r_tr.y, + inverse_radii_squared(r_tr)); + + vClipCenter_Radius_BR = vec4(clip.rect.p1 - r_br, + inverse_radii_squared(r_br)); + + vClipCenter_Radius_BL = vec4(clip.rect.p0.x + r_bl.x, + clip.rect.p1.y - r_bl.y, + inverse_radii_squared(r_bl)); + + // We need to know the half-spaces of the corners separate from the center + // and radius. We compute a point that falls on the diagonal (which is just + // an inner vertex pushed out along one axis, but not on both) to get the + // plane offset of the half-space. We also compute the direction vector of + // the half-space, which is a perpendicular vertex (-y,x) of the vector of + // the diagonal. We leave the scales of the vectors unchanged. + vec2 n_tl = -r_tl.yx; + vec2 n_tr = vec2(r_tr.y, -r_tr.x); + vec2 n_br = r_br.yx; + vec2 n_bl = vec2(-r_bl.y, r_bl.x); + vClipPlane_TL = vec3(n_tl, + dot(n_tl, vec2(clip.rect.p0.x, clip.rect.p0.y + r_tl.y))); + vClipPlane_TR = vec3(n_tr, + dot(n_tr, vec2(clip.rect.p1.x - r_tr.x, clip.rect.p0.y))); + vClipPlane_BR = vec3(n_br, + dot(n_br, vec2(clip.rect.p1.x, clip.rect.p1.y - r_br.y))); + vClipPlane_BL = vec3(n_bl, + dot(n_bl, vec2(clip.rect.p0.x + r_bl.x, clip.rect.p1.y))); +#endif + +} +#endif + +#ifdef WR_FRAGMENT_SHADER + +#ifdef WR_FEATURE_FAST_PATH +// See http://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm +float sd_box(in vec2 pos, in vec2 box_size) { + vec2 d = abs(pos) - box_size; + return length(max(d, vec2(0.0))) + min(max(d.x,d.y), 0.0); +} + +float sd_rounded_box(in vec2 pos, in vec2 box_size, in float radius) { + return sd_box(pos, box_size) - radius; +} +#endif + +void main(void) { + vec2 clip_local_pos = vClipLocalPos.xy / vClipLocalPos.w; + float aa_range = compute_aa_range(clip_local_pos); + +#ifdef WR_FEATURE_FAST_PATH + float dist = sd_rounded_box(clip_local_pos, v_clip_params.xy, v_clip_params.z); +#else + float dist = distance_to_rounded_rect( + clip_local_pos, + vClipPlane_TL, + vClipCenter_Radius_TL, + vClipPlane_TR, + vClipCenter_Radius_TR, + vClipPlane_BR, + vClipCenter_Radius_BR, + vClipPlane_BL, + vClipCenter_Radius_BL, + vTransformBounds + ); +#endif + + // Compute AA for the given dist and range. + float alpha = distance_aa(aa_range, dist); + + // Select alpha or inverse alpha depending on clip in/out. + float final_alpha = mix(alpha, 1.0 - alpha, vClipMode.x); + + oFragColor = vec4(final_alpha); +} +#endif |