From 26a029d407be480d791972afb5975cf62c9360a6 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Fri, 19 Apr 2024 02:47:55 +0200 Subject: Adding upstream version 124.0.1. Signed-off-by: Daniel Baumann --- gfx/wr/webrender/res/prim_shared.glsl | 246 ++++++++++++++++++++++++++++++++++ 1 file changed, 246 insertions(+) create mode 100644 gfx/wr/webrender/res/prim_shared.glsl (limited to 'gfx/wr/webrender/res/prim_shared.glsl') diff --git a/gfx/wr/webrender/res/prim_shared.glsl b/gfx/wr/webrender/res/prim_shared.glsl new file mode 100644 index 0000000000..1a599bf980 --- /dev/null +++ b/gfx/wr/webrender/res/prim_shared.glsl @@ -0,0 +1,246 @@ +/* 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 rect,render_task,gpu_cache,transform + +#define EXTEND_MODE_CLAMP 0 +#define EXTEND_MODE_REPEAT 1 + +#define SUBPX_DIR_NONE 0 +#define SUBPX_DIR_HORIZONTAL 1 +#define SUBPX_DIR_VERTICAL 2 +#define SUBPX_DIR_MIXED 3 + +#define RASTER_LOCAL 0 +#define RASTER_SCREEN 1 + +uniform sampler2D sClipMask; + +#ifndef SWGL_CLIP_MASK +// TODO: convert back to RectWithEndpoint if driver issues are resolved, if ever. +flat varying mediump vec4 vClipMaskUvBounds; +varying highp vec2 vClipMaskUv; +#endif + +#ifdef WR_VERTEX_SHADER + +#define COLOR_MODE_ALPHA 0 +#define COLOR_MODE_SUBPX_DUAL_SOURCE 1 +#define COLOR_MODE_BITMAP_SHADOW 2 +#define COLOR_MODE_COLOR_BITMAP 3 +#define COLOR_MODE_IMAGE 4 +#define COLOR_MODE_MULTIPLY_DUAL_SOURCE 5 + +uniform HIGHP_SAMPLER_FLOAT sampler2D sPrimitiveHeadersF; +uniform HIGHP_SAMPLER_FLOAT isampler2D sPrimitiveHeadersI; + +// Instanced attributes +PER_INSTANCE in ivec4 aData; + +#define VECS_PER_PRIM_HEADER_F 2U +#define VECS_PER_PRIM_HEADER_I 2U + +struct Instance +{ + int prim_header_address; + int picture_task_address; + int clip_address; + int segment_index; + int flags; + int resource_address; + int brush_kind; +}; + +Instance decode_instance_attributes() { + Instance instance; + + instance.prim_header_address = aData.x; + instance.picture_task_address = aData.y >> 16; + instance.clip_address = aData.y & 0xffff; + instance.segment_index = aData.z & 0xffff; + instance.flags = aData.z >> 16; + instance.resource_address = aData.w & 0xffffff; + instance.brush_kind = aData.w >> 24; + + return instance; +} + +struct PrimitiveHeader { + RectWithEndpoint local_rect; + RectWithEndpoint local_clip_rect; + float z; + int specific_prim_address; + int transform_id; + ivec4 user_data; +}; + +PrimitiveHeader fetch_prim_header(int index) { + PrimitiveHeader ph; + + ivec2 uv_f = get_fetch_uv(index, VECS_PER_PRIM_HEADER_F); + vec4 local_rect = TEXEL_FETCH(sPrimitiveHeadersF, uv_f, 0, ivec2(0, 0)); + vec4 local_clip_rect = TEXEL_FETCH(sPrimitiveHeadersF, uv_f, 0, ivec2(1, 0)); + ph.local_rect = RectWithEndpoint(local_rect.xy, local_rect.zw); + ph.local_clip_rect = RectWithEndpoint(local_clip_rect.xy, local_clip_rect.zw); + + ivec2 uv_i = get_fetch_uv(index, VECS_PER_PRIM_HEADER_I); + ivec4 data0 = TEXEL_FETCH(sPrimitiveHeadersI, uv_i, 0, ivec2(0, 0)); + ivec4 data1 = TEXEL_FETCH(sPrimitiveHeadersI, uv_i, 0, ivec2(1, 0)); + ph.z = float(data0.x); + ph.specific_prim_address = data0.y; + ph.transform_id = data0.z; + ph.user_data = data1; + + return ph; +} + +struct VertexInfo { + vec2 local_pos; + vec4 world_pos; +}; + +VertexInfo write_vertex(vec2 local_pos, + RectWithEndpoint local_clip_rect, + float z, + Transform transform, + PictureTask task) { + // Clamp to the two local clip rects. + vec2 clamped_local_pos = rect_clamp(local_clip_rect, local_pos); + + // Transform the current vertex to world space. + vec4 world_pos = transform.m * vec4(clamped_local_pos, 0.0, 1.0); + + // Convert the world positions to device pixel space. + vec2 device_pos = world_pos.xy * task.device_pixel_scale; + + // Apply offsets for the render task to get correct screen location. + vec2 final_offset = -task.content_origin + task.task_rect.p0; + + gl_Position = uTransform * vec4(device_pos + final_offset * world_pos.w, z * world_pos.w, world_pos.w); + + VertexInfo vi = VertexInfo( + clamped_local_pos, + world_pos + ); + + return vi; +} + +RectWithEndpoint clip_and_init_antialiasing(RectWithEndpoint segment_rect, + RectWithEndpoint prim_rect, + RectWithEndpoint clip_rect, + int edge_flags, + float z, + Transform transform, + PictureTask task) { +#ifdef SWGL_ANTIALIAS + // Check if the bounds are smaller than the unmodified segment rect. If so, + // it is safe to enable AA on those edges. + bvec4 clipped = bvec4(greaterThan(clip_rect.p0, segment_rect.p0), + lessThan(clip_rect.p1, segment_rect.p1)); + swgl_antiAlias(edge_flags | (clipped.x ? 