From 36d22d82aa202bb199967e9512281e9a53db42c9 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 21:33:14 +0200 Subject: Adding upstream version 115.7.0esr. Signed-off-by: Daniel Baumann --- gfx/wr/webrender/res/cs_clip_rectangle.glsl | 498 ++++++++++++++++++++++++++++ 1 file changed, 498 insertions(+) create mode 100644 gfx/wr/webrender/res/cs_clip_rectangle.glsl (limited to 'gfx/wr/webrender/res/cs_clip_rectangle.glsl') diff --git a/gfx/wr/webrender/res/cs_clip_rectangle.glsl b/gfx/wr/webrender/res/cs_clip_rectangle.glsl new file mode 100644 index 0000000000..8a6aabc710 --- /dev/null +++ b/gfx/wr/webrender/res/cs_clip_rectangle.glsl @@ -0,0 +1,498 @@ +/* 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 shared,clip_shared,ellipse + +varying highp vec4 vLocalPos; +#ifdef WR_FEATURE_FAST_PATH +flat varying mediump vec3 vClipParams; // xy = box size, z = radius +#else +flat varying highp vec4 vClipCenter_Radius_TL; +flat varying highp vec4 vClipCenter_Radius_TR; +flat varying highp vec4 vClipCenter_Radius_BL; +flat varying highp vec4 vClipCenter_Radius_BR; +flat varying highp vec3 vClipPlane_TL; +flat varying highp vec3 vClipPlane_TR; +flat varying highp vec3 vClipPlane_BL; +flat varying highp vec3 vClipPlane_BR; +#endif +// Clip mode. Packed in to a vector to work around bug 1630356. +flat varying mediump vec2 vClipMode; + +#ifdef WR_VERTEX_SHADER + +PER_INSTANCE in vec2 aClipLocalPos; +PER_INSTANCE in vec4 aClipLocalRect; +PER_INSTANCE in float aClipMode; +PER_INSTANCE in vec4 aClipRect_TL; +PER_INSTANCE in vec4 aClipRadii_TL; +PER_INSTANCE in vec4 aClipRect_TR; +PER_INSTANCE in vec4 aClipRadii_TR; +PER_INSTANCE in vec4 aClipRect_BL; +PER_INSTANCE in vec4 aClipRadii_BL; +PER_INSTANCE in vec4 aClipRect_BR; +PER_INSTANCE in vec4 aClipRadii_BR; + +struct ClipMaskInstanceRect { + ClipMaskInstanceCommon base; + vec2 local_pos; +}; + +ClipMaskInstanceRect fetch_clip_item() { + ClipMaskInstanceRect cmi; + + cmi.base = fetch_clip_item_common(); + cmi.local_pos = aClipLocalPos; + + return cmi; +} + +struct ClipRect { + RectWithEndpoint rect; + float mode; +}; + +struct ClipCorner { + RectWithEndpoint rect; + vec4 outer_inner_radius; +}; + +struct ClipData { + ClipRect rect; + ClipCorner top_left; + ClipCorner top_right; + ClipCorner bottom_left; + ClipCorner bottom_right; +}; + +ClipData fetch_clip() { + ClipData clip; + + clip.rect = ClipRect(RectWithEndpoint(aClipLocalRect.xy, aClipLocalRect.zw), aClipMode); + clip.top_left = ClipCorner(RectWithEndpoint(aClipRect_TL.xy, aClipRect_TL.zw), aClipRadii_TL); + clip.top_right = ClipCorner(RectWithEndpoint(aClipRect_TR.xy, aClipRect_TR.zw), aClipRadii_TR); + clip.bottom_left = ClipCorner(RectWithEndpoint(aClipRect_BL.xy, aClipRect_BL.zw), aClipRadii_BL); + clip.bottom_right = ClipCorner(RectWithEndpoint(aClipRect_BR.xy, aClipRect_BR.zw), aClipRadii_BR); + + return clip; +} + +void main(void) { + ClipMaskInstanceRect cmi = fetch_clip_item(); + Transform clip_transform = fetch_transform(cmi.base.clip_transform_id); + Transform prim_transform = fetch_transform(cmi.base.prim_transform_id); + ClipData clip = fetch_clip(); + + RectWithEndpoint local_rect = clip.rect.rect; + vec2 diff = cmi.local_pos - local_rect.p0; + local_rect.p0 = cmi.local_pos; + local_rect.p1 += diff; + + ClipVertexInfo vi = write_clip_tile_vertex( + local_rect, + prim_transform, + clip_transform, + cmi.base.sub_rect, + cmi.base.task_origin, + cmi.base.screen_origin, + cmi.base.device_pixel_scale + ); + + vClipMode.x = clip.rect.mode; + vLocalPos = vi.local_pos; + +#ifdef WR_FEATURE_FAST_PATH + // If the radii are all uniform, we can use a much simpler 2d + // signed distance function to get a rounded rect clip. + vec2 half_size = 0.5 * rect_size(local_rect); + float radius = clip.top_left.outer_inner_radius.x; + vLocalPos.xy -= (half_size + cmi.local_pos) * vi.local_pos.w; + vClipParams = vec3(half_size - vec2(radius), radius); +#else + RectWithEndpoint clip_rect = local_rect; + + vec2 r_tl = clip.top_left.outer_inner_radius.xy; + vec2 r_tr = clip.top_right.outer_inner_radius.xy; + vec2 r_br = clip.bottom_right.outer_inner_radius.xy; + vec2 r_bl = clip.bottom_left.outer_inner_radius.xy; + + vClipCenter_Radius_TL = vec4(clip_rect.p0 + r_tl, + inverse_radii_squared(r_tl)); + + vClipCenter_Radius_TR = vec4(clip_rect.p1.x - r_tr.x, + clip_rect.p0.y + r_tr.y, + inverse_radii_squared(r_tr)); + + vClipCenter_Radius_BR = vec4(clip_rect.p1 - r_br, + inverse_radii_squared(r_br)); + + vClipCenter_Radius_BL = vec4(clip_rect.p0.x + r_bl.x, + clip_rect.p1.y - r_bl.y, + inverse_radii_squared(r_bl)); + + // We need to know the half-spaces of the corners separate from the center + // and radius. We compute a point that falls on the diagonal (which is just + // an inner vertex pushed out along one axis, but not on both) to get the + // plane offset of the half-space. We also compute the direction vector of + // the half-space, which is a perpendicular vertex (-y,x) of the vector of + // the diagonal. We leave the scales of the vectors unchanged. + vec2 n_tl = -r_tl.yx; + vec2 n_tr = vec2(r_tr.y, -r_tr.x); + vec2 n_br = r_br.yx; + vec2 n_bl = vec2(-r_bl.y, r_bl.x); + vClipPlane_TL = vec3(n_tl, + dot(n_tl, vec2(clip_rect.p0.x, clip_rect.p0.y + r_tl.y))); + vClipPlane_TR = vec3(n_tr, + dot(n_tr, vec2(clip_rect.p1.x - r_tr.x, clip_rect.p0.y))); + vClipPlane_BR = vec3(n_br, + dot(n_br, vec2(clip_rect.p1.x, clip_rect.p1.y - r_br.y))); + vClipPlane_BL = vec3(n_bl, + dot(n_bl, vec2(clip_rect.p0.x + r_bl.x, clip_rect.p1.y))); +#endif +} +#endif + +#ifdef WR_FRAGMENT_SHADER + +#ifdef WR_FEATURE_FAST_PATH +// See http://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm +float sd_box(in vec2 pos, in vec2 box_size) { + vec2 d = abs(pos) - box_size; + return length(max(d, vec2(0.0))) + min(max(d.x,d.y), 0.0); +} + +float sd_rounded_box(in vec2 pos, in vec2 box_size, in float radius) { + return sd_box(pos, box_size) - radius; +} +#endif + +void main(void) { + vec2 local_pos = vLocalPos.xy / vLocalPos.w; + float aa_range = compute_aa_range(local_pos); + +#ifdef WR_FEATURE_FAST_PATH + float dist = sd_rounded_box(local_pos, vClipParams.xy, vClipParams.z); +#else + float dist = distance_to_rounded_rect( + local_pos, + vClipPlane_TL, + vClipCenter_Radius_TL, + vClipPlane_TR, + vClipCenter_Radius_TR, + vClipPlane_BR, + vClipCenter_Radius_BR, + vClipPlane_BL, + vClipCenter_Radius_BL, + vTransformBounds + ); +#endif + + // Compute AA for the given dist and range. + float alpha = distance_aa(aa_range, dist); + + // Select alpha or inverse alpha depending on clip in/out. + float final_alpha = mix(alpha, 1.0 - alpha, vClipMode.x); + + float final_final_alpha = vLocalPos.w > 0.0 ? final_alpha : 0.0; + oFragColor = vec4(final_final_alpha, 0.0, 0.0, 1.0); +} + +#ifdef SWGL_DRAW_SPAN +// Currently the cs_clip_rectangle shader is slow because it always evaluates +// the corner ellipse segments and the rectangle AA for every fragment the +// shader is run on. To alleviate this for now with SWGL, this essentially +// implements a rounded-rectangle span rasterizer