/* 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 VECS_PER_SPECIFIC_BRUSH 3 #define WR_FEATURE_TEXTURE_2D #include shared,prim_shared,brush,blend // Interpolated UV coordinates to sample. varying highp vec2 v_uv; // Normalized bounds of the source image in the texture, adjusted to avoid // sampling artifacts. flat varying highp vec4 v_uv_sample_bounds; // x: Flag to allow perspective interpolation of UV. // y: Filter-dependent "amount" parameter. // Packed in to a vector to work around bug 1630356. flat varying mediump vec2 v_perspective_amount; #define v_perspective v_perspective_amount.x #define v_amount v_perspective_amount.y // x: Blend op, y: Lookup table GPU cache address. // Packed in to a vector to work around bug 1630356. // Must be explicitly marked as highp, as the default integer precision in // fragment shaders is mediump which may only be 16 bits in ESSL 3, and GPU // cache address can exceed that maximum representable value. flat varying highp ivec2 v_op_table_address_vec; #define v_op v_op_table_address_vec.x #define v_table_address v_op_table_address_vec.y // We must keep this as highp as we encoutered shader compilation crashes on // Mali-T devices when mediump. flat varying highp mat4 v_color_mat; // The function to use for each component of a component transfer filter. Using a int[4] // or ivec4 (with each element or component containing the function for each component) has // ran in to bugs 1695912 and 1731758, so instead use a vec4 and cast the values to/from floats. flat varying mediump vec4 v_funcs; flat varying mediump vec4 v_color_offset; #ifdef WR_VERTEX_SHADER void brush_vs( VertexInfo vi, int prim_address, RectWithEndpoint local_rect, RectWithEndpoint segment_rect, ivec4 prim_user_data, int specific_resource_address, mat4 transform, PictureTask pic_task, int brush_flags, vec4 unused ) { ImageSource res = fetch_image_source(prim_user_data.x); vec2 uv0 = res.uv_rect.p0; vec2 uv1 = res.uv_rect.p1; vec2 inv_texture_size = vec2(1.0) / vec2(TEX_SIZE(sColor0).xy); vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect); f = get_image_quad_uv(prim_user_data.x, f); vec2 uv = mix(uv0, uv1, f); float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0; v_uv = uv * inv_texture_size * mix(vi.world_pos.w, 1.0, perspective_interpolate); v_perspective = perspective_interpolate; v_uv_sample_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) * inv_texture_size.xyxy; float amount = float(prim_user_data.z) / 65536.0; v_op = prim_user_data.y & 0xffff; v_amount = amount; v_funcs.r = float((prim_user_data.y >> 28) & 0xf); v_funcs.g = float((prim_user_data.y >> 24) & 0xf); v_funcs.b = float((prim_user_data.y >> 20) & 0xf); v_funcs.a = float((prim_user_data.y >> 16) & 0xf); SetupFilterParams( v_op, amount, prim_user_data.z, v_color_offset, v_color_mat, v_table_address ); } #endif #ifdef WR_FRAGMENT_SHADER Fragment brush_fs() { float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective); vec2 uv = v_uv * perspective_divisor; // Clamp the uvs to avoid sampling artifacts. uv = clamp(uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw); vec4 Cs = texture(sColor0, uv); float alpha; vec3 color; CalculateFilter( Cs, v_op, v_amount, v_table_address, v_color_offset, v_color_mat, v_funcs, color, alpha ); #ifdef WR_FEATURE_ALPHA_PASS alpha *= antialias_brush(); #endif // Pre-multiply the alpha into the output value. return Fragment(alpha * vec4(color, 1.0)); } #endif