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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/. */
+
+#define COMPONENT_TRANSFER_IDENTITY 0
+#define COMPONENT_TRANSFER_TABLE 1
+#define COMPONENT_TRANSFER_DISCRETE 2
+#define COMPONENT_TRANSFER_LINEAR 3
+#define COMPONENT_TRANSFER_GAMMA 4
+
+// Must be kept in sync with `Filter::as_int` in internal_types.rs
+// Not all filters are defined here because some filter use different shaders.
+#define FILTER_CONTRAST 0
+#define FILTER_GRAYSCALE 1
+#define FILTER_HUE_ROTATE 2
+#define FILTER_INVERT 3
+#define FILTER_SATURATE 4
+#define FILTER_SEPIA 5
+#define FILTER_BRIGHTNESS 6
+#define FILTER_COLOR_MATRIX 7
+#define FILTER_SRGB_TO_LINEAR 8
+#define FILTER_LINEAR_TO_SRGB 9
+#define FILTER_FLOOD 10
+#define FILTER_COMPONENT_TRANSFER 11
+
+#ifdef WR_VERTEX_SHADER
+void SetupFilterParams(
+ int op,
+ float amount,
+ int gpu_data_address,
+ out vec4 color_offset,
+ out mat4 color_mat,
+ out highp int table_address
+) {
+ float lumR = 0.2126;
+ float lumG = 0.7152;
+ float lumB = 0.0722;
+ float oneMinusLumR = 1.0 - lumR;
+ float oneMinusLumG = 1.0 - lumG;
+ float oneMinusLumB = 1.0 - lumB;
+ float invAmount = 1.0 - amount;
+
+ if (op == FILTER_GRAYSCALE) {
+ color_mat = mat4(
+ vec4(lumR + oneMinusLumR * invAmount, lumR - lumR * invAmount, lumR - lumR * invAmount, 0.0),
+ vec4(lumG - lumG * invAmount, lumG + oneMinusLumG * invAmount, lumG - lumG * invAmount, 0.0),
+ vec4(lumB - lumB * invAmount, lumB - lumB * invAmount, lumB + oneMinusLumB * invAmount, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0)
+ );
+ color_offset = vec4(0.0);
+ } else if (op == FILTER_HUE_ROTATE) {
+ float c = cos(amount);
+ float s = sin(amount);
+ color_mat = mat4(
+ vec4(lumR + oneMinusLumR * c - lumR * s, lumR - lumR * c + 0.143 * s, lumR - lumR * c - oneMinusLumR * s, 0.0),
+ vec4(lumG - lumG * c - lumG * s, lumG + oneMinusLumG * c + 0.140 * s, lumG - lumG * c + lumG * s, 0.0),
+ vec4(lumB - lumB * c + oneMinusLumB * s, lumB - lumB * c - 0.283 * s, lumB + oneMinusLumB * c + lumB * s, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0)
+ );
+ color_offset = vec4(0.0);
+ } else if (op == FILTER_SATURATE) {
+ color_mat = mat4(
+ vec4(invAmount * lumR + amount, invAmount * lumR, invAmount * lumR, 0.0),
+ vec4(invAmount * lumG, invAmount * lumG + amount, invAmount * lumG, 0.0),
+ vec4(invAmount * lumB, invAmount * lumB, invAmount * lumB + amount, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0)
+ );
+ color_offset = vec4(0.0);
+ } else if (op == FILTER_SEPIA) {
+ color_mat = mat4(
+ vec4(0.393 + 0.607 * invAmount, 0.349 - 0.349 * invAmount, 0.272 - 0.272 * invAmount, 0.0),
+ vec4(0.769 - 0.769 * invAmount, 0.686 + 0.314 * invAmount, 0.534 - 0.534 * invAmount, 0.0),
+ vec4(0.189 - 0.189 * invAmount, 0.168 - 0.168 * invAmount, 0.131 + 0.869 * invAmount, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0)
+ );
+ color_offset = vec4(0.0);
+ } else if (op == FILTER_COLOR_MATRIX) {
+ vec4 mat_data[4] = fetch_from_gpu_cache_4(gpu_data_address);
+ vec4 offset_data = fetch_from_gpu_cache_1(gpu_data_address + 4);
+ color_mat = mat4(mat_data[0], mat_data[1], mat_data[2], mat_data[3]);
+ color_offset = offset_data;
+ } else if (op == FILTER_COMPONENT_TRANSFER) {
+ table_address = gpu_data_address;
+ } else if (op == FILTER_FLOOD) {
+ color_offset = fetch_from_gpu_cache_1(gpu_data_address);
+ }
+}
+#endif
+
+#ifdef WR_FRAGMENT_SHADER
+vec3 Contrast(vec3 Cs, float amount) {
+ return clamp(Cs.rgb * amount - 0.5 * amount + 0.5, 0.0, 1.0);
+}
+
+vec3 Invert(vec3 Cs, float amount) {
+ return mix(Cs.rgb, vec3(1.0) - Cs.rgb, amount);
+}
+
+vec3 Brightness(vec3 Cs, float amount) {
+ // Apply the brightness factor.
+ // Resulting color needs to be clamped to output range
+ // since we are pre-multiplying alpha in the shader.