inside the span shader. The +// motivation is that we can separate out the parts of the span which are fully +// opaque and fully transparent, outputting runs of fixed color in those areas, +// while only evaluating the ellipse segments and AA in the smaller outlying +// parts of the span that actually need it. +// The shader conceptually represents a rounded rectangle as an inner octagon +// (8 half-spaces) bounding the opaque region and an outer octagon bounding the +// curve and AA parts. Everything outside is transparent. The line of the span +// is intersected with half-spaces, looking for interior spans that minimally +// intersect the half-spaces (start max, end min). In the ideal case we hit a +// start corner ellipse segment and an end corner ellipse segment, rendering +// the two curves on the ends with an opaque run in between, outputting clear +// for any transparent runs before and after the start and end curves. +// This is slightly complicated by the fact that the results here must agree +// with the main results of the fragment shader, in case SWGL has to fall back +// to the main fragment shader for any reason. So, we make an effort to handle +// both ways of operating - the uniform radius fast-path and the varying radius +// slow-path. +void swgl_drawSpanR8() { + // Perspective is not supported. + if (swgl_interpStep(vLocalPos).w != 0.0) { + return; + } + + // If the span is completely outside the Z-range and clipped out, just + // output clear so we don't need to consider invalid W in the rest of the + // shader. + float w = swgl_forceScalar(vLocalPos.w); + if (w <= 0.0) { + swgl_commitSolidR8(0.0); + return; + } + + // To start, we evaluate the rounded-rectangle in local space relative to + // the local-space position. This will be interpolated across the span to + // track whether we intersect any half-spaces. + w = 1.0 / w; + vec2 local_pos = vLocalPos.xy * w; + vec2 local_pos0 = swgl_forceScalar(local_pos); + vec2 local_step = swgl_interpStep(vLocalPos).xy * w; + float step_scale = max(dot(local_step, local_step), 1.0e-6); + + // Get the local-space AA range. This range represents 1/fwidth(local_pos), + // essentially the scale of how much local-space maps to an AA pixel. We + // need to know the inverse, how much local-space we traverse per AA pixel + // pixel step. We then scale this to represent the amount of span steps + // traversed per AA pixel step. + float aa_range = compute_aa_range(local_pos); + float aa_margin = inversesqrt(aa_range * aa_range * step_scale); + + // We need to know the bounds of the aligned rectangle portion of the rrect + // in local-space. If we're using the fast-path, this is specified as the + // inner bounding-box half-width of the rrect and the uniform outer radius + // of the corners in vClipParams, which we map to the outer bounding-box. + // For the general case, we have already stored the outer bounding box in + // vTransformBounds. + #ifdef WR_FEATURE_FAST_PATH + vec4 clip_rect = vec4(-vClipParams.xy - vClipParams.z, vClipParams.xy + vClipParams.z); + #else + vec4 clip_rect = vTransformBounds; + #endif + + // We need to compute the local-space distance to the bounding box and then + // figure out how many processing steps that maps to. If we are stepping in + // a negative direction on an axis, we need to swap the sides of the box + // which we consider as the start or end. If there is no local-space step + // on an axis (i.e. constant Y), we need to take care to force the steps to + // either the start