1 : 0) | (clipped.y ? 2 : 0) | + (clipped.z ? 4 : 0) | (clipped.w ? 8 : 0)); +#endif + + segment_rect.p0 = clamp(segment_rect.p0, clip_rect.p0, clip_rect.p1); + segment_rect.p1 = clamp(segment_rect.p1, clip_rect.p0, clip_rect.p1); + +#ifndef SWGL_ANTIALIAS + prim_rect.p0 = clamp(prim_rect.p0, clip_rect.p0, clip_rect.p1); + prim_rect.p1 = clamp(prim_rect.p1, clip_rect.p0, clip_rect.p1); + + // Select between the segment and prim edges based on edge mask. + // We must perform the bitwise-and for each component individually, as a + // vector bitwise-and followed by conversion to bvec4 causes shader + // compilation crashes on some Adreno devices. See bug 1715746. + bvec4 clip_edge_mask = bvec4(bool(edge_flags & 1), bool(edge_flags & 2), bool(edge_flags & 4), bool(edge_flags & 8)); + init_transform_vs(mix( + vec4(vec2(-1e16), vec2(1e16)), + vec4(segment_rect.p0, segment_rect.p1), + clip_edge_mask + )); + + // As this is a transform shader, extrude by 2 (local space) pixels + // in each direction. This gives enough space around the edge to + // apply distance anti-aliasing. Technically, it: + // (a) slightly over-estimates the number of required pixels in the simple case. + // (b) might not provide enough edge in edge case perspective projections. + // However, it's fast and simple. If / when we ever run into issues, we + // can do some math on the projection matrix to work out a variable + // amount to extrude. + + // Only extrude along edges where we are going to apply AA. + float extrude_amount = 2.0; + vec4 extrude_distance = mix(vec4(0.0), vec4(extrude_amount), clip_edge_mask); + segment_rect.p0 -= extrude_distance.xy; + segment_rect.p1 += extrude_distance.zw; +#endif + + return segment_rect; +} + +void write_clip(vec4 world_pos, ClipArea area, PictureTask task) { +#ifdef SWGL_CLIP_MASK + swgl_clipMask( + sClipMask, + (task.task_rect.p0 - task.content_origin) - (area.task_rect.p0 - area.screen_origin), + area.task_rect.p0, + rect_size(area.task_rect) + ); +#else + vec2 uv = world_pos.xy * area.device_pixel_scale + + world_pos.w * (area.task_rect.p0 - area.screen_origin); + vClipMaskUvBounds = vec4( + area.task_rect.p0, + area.task_rect.p1 + ); + vClipMaskUv = uv; +#endif +} + +// Read the exta image data containing the homogeneous screen space coordinates +// of the corners, interpolate between them, and return real screen space UV. +vec2 get_image_quad_uv(int address, vec2 f) { + ImageSourceExtra extra_data = fetch_image_source_extra(address); + vec4 x = mix(extra_data.st_tl, extra_data.st_tr, f.x); + vec4 y = mix(extra_data.st_bl, extra_data.st_br, f.x); + vec4 z = mix(x, y, f.y); + return z.xy / z.w; +} +#endif //WR_VERTEX_SHADER + +#ifdef WR_FRAGMENT_SHADER + +struct Fragment { + vec4 color; +#ifdef WR_FEATURE_DUAL_SOURCE_BLENDING + vec4 blend; +#endif +}; + +float do_clip() { +#ifdef SWGL_CLIP_MASK + // SWGL relies on builtin clip-mask support to do this more efficiently, + // so no clipping is required here. + return 1.0; +#else + // check for the dummy bounds, which are given to the opaque objects + if (vClipMaskUvBounds.xy == vClipMaskUvBounds.zw) { + return 1.0; + } + // anything outside of the mask is considered transparent + //Note: we assume gl_FragCoord.w == interpolated(1 / vClipMaskUv.w) + vec2 mask_uv = vClipMaskUv * gl_FragCoord.w; + bvec2 left = lessThanEqual(vClipMaskUvBounds.xy, mask_uv); // inclusive + bvec2 right = greaterThan(vClipMaskUvBounds.zw, mask_uv); // non-inclusive + // bail out if the pixel is outside the valid bounds + if (!all(bvec4(left, right))) { + return 0.0; + } + // finally, the slow path - fetch the mask value from an image + return texelFetch(sClipMask, ivec2(mask_uv), 0).r; +#endif +} + +#endif //WR_FRAGMENT_SHADER -- cgit v1.2.3