+ return clamp(Cs.rgb * amount, vec3(0.0), vec3(1.0));
+}
+
+// Based on the Gecko's implementation in
+// https://hg.mozilla.org/mozilla-central/file/91b4c3687d75/gfx/src/FilterSupport.cpp#l24
+// These could be made faster by sampling a lookup table stored in a float texture
+// with linear interpolation.
+
+vec3 SrgbToLinear(vec3 color) {
+ vec3 c1 = color / 12.92;
+ vec3 c2 = pow(color / 1.055 + vec3(0.055 / 1.055), vec3(2.4));
+ return if_then_else(lessThanEqual(color, vec3(0.04045)), c1, c2);
+}
+
+vec3 LinearToSrgb(vec3 color) {
+ vec3 c1 = color * 12.92;
+ vec3 c2 = vec3(1.055) * pow(color, vec3(1.0 / 2.4)) - vec3(0.055);
+ return if_then_else(lessThanEqual(color, vec3(0.0031308)), c1, c2);
+}
+
+// This function has to be factored out due to the following issue:
+// https://github.com/servo/webrender/wiki/Driver-issues#bug-1532245---switch-statement-inside-control-flow-inside-switch-statement-fails-to-compile-on-some-android-phones
+// (and now the words "default: default:" so angle_shader_validation.rs passes)
+vec4 ComponentTransfer(vec4 colora, vec4 vfuncs, highp int table_address) {
+ // We push a different amount of data to the gpu cache depending on the
+ // function type.
+ // Identity => 0 blocks
+ // Table/Discrete => 64 blocks (256 values)
+ // Linear => 1 block (2 values)
+ // Gamma => 1 block (3 values)
+ // We loop through the color components and increment the offset (for the
+ // next color component) into the gpu cache based on how many blocks that
+ // function type put into the gpu cache.
+ // Table/Discrete use a 256 entry look up table.
+ // Linear/Gamma are a simple calculation.
+
+ // Both offset and k must be marked as highp due to a Adreno 3xx bug likely
+ // to do with converting between precisions (as they would otherwise be
+ // promoted when adding to table_address).
+ highp int offset = 0;
+ highp int k;
+
+ vec4 texel;
+
+ // Dynamically indexing a vector is buggy on some platforms, so use a temporary array
+ int[4] funcs = int[4](int(vfuncs.r), int(vfuncs.g), int(vfuncs.b), int(vfuncs.a));
+ for (int i = 0; i < 4; i++) {
+ switch (funcs[i]) {
+ case COMPONENT_TRANSFER_IDENTITY:
+ break;
+ case COMPONENT_TRANSFER_TABLE:
+ case COMPONENT_TRANSFER_DISCRETE: {
+ // fetch value from lookup table
+ k = int(floor(colora[i]*255.0 + 0.5));
+ texel = fetch_from_gpu_cache_1(table_address + offset + k/4);
+ colora[i] = clamp(texel[k % 4], 0.0, 1.0);
+ // offset plus 256/4 blocks
+ offset = offset + 64;
+ break;
+ }
+ case COMPONENT_TRANSFER_LINEAR: {
+ // fetch the two values for use in the linear equation
+ texel = fetch_from_gpu_cache_1(table_address + offset);
+ colora[i] = clamp(texel[0] * colora[i] + texel[1], 0.0, 1.0);
+ // offset plus 1 block
+ offset = offset + 1;
+ break;
+ }
+ case COMPONENT_TRANSFER_GAMMA: {
+ // fetch the three values for use in the gamma equation
+ texel = fetch_from_gpu_cache_1(table_address + offset);
+ colora[i] = clamp(texel[0] * pow(colora[i], texel[1]) + texel[2], 0.0, 1.0);
+ // offset plus 1 block
+ offset = offset + 1;
+ break;
+ }
+ default:
+ // shouldn't happen
+ break;
+ }
+ }
+ return colora;
+}
+
+void CalculateFilter(
+ vec4 Cs,
+ int op,
+ float amount,
+ highp int table_address,
+ vec4 color_offset,
+ mat4 color_mat,
+ vec4 v_funcs,
+ out vec3 color,
+ out float alpha
+) {
+ // Un-premultiply the input.
+ alpha = Cs.a;
+ color = alpha != 0.0 ? Cs.rgb / alpha : Cs.rgb;
+
+ switch (op) {
+ case FILTER_CONTRAST:
+ color = Contrast(color, amount);
+ break;
+ case FILTER_INVERT:
+ color = Invert(color, amount);
+ break;
+ case FILTER_BRIGHTNESS:
+ color = Brightness(color, amount);
+ break;
+ case FILTER_SRGB_TO_LINEAR:
+ color = SrgbToLinear(color);
+ break;
+ case FILTER_LINEAR_TO_SRGB:
+ color = LinearToSrgb(color);
+ break;
+ case FILTER_COMPONENT_TRANSFER: {
+ // Get the unpremultiplied color with alpha.
+ vec4 colora = vec4(color, alpha);
+ colora = ComponentTransfer(colora, v_funcs, table_address);
+ color = colora.rgb;
+ alpha = colora.a;
+ break;
+ }
+ case FILTER_FLOOD:
+ color = color_offset.rgb;
+ alpha = color_offset.a;
+ break;
+ default:
+ // Color matrix type filters (sepia, hue-rotate, etc...)
+ vec4 result = color_mat * vec4(color, alpha) + color_offset;
+ result = clamp(result, vec4(0.0), vec4(1.0));
+ color = result.rgb;
+ alpha = result.a;
+ }
+}
+#endif