or end of the span depending on if we are inside or + // outside of the bounding box. + vec4 clip_dist = + mix(clip_rect, clip_rect.zwxy, lessThan(local_step, vec2(0.0)).xyxy) + - local_pos0.xyxy; + clip_dist = + mix(1.0e6 * step(0.0, clip_dist), + clip_dist * recip(local_step).xyxy, + notEqual(local_step, vec2(0.0)).xyxy); + + // Initially, the opaque region is bounded by the further start intersect + // with the bounding box and the nearest end intersect with the bounding + // box. + float opaque_start = max(clip_dist.x, clip_dist.y); + float opaque_end = min(clip_dist.z, clip_dist.w); + float aa_start = opaque_start; + float aa_end = opaque_end; + + // Here we actually intersect with the half-space of the corner. We get the + // plane distance of the local-space position from the diagonal bounding + // ellipse segment from the opaque region. The half-space is defined by the + // direction vector of the plane and an offset point that falls on the + // dividing line (which is a vertex on the corner box, which is actually on + // the outer radius of the bounding box, but not a corner vertex). This + // distance is positive if on the curve side and negative if on the inner + // opaque region. If we are on the curve side, we need to verify we are + // traveling in direction towards the opaque region so that we will + // eventually intersect the diagonal so we can calculate when the start + // corner segment will end, otherwise we are going away from the rrect. + // If we are inside the opaque interior, we need to verify we are traveling + // in direction towards the curve, so that we can calculate when the end + // corner segment will start. Further, if we intersect, we calculate the + // offset of the outer octagon where AA starts from the inner octagon of + // where the opaque region starts using the apex vector (which is transpose + // of the half-space's direction). + // + // We need to intersect the corner ellipse segments. Significantly, we need + // to know where the apex of the ellipse segment is and how far to push the + // outer diagonal of the octagon from the inner diagonal. The position of + // the inner diagonal simply runs diagonal across the corner box and has a + // constant offset from vertex on the inner bounding box. The apex also has + // a constant offset along the opposite diagonal relative to the diagonal + // intersect which is 1/sqrt(2) - 0.5 assuming unit length for the diagonal. + // We then need to project the vector to the apex onto the local-space step + // scale, but we do this with reference to the normal vector of the diagonal + // using dot(normal, apex) / dot(normal, local_step), where the apex vector + // is (0.7071 - 0.5) * abs(normal).yx * sign(normal). + vec3 start_plane = vec3(1.0e6); + vec3 end_plane = vec3(1.0e6); + + // plane is assumed to be a vec3 with normal in (X, Y) and offset in Z. + #define CLIP_CORNER(plane, info) do { \ + float dist = dot(local_pos0, plane.xy) - plane.z; \ + float scale = -dot(local_step, plane.xy); \ + if (scale >= 0.0) { \ + if (dist > opaque_start * scale) { \ + SET_CORNER(start_corner, info); \ + start_plane = plane; \ + float inv_scale = recip(max(scale, 1.0e-6)); \ + opaque_start = dist * inv_scale; \ + float apex = (0.7071 - 0.5) * 2.0 * abs(plane.x * plane.y); \ + aa_start = opaque_start - apex * inv_scale; \ + } \ + } else if (dist > opaque_end * scale) { \ + SET_CORNER(end_corner, info); \ + end_plane = plane; \ + float inv_scale = recip(min(scale, -1.0e-6)); \ + opaque_end = dist * inv_scale; \ + float apex = (0.7071 - 0.5) * 2.0 * abs(plane.x * plane.y); \ + aa_end = opaque_end - apex * inv_scale; \ + } \ + } while (false) + + #ifdef WR_FEATURE_FAST_PATH + // For the fast-path, we only have the half-width of the inner bounding + // box. We need to map this to points that fall on the diagonal of the + // half-space for each corner. To do this we just need to push out the + // vertex in the right direction on a single axis, leaving the other + // unchanged. + // However, since the corner radii are all the same, and since the local + // origin of each ellipse is assumed to be at (0, 0), the plane offset + // of the half-space is the same for each case. So given a corner offset + // of (x+z, y) and a vector of (z, z), the dot product becomes: + // (x+z)*z + y*z == x*z + y*z + z*z + // The direction vector of the corner half-space has constant length, + // but just needs an appropriate direction set. + float offset = (vClipParams.x + vClipParams.y + vClipParams.z) * vClipParams.z; + vec3 plane_tl = vec3(-vClipParams.zz, offset); + vec3 plane_tr = vec3(vClipParams.z, -vClipParams.z, offset); + vec3 plane_br = vec3(vClipParams.zz, offset); + vec3 plane_bl = vec3(-vClipParams.z, vClipParams.z, offset); + + #define SET_CORNER(corner, info) + + // Clip against the corner half-spaces. + CLIP_CORNER(plane_tl, ); + CLIP_CORNER(plane_tr, ); + CLIP_CORNER(plane_br, ); + CLIP_CORNER(plane_bl, ); + + // Later we need to calculate distance AA for both corners and the + // outer bounding rect. For the fast-path, this is all done inside + // sd_rounded_box. + #define AA_RECT(local_pos) \ + sd_rounded_box(local_pos, vClipParams.xy, vClipParams.z) + #else + // For the general case, we need to remember which of the actual start + // and end corners we intersect, so that we can evaluate the curve AA + // against only those corners rather than having to try against all 4 + // corners for both sides of the span. Initialize these values so that + // if no corner is intersected, they will just zero the AA. + vec4 start_corner = vec4(vec2(1.0e6), vec2(1.0)); + vec4 end_corner = vec4(vec2(1.0e6), vec2(1.0)); + + #define SET_CORNER(corner, info) corner = info + + // Clip against the corner half-spaces. We have already computed the + // corner half-spaces in the vertex shader. + CLIP_CORNER(vClipPlane_TL, vClipCenter_Radius_TL); + CLIP_CORNER(vClipPlane_TR, vClipCenter_Radius_TR); + CLIP_CORNER(vClipPlane_BR, vClipCenter_Radius_BR); + CLIP_CORNER(vClipPlane_BL, vClipCenter_Radius_BL); + + // Later we need to calculate distance AA for both corners and the + // outer bounding rect. For the general case, we need to explicitly + // evaluate either the ellipse segment distance or the rect distance. + #define AA_RECT(local_pos) \ + signed_distance_rect(local_pos, vTransformBounds.xy, vTransformBounds.zw) + #define AA_CORNER(local_pos, corner) \ + distance_to_ellipse_approx(local_pos - corner.xy, corner.zw, 1.0) + #endif + + // Pad the AA region by a margin, as the intersections take place assuming + // pixel centers, but AA actually starts half a pixel away from the center. + // If the AA region narrows to nothing, be careful not to inflate so much + // that we start processing AA for fragments that don't need it. + aa_margin = max(aa_margin - max(aa_start - aa_end, 0.0), 0.0); + aa_start -= aa_margin; + aa_end += aa_margin; + + // Compute the thresholds at which we need to transition between various + // segments of the span, from fully transparent outside to the start of + // the outer octagon where AA starts, from there to where the inner opaque + // octagon starts, from there to where the opaque inner octagon ends and + // AA starts again, to finally where the outer octagon/AA ends and we're + // back to fully transparent. These thresholds are just flipped offsets + // from the start of the span so we can compare against the remaining + // span length which automatically deducts as we commit fragments. + ivec4 steps = ivec4(clamp( + swgl_SpanLength - + swgl_StepSize * + vec4(floor(aa_start), ceil(opaque_start), floor(opaque_end), ceil(aa_end)), + 0.0, swgl_SpanLength)); + int aa_start_len = steps.x; + int opaque_start_len = steps.y; + int opaque_end_len = steps.z; + int aa_end_len = steps.w; + + // Output fully clear while we're outside the AA region. + if (swgl_SpanLength > aa_start_len) { + int num_aa = swgl_SpanLength - aa_start_len; + swgl_commitPartialSolidR8(num_aa, vClipMode.x); + local_pos += float(num_aa / swgl_StepSize) * local_step; + } + #ifdef AA_CORNER + if (start_plane.x < 1.0e5) { + // We're now in the outer octagon which requires AA. Evaluate the corner + // distance of the start corner here and output AA for it. Before we hit + // the actual opaque inner octagon, we have a transitional step where the + // diagonal might intersect mid-way through the step. We have consider + // either the corner or rect distance depending on which side we're on. + while (swgl_SpanLength > opaque_start_len) { + float alpha = distance_aa(aa_range, + dot(local_pos, start_plane.xy) > start_plane.z + ? AA_CORNER(local_pos, start_corner) + : AA_RECT(local_pos)); + swgl_commitColorR8(mix(alpha, 1.0 - alpha, vClipMode.x)); + local_pos += local_step; + } + } + #endif + // If there's no start corner, just do rect AA until opaque. + while (swgl_SpanLength > opaque_start_len) { + float alpha = distance_aa(aa_range, AA_RECT(local_pos)); + swgl_commitColorR8(mix(alpha, 1.0 - alpha, vClipMode.x)); + local_pos += local_step; + } + // Now we're finally in the opaque inner octagon part of the span. Just + // output a solid run. + if (swgl_SpanLength > opaque_end_len) { + int num_opaque = swgl_SpanLength - opaque_end_len; + swgl_commitPartialSolidR8(num_opaque, 1.0 - vClipMode.x); + local_pos += float(num_opaque / swgl_StepSize) * local_step; + } + #ifdef AA_CORNER + if (end_plane.x < 1.0e5) { + // Finally we're in the AA region on the other side, inside the outer + // octagon again. Just evaluate the distance to the end corner and + // compute AA for it. We're leaving the opaque inner octagon, but like + // before, we have to be careful we're not dealing with a step partially + // intersected by the end corner's diagonal. Check which side we are on + // and use either the corner or rect distance as appropriate. + while (swgl_SpanLength > aa_end_len) { + float alpha = distance_aa(aa_range, + dot(local_pos, end_plane.xy) > end_plane.z + ? AA_CORNER(local_pos, end_corner) + : AA_RECT(local_pos)); + swgl_commitColorR8(mix(alpha, 1.0 - alpha, vClipMode.x)); + local_pos += local_step; + } + } + #endif + // If there's no end corner, just do rect AA until clear. + while (swgl_SpanLength > aa_end_len) { + float alpha = distance_aa(aa_range, AA_RECT(local_pos)); + swgl_commitColorR8(mix(alpha, 1.0 - alpha, vClipMode.x)); + local_pos += local_step; + } + // We're now outside the outer AA octagon on the other side. Just output + // fully clear. + if (swgl_SpanLength > 0) { + swgl_commitPartialSolidR8(swgl_SpanLength, vClipMode.x); + } +} +#endif + +#endif -- cgit v1.2.3