/* 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 #include shared,prim_shared,brush // Interpolated UV coordinates to sample. varying highp vec2 v_uv; #ifdef WR_FEATURE_ALPHA_PASS flat varying mediump vec4 v_color; flat varying mediump vec2 v_mask_swizzle; flat varying mediump vec2 v_tile_repeat; #endif // Normalized bounds of the source image in the texture. flat varying highp vec4 v_uv_bounds; // Normalized bounds of the source image in the texture, adjusted to avoid // sampling artifacts. flat varying highp vec4 v_uv_sample_bounds; // Flag to allow perspective interpolation of UV. // Packed in to vector to work around bug 1630356. flat varying mediump vec2 v_perspective; #ifdef WR_VERTEX_SHADER // Must match the AlphaType enum. #define BLEND_MODE_ALPHA 0 #define BLEND_MODE_PREMUL_ALPHA 1 struct ImageBrushData { vec4 color; vec4 background_color; vec2 stretch_size; }; ImageBrushData fetch_image_data(int address) { vec4[3] raw_data = fetch_from_gpu_cache_3(address); ImageBrushData data = ImageBrushData( raw_data[0], raw_data[1], raw_data[2].xy ); return data; } void brush_vs( VertexInfo vi, int prim_address, RectWithEndpoint prim_rect, RectWithEndpoint segment_rect, ivec4 prim_user_data, int specific_resource_address, mat4 transform, PictureTask pic_task, int brush_flags, vec4 segment_data ) { ImageBrushData image_data = fetch_image_data(prim_address); // If this is in WR_FEATURE_TEXTURE_RECT mode, the rect and size use // non-normalized texture coordinates. #ifdef WR_FEATURE_TEXTURE_RECT vec2 texture_size = vec2(1, 1); #else vec2 texture_size = vec2(TEX_SIZE(sColor0)); #endif ImageSource res = fetch_image_source(specific_resource_address); vec2 uv0 = res.uv_rect.p0; vec2 uv1 = res.uv_rect.p1; RectWithEndpoint local_rect = prim_rect; vec2 stretch_size = image_data.stretch_size; if (stretch_size.x < 0.0) { stretch_size = rect_size(local_rect); } // If this segment should interpolate relative to the // segment, modify the parameters for that. if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) { local_rect = segment_rect; stretch_size = rect_size(local_rect); if ((brush_flags & BRUSH_FLAG_TEXEL_RECT) != 0) { // If the extra data is a texel rect, modify the UVs. vec2 uv_size = res.uv_rect.p1 - res.uv_rect.p0; uv0 = res.uv_rect.p0 + segment_data.xy * uv_size; uv1 = res.uv_rect.p0 + segment_data.zw * uv_size; } #ifdef WR_FEATURE_REPETITION // TODO(bug 1609893): Move this logic to the CPU as well as other sources of // branchiness in this shader. if ((brush_flags & BRUSH_FLAG_TEXEL_RECT) != 0) { // Value of the stretch size with repetition. We have to compute it for // both axis even if we only repeat on one axis because the value for // each axis depends on what the repeated value would have been for the // other axis. vec2 repeated_stretch_size = stretch_size; // Size of the uv rect of the segment we are considering when computing // the repetitions. For the fill area it is a tad more complicated as we // have to use the uv size of the top-middle segment to drive horizontal // repetitions, and the size of the left-middle segment to drive vertical // repetitions. So we track the reference sizes for both axis separately // even though in the common case (the border segments) they are the same. vec2 horizontal_uv_size = uv1 - uv0; vec2 vertical_uv_size = uv1 - uv0; // We use top and left sizes by default and fall back to bottom and right // when a size is empty. if ((brush_flags & BRUSH_FLAG_SEGMENT_NINEPATCH_MIDDLE) != 0) { repeated_stretch_size = segment_rect.p0 - prim_rect.p0; float epsilon = 0.001; // Adjust the the referecne uv size to compute vertical repetitions