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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/. */
+
+// Composite a picture cache tile into the framebuffer.
+
+// This shader must remain compatible with ESSL 1, at least for the
+// WR_FEATURE_TEXTURE_EXTERNAL_ESSL1 feature, so that it can be used to render
+// video on GLES devices without GL_OES_EGL_image_external_essl3 support.
+// This means we cannot use textureSize(), int inputs/outputs, etc.
+
+#include shared
+
+#ifdef WR_FEATURE_YUV
+#include yuv
+#endif
+
+#ifdef WR_FEATURE_YUV
+flat varying YUV_PRECISION vec3 vYcbcrBias;
+flat varying YUV_PRECISION mat3 vRgbFromDebiasedYcbcr;
+// YUV format. Packed in to vector to avoid bug 1630356.
+flat varying mediump ivec2 vYuvFormat;
+
+#ifdef SWGL_DRAW_SPAN
+flat varying mediump int vRescaleFactor;
+#endif
+varying highp vec2 vUV_y;
+varying highp vec2 vUV_u;
+varying highp vec2 vUV_v;
+flat varying highp vec4 vUVBounds_y;
+flat varying highp vec4 vUVBounds_u;
+flat varying highp vec4 vUVBounds_v;
+#else
+varying highp vec2 vUv;
+#ifndef WR_FEATURE_FAST_PATH
+flat varying mediump vec4 vColor;
+flat varying highp vec4 vUVBounds;
+#endif
+#ifdef WR_FEATURE_TEXTURE_EXTERNAL_ESSL1
+uniform mediump vec2 uTextureSize;
+#endif
+#endif
+
+#ifdef WR_VERTEX_SHADER
+// CPU side data is in CompositeInstance (gpu_types.rs) and is
+// converted to GPU data using desc::COMPOSITE (renderer.rs) by
+// filling vaos.composite_vao with VertexArrayKind::Composite.
+PER_INSTANCE attribute vec4 aLocalRect;
+PER_INSTANCE attribute vec4 aDeviceClipRect;
+PER_INSTANCE attribute vec4 aColor;
+PER_INSTANCE attribute vec4 aParams;
+PER_INSTANCE attribute vec4 aTransform;
+
+#ifdef WR_FEATURE_YUV
+// YUV treats these as a UV clip rect (clamp)
+PER_INSTANCE attribute vec4 aUvRect0;
+PER_INSTANCE attribute vec4 aUvRect1;
+PER_INSTANCE attribute vec4 aUvRect2;
+#else
+PER_INSTANCE attribute vec4 aUvRect0;
+#endif
+
+vec2 apply_transform(vec2 p, vec4 transform) {
+ return p * transform.xy + transform.zw;
+}
+
+#ifdef WR_FEATURE_YUV
+YuvPrimitive fetch_yuv_primitive() {
+ // From ExternalSurfaceDependency::Yuv:
+ int color_space = int(aParams.y);
+ int yuv_format = int(aParams.z);
+ int channel_bit_depth = int(aParams.w);
+ return YuvPrimitive(channel_bit_depth, color_space, yuv_format);
+}
+#endif
+
+void main(void) {
+ // Get world position
+ vec2 world_p0 = apply_transform(aLocalRect.xy, aTransform);
+ vec2 world_p1 = apply_transform(aLocalRect.zw, aTransform);
+ vec2 world_pos = mix(world_p0, world_p1, aPosition.xy);
+
+ // Clip the position to the world space clip rect
+ vec2 clipped_world_pos = clamp(world_pos, aDeviceClipRect.xy, aDeviceClipRect.zw);
+
+ // Derive the normalized UV from the clipped vertex position
+ vec2 uv = (clipped_world_pos - world_p0) / (world_p1 - world_p0);
+
+#ifdef WR_FEATURE_YUV
+ YuvPrimitive prim = fetch_yuv_primitive();
+
+#ifdef SWGL_DRAW_SPAN
+ // swgl_commitTextureLinearYUV needs to know the color space specifier and
+ // also needs to know how many bits of scaling are required to normalize
+ // HDR textures. Note that MSB HDR formats don't need renormalization.
