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diff --git a/gfx/wr/webrender/res/clip_shared.glsl b/gfx/wr/webrender/res/clip_shared.glsl
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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/. */
+
+#include rect,render_task,gpu_cache,transform
+
+#ifdef WR_VERTEX_SHADER
+
+PER_INSTANCE in vec4 aClipDeviceArea;
+PER_INSTANCE in vec4 aClipOrigins;
+PER_INSTANCE in float aDevicePixelScale;
+PER_INSTANCE in ivec2 aTransformIds;
+
+struct ClipMaskInstanceCommon {
+ RectWithEndpoint sub_rect;
+ vec2 task_origin;
+ vec2 screen_origin;
+ float device_pixel_scale;
+ int clip_transform_id;
+ int prim_transform_id;
+};
+
+ClipMaskInstanceCommon fetch_clip_item_common() {
+ ClipMaskInstanceCommon cmi;
+
+ cmi.sub_rect = RectWithEndpoint(aClipDeviceArea.xy, aClipDeviceArea.zw);
+ cmi.task_origin = aClipOrigins.xy;
+ cmi.screen_origin = aClipOrigins.zw;
+ cmi.device_pixel_scale = aDevicePixelScale;
+ cmi.clip_transform_id = aTransformIds.x;
+ cmi.prim_transform_id = aTransformIds.y;
+
+ return cmi;
+}
+
+struct ClipVertexInfo {
+ vec4 local_pos;
+ RectWithEndpoint clipped_local_rect;
+};
+
+// The transformed vertex function that always covers the whole clip area,
+// which is the intersection of all clip instances of a given primitive
+ClipVertexInfo write_clip_tile_vertex(RectWithEndpoint local_clip_rect,
+ Transform prim_transform,
+ Transform clip_transform,
+ RectWithEndpoint sub_rect,
+ vec2 task_origin,
+ vec2 screen_origin,
+ float device_pixel_scale) {
+ vec2 device_pos = screen_origin + mix(sub_rect.p0, sub_rect.p1, aPosition.xy);
+ vec2 world_pos = device_pos / device_pixel_scale;
+
+ vec4 pos = prim_transform.m * vec4(world_pos, 0.0, 1.0);
+ pos.xyz /= pos.w;
+
+ vec4 p = get_node_pos(pos.xy, clip_transform);
+ vec4 local_pos = p * pos.w;
+
+ //TODO: Interpolate in clip space, where "local_pos.w" contains
+ // the W of the homogeneous transform *from* clip space into the world.
+ // float interpolate_w = 1.0 / local_pos.w;
+ // This is problematic today, because the W<=0 hemisphere is going to be
+ // clipped, while we currently want this shader to fill out the whole rect.
+ // We can therefore simplify this when the clip construction is rewritten
+ // to only affect the areas touched by a clip.
+ vec4 vertex_pos = vec4(
+ task_origin + mix(sub_rect.p0, sub_rect.p1, aPosition.xy),
+ 0.0,
+ 1.0
+ );
+
+ gl_Position = uTransform * vertex_pos;
+
+ init_transform_vs(vec4(local_clip_rect.p0, local_clip_rect.p1));
+
+ ClipVertexInfo vi = ClipVertexInfo(local_pos, local_clip_rect);
+ return vi;
+}
+
+#endif //WR_VERTEX_SHADER