for // the fill area. vertical_uv_size.x = uv0.x - res.uv_rect.p0.x; if (vertical_uv_size.x < epsilon || repeated_stretch_size.x < epsilon) { vertical_uv_size.x = res.uv_rect.p1.x - uv1.x; repeated_stretch_size.x = prim_rect.p1.x - segment_rect.p1.x; } // Adjust the the referecne uv size to compute horizontal repetitions // for the fill area. horizontal_uv_size.y = uv0.y - res.uv_rect.p0.y; if (horizontal_uv_size.y < epsilon || repeated_stretch_size.y < epsilon) { horizontal_uv_size.y = res.uv_rect.p1.y - uv1.y; repeated_stretch_size.y = prim_rect.p1.y - segment_rect.p1.y; } } if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X) != 0) { float uv_ratio = horizontal_uv_size.x / horizontal_uv_size.y; stretch_size.x = repeated_stretch_size.y * uv_ratio; } if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y) != 0) { float uv_ratio = vertical_uv_size.y / vertical_uv_size.x; stretch_size.y = repeated_stretch_size.x * uv_ratio; } } else { if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X) != 0) { stretch_size.x = segment_data.z - segment_data.x; } if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y) != 0) { stretch_size.y = segment_data.w - segment_data.y; } } if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X_ROUND) != 0) { float segment_rect_width = segment_rect.p1.x - segment_rect.p0.x; float nx = max(1.0, round(segment_rect_width / stretch_size.x)); stretch_size.x = segment_rect_width / nx; } if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y_ROUND) != 0) { float segment_rect_height = segment_rect.p1.y - segment_rect.p0.y; float ny = max(1.0, round(segment_rect_height / stretch_size.y)); stretch_size.y = segment_rect_height / ny; } #endif } float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0; v_perspective.x = perspective_interpolate; // Handle case where the UV coords are inverted (e.g. from an // external image). vec2 min_uv = min(uv0, uv1); vec2 max_uv = max(uv0, uv1); v_uv_sample_bounds = vec4( min_uv + vec2(0.5), max_uv - vec2(0.5) ) / texture_size.xyxy; vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect); #ifdef WR_FEATURE_ALPHA_PASS int color_mode = prim_user_data.x & 0xffff; int blend_mode = prim_user_data.x >> 16; if (color_mode == COLOR_MODE_FROM_PASS) { color_mode = uMode; } #endif // Derive the texture coordinates for this image, based on // whether the source image is a local-space or screen-space // image. int raster_space = prim_user_data.y; if (raster_space == RASTER_SCREEN) { // Since the screen space UVs specify an arbitrary quad, do // a bilinear interpolation to get the correct UV for this // local position. f = get_image_quad_uv(specific_resource_address, f); } // Offset and scale v_uv here to avoid doing it in the fragment shader. vec2 repeat = rect_size(local_rect) / stretch_size; v_uv = mix(uv0, uv1, f) - min_uv; v_uv /= texture_size; v_uv *= repeat.xy; if (perspective_interpolate == 0.0) { v_uv *= vi.world_pos.w; } #ifdef WR_FEATURE_TEXTURE_RECT v_uv_bounds = vec4(0.0, 0.0, vec2(textureSize(sColor0))); #else v_uv_bounds = vec4(min_uv, max_uv) / texture_size.xyxy; #endif #ifdef WR_FEATURE_REPETITION // Normalize UV to 0..1 scale only if using repetition. Otherwise, leave // UVs unnormalized since we won't compute a modulus without repetition // enabled. v_uv /= (v_uv_bounds.zw - v_uv_bounds.xy); #endif #ifdef WR_FEATURE_ALPHA_PASS v_tile_repeat = repeat.xy; float opacity = float(prim_user_data.z) / 65535.0; switch (blend_mode) { case BLEND_MODE_ALPHA: image_data.color.a *= opacity; break; case BLEND_MODE_PREMUL_ALPHA: default: image_data.color *= opacity; break; } switch (color_mode) { case COLOR_