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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /gfx/wr/webrender/res/ps_quad.glsl | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/wr/webrender/res/ps_quad.glsl')
-rw-r--r-- | gfx/wr/webrender/res/ps_quad.glsl | 287 |
1 files changed, 287 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/ps_quad.glsl b/gfx/wr/webrender/res/ps_quad.glsl new file mode 100644 index 0000000000..e419e9cc49 --- /dev/null +++ b/gfx/wr/webrender/res/ps_quad.glsl @@ -0,0 +1,287 @@ +/* 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 WR_FEATURE_TEXTURE_2D + +#include shared,rect,transform,render_task,gpu_buffer + +flat varying mediump vec4 v_color; +flat varying mediump vec4 v_uv_sample_bounds; +flat varying lowp ivec4 v_flags; +varying highp vec2 v_uv; + +#ifdef WR_VERTEX_SHADER + +#define EDGE_AA_LEFT 1 +#define EDGE_AA_TOP 2 +#define EDGE_AA_RIGHT 4 +#define EDGE_AA_BOTTOM 8 + +#define PART_CENTER 0 +#define PART_LEFT 1 +#define PART_TOP 2 +#define PART_RIGHT 3 +#define PART_BOTTOM 4 + +#define QF_IS_OPAQUE 1 +#define QF_APPLY_DEVICE_CLIP 2 +#define QF_IGNORE_DEVICE_SCALE 4 + +#define INVALID_SEGMENT_INDEX 0xff + +#define AA_PIXEL_RADIUS 2.0 + +PER_INSTANCE in ivec4 aData; + +struct PrimitiveInfo { + vec2 local_pos; + + RectWithEndpoint local_prim_rect; + RectWithEndpoint local_clip_rect; + + int edge_flags; +}; + +struct QuadSegment { + RectWithEndpoint rect; + vec4 uv_rect; +}; + +struct QuadPrimitive { + RectWithEndpoint bounds; + RectWithEndpoint clip; + vec4 color; +}; + +QuadSegment fetch_segment(int base, int index) { + QuadSegment seg; + + vec4 texels[2] = fetch_from_gpu_buffer_2(base + 3 + index * 2); + + seg.rect = RectWithEndpoint(texels[0].xy, texels[0].zw); + seg.uv_rect = texels[1]; + + return seg; +} + +QuadPrimitive fetch_primitive(int index) { + QuadPrimitive prim; + + vec4 texels[3] = fetch_from_gpu_buffer_3(index); + + prim.bounds = RectWithEndpoint(texels[0].xy, texels[0].zw); + prim.clip = RectWithEndpoint(texels[1].xy, texels[1].zw); + prim.color = texels[2]; + + return prim; +} + +struct QuadInstance { + // x + int prim_address; + + // y + int quad_flags; + int edge_flags; + int picture_task_address; + + // z + int part_index; + int z_id; + + // w + int segment_index; + int transform_id; +}; + +QuadInstance decode_instance() { + QuadInstance qi = QuadInstance( + aData.x, + + (aData.y >> 24) & 0xff, + (aData.y >> 16) & 0xff, + aData.y & 0xffff, + + (aData.z >> 24) & 0xff, + aData.z & 0xffffff, + + (aData.w >> 24) & 0xff, + aData.w & 0xffffff + ); + + return qi; +} + +struct VertexInfo { + vec2 local_pos; +}; + +VertexInfo write_vertex(vec2 local_pos, + float z, + Transform transform, + vec2 content_origin, + RectWithEndpoint task_rect, + float device_pixel_scale, + int quad_flags) { + VertexInfo vi; + + // Transform the current vertex to world space. + vec4 world_pos = transform.m * vec4(local_pos, 0.0, 1.0); + + // Convert the world positions to device pixel space. + vec2 device_pos = world_pos.xy * device_pixel_scale; + + if ((quad_flags & QF_APPLY_DEVICE_CLIP) != 0) { + RectWithEndpoint device_clip_rect = RectWithEndpoint( + content_origin, + content_origin + task_rect.p1 - task_rect.p0 + ); + + // Clip to task rect + device_pos = rect_clamp(device_clip_rect, device_pos); + + vi.local_pos = (transform.inv_m * vec4(device_pos / device_pixel_scale, 0.0, 1.0)).xy; + } else { + vi.local_pos = local_pos; + } + + // Apply offsets for the render task to get correct screen location. + vec2 final_offset = -content_origin + task_rect.p0; + + gl_Position = uTransform * vec4(device_pos + final_offset * world_pos.w, z * world_pos.w, world_pos.w); + + return vi; +} + +float edge_aa_offset(int edge, int flags) { + return ((flags & edge) != 0) ? AA_PIXEL_RADIUS : 0.0; +} + +PrimitiveInfo ps_quad_main(void) { + QuadInstance qi = decode_instance(); + + Transform transform = fetch_transform(qi.transform_id); + PictureTask task = fetch_picture_task(qi.picture_task_address); + QuadPrimitive prim = fetch_primitive(qi.prim_address); + float z = float(qi.z_id); + + QuadSegment seg; + if (qi.segment_index == INVALID_SEGMENT_INDEX) { + seg.rect = prim.bounds; + seg.uv_rect = vec4(0.0); + } else { + seg = fetch_segment(qi.prim_address, qi.segment_index); + } + + // The local space rect that we will draw, which is effectively: + // - The tile within the primitive we will draw + // - Intersected with any local-space clip rect(s) + // - Expanded for AA edges where appropriate + RectWithEndpoint local_coverage_rect = seg.rect; + + // Apply local clip rect + local_coverage_rect.p0 = max(local_coverage_rect.p0, prim.clip.p0); + local_coverage_rect.p1 = min(local_coverage_rect.p1, prim.clip.p1); + local_coverage_rect.p1 = max(local_coverage_rect.p0, local_coverage_rect.p1); + + switch (qi.part_index) { + case PART_LEFT: + local_coverage_rect.p1.x = local_coverage_rect.p0.x + AA_PIXEL_RADIUS; +#ifdef SWGL_ANTIALIAS + swgl_antiAlias(EDGE_AA_LEFT); +#else + local_coverage_rect.p0.x -= AA_PIXEL_RADIUS; + local_coverage_rect.p0.y -= AA_PIXEL_RADIUS; + local_coverage_rect.p1.y += AA_PIXEL_RADIUS; +#endif + break; + case PART_TOP: + local_coverage_rect.p0.x = local_coverage_rect.p0.x + AA_PIXEL_RADIUS; + local_coverage_rect.p1.x = local_coverage_rect.p1.x - AA_PIXEL_RADIUS; + local_coverage_rect.p1.y = local_coverage_rect.p0.y + AA_PIXEL_RADIUS; +#ifdef SWGL_ANTIALIAS + swgl_antiAlias(EDGE_AA_TOP); +#else + local_coverage_rect.p0.y -= AA_PIXEL_RADIUS; +#endif + break; + case PART_RIGHT: + local_coverage_rect.p0.x = local_coverage_rect.p1.x - AA_PIXEL_RADIUS; +#ifdef SWGL_ANTIALIAS + swgl_antiAlias(EDGE_AA_RIGHT); +#else + local_coverage_rect.p1.x += AA_PIXEL_RADIUS; + local_coverage_rect.p0.y -= AA_PIXEL_RADIUS; + local_coverage_rect.p1.y += AA_PIXEL_RADIUS; +#endif + break; + case PART_BOTTOM: + local_coverage_rect.p0.x = local_coverage_rect.p0.x + AA_PIXEL_RADIUS; + local_coverage_rect.p1.x = local_coverage_rect.p1.x - AA_PIXEL_RADIUS; + local_coverage_rect.p0.y = local_coverage_rect.p1.y - AA_PIXEL_RADIUS; +#ifdef SWGL_ANTIALIAS + swgl_antiAlias(EDGE_AA_BOTTOM); +#else + local_coverage_rect.p1.y += AA_PIXEL_RADIUS; +#endif + break; + case PART_CENTER: + default: + local_coverage_rect.p0.x += edge_aa_offset(EDGE_AA_LEFT, qi.edge_flags); + local_coverage_rect.p1.x -= edge_aa_offset(EDGE_AA_RIGHT, qi.edge_flags); + local_coverage_rect.p0.y += edge_aa_offset(EDGE_AA_TOP, qi.edge_flags); + local_coverage_rect.p1.y -= edge_aa_offset(EDGE_AA_BOTTOM, qi.edge_flags); + break; + } + + vec2 local_pos = mix(local_coverage_rect.p0, local_coverage_rect.p1, aPosition); + + float device_pixel_scale = task.device_pixel_scale; + if ((qi.quad_flags & QF_IGNORE_DEVICE_SCALE) != 0) { + device_pixel_scale = 1.0f; + } + + VertexInfo vi = write_vertex( + local_pos, + z, + transform, + task.content_origin, + task.task_rect, + device_pixel_scale, + qi.quad_flags + ); + + if (seg.uv_rect.xy == seg.uv_rect.zw) { + v_color = prim.color; + v_flags.y = 0; + } else { + v_color = vec4(1.0); + v_flags.y = 1; + + vec2 f = (vi.local_pos - seg.rect.p0) / (seg.rect.p1 - seg.rect.p0); + + vec2 uv = mix( + seg.uv_rect.xy, + seg.uv_rect.zw, + f + ); + + vec2 texture_size = vec2(TEX_SIZE(sColor0)); + + v_uv = uv / texture_size; + + v_uv_sample_bounds = vec4( + seg.uv_rect.xy + vec2(0.5), + seg.uv_rect.zw - vec2(0.5) + ) / texture_size.xyxy; + } + + return PrimitiveInfo( + vi.local_pos, + prim.bounds, + prim.clip, + qi.edge_flags + ); +} +#endif |