+ vRescaleFactor = 0;
+ if (prim.channel_bit_depth > 8 && prim.yuv_format != YUV_FORMAT_P010) {
+ vRescaleFactor = 16 - prim.channel_bit_depth;
+ }
+#endif
+
+ YuvColorMatrixInfo mat_info = get_rgb_from_ycbcr_info(prim);
+ vYcbcrBias = mat_info.ycbcr_bias;
+ vRgbFromDebiasedYcbcr = mat_info.rgb_from_debiased_ycbrc;
+
+ vYuvFormat.x = prim.yuv_format;
+
+ write_uv_rect(
+ aUvRect0.xy,
+ aUvRect0.zw,
+ uv,
+ TEX_SIZE_YUV(sColor0),
+ vUV_y,
+ vUVBounds_y
+ );
+ write_uv_rect(
+ aUvRect1.xy,
+ aUvRect1.zw,
+ uv,
+ TEX_SIZE_YUV(sColor1),
+ vUV_u,
+ vUVBounds_u
+ );
+ write_uv_rect(
+ aUvRect2.xy,
+ aUvRect2.zw,
+ uv,
+ TEX_SIZE_YUV(sColor2),
+ vUV_v,
+ vUVBounds_v
+ );
+#else
+ uv = mix(aUvRect0.xy, aUvRect0.zw, uv);
+ // The uvs may be inverted, so use the min and max for the bounds
+ vec4 uvBounds = vec4(min(aUvRect0.xy, aUvRect0.zw), max(aUvRect0.xy, aUvRect0.zw));
+ int rescale_uv = int(aParams.y);
+ if (rescale_uv == 1)
+ {
+ // using an atlas, so UVs are in pixels, and need to be
+ // normalized and clamped.
+#if defined(WR_FEATURE_TEXTURE_RECT)
+ vec2 texture_size = vec2(1.0, 1.0);
+#elif defined(WR_FEATURE_TEXTURE_EXTERNAL_ESSL1)
+ vec2 texture_size = uTextureSize;
+#else
+ vec2 texture_size = vec2(TEX_SIZE(sColor0));
+#endif
+ uvBounds += vec4(0.5, 0.5, -0.5, -0.5);
+ #ifndef WR_FEATURE_TEXTURE_RECT
+ uv /= texture_size;
+ uvBounds /= texture_size.xyxy;
+ #endif
+ }
+
+ vUv = uv;
+#ifndef WR_FEATURE_FAST_PATH
+ vUVBounds = uvBounds;
+ // Pass through color
+ vColor = aColor;
+#endif
+#endif
+
+ gl_Position = uTransform * vec4(clipped_world_pos, 0.0, 1.0);
+}
+#endif
+
+#ifdef WR_FRAGMENT_SHADER
+void main(void) {
+#ifdef WR_FEATURE_YUV
+ vec4 color = sample_yuv(
+ vYuvFormat.x,
+ vYcbcrBias,
+ vRgbFromDebiasedYcbcr,
+ vUV_y,
+ vUV_u,
+ vUV_v,
+ vUVBounds_y,
+ vUVBounds_u,
+ vUVBounds_v
+ );
+#else
+ // The color is just the texture sample modulated by a supplied color.
+ // In the fast path we avoid clamping the UV coordinates and modulating by the color.
+#ifdef WR_FEATURE_FAST_PATH
+ vec2 uv = vUv;
+#else
+ vec2 uv = clamp(vUv, vUVBounds.xy, vUVBounds.zw);
+#endif
+ vec4 texel = TEX_SAMPLE(sColor0, uv);
+#ifdef WR_FEATURE_FAST_PATH
+ vec4 color = texel;
+#else
+ vec4 color = vColor * texel;
+#endif
+#endif
+ write_output(color);
+}
+
+#ifdef SWGL_DRAW_SPAN
+void swgl_drawSpanRGBA8() {
+#ifdef WR_FEATURE_YUV
+ if (vYuvFormat.x == YUV_FORMAT_PLANAR) {
+ swgl_commitTextureLinearYUV(sColor0, vUV_y, vUVBounds_y,
+ sColor1, vUV_u, vUVBounds_u,
+ sColor2, vUV_v, vUVBounds_v,
+ vYcbcrBias,
+ vRgbFromDebiasedYcbcr,
+ vRescaleFactor);
+ } else if (vYuvFormat.x == YUV_FORMAT_NV12 || vYuvFormat.x == YUV_FORMAT_P010) {
+ swgl_commitTextureLinearYUV(sColor0, vUV_y, vUVBounds_y,
+ sColor1, vUV_u, vUVBounds_u,
+ vYcbcrBias,
+ vRgbFromDebiasedYcbcr,
+ vRescaleFactor);
+ } else if (vYuvFormat.x == YUV_FORMAT_INTERLEAVED) {
+ swgl_commitTextureLinearYUV(sColor0, vUV_y, vUVBounds_y,
+ vYcbcrBias,
+ vRgbFromDebiasedYcbcr,
+ vRescaleFactor);
+ }
+#else
+#ifdef WR_FEATURE_FAST_PATH
+ vec4 color = vec4(1.0);
+#ifdef WR_FEATURE_TEXTURE_RECT
+ vec4 uvBounds = vec4(vec2(0.0), vec2(textureSize(sColor0)));
+#else
+ vec4 uvBounds = vec4(0.0, 0.0, 1.0, 1.0);
+#endif
+#else
+ vec4 color = vColor;
+ vec4 uvBounds = vUVBounds;
+#endif
+ if (color != vec4(1.0)) {
+ swgl_commitTextureColorRGBA8(sColor0, vUv, uvBounds, color);
+ } else {
+ swgl_commitTextureRGBA8(sColor0, vUv, uvBounds);
+ }
+#endif
+}
+#endif
+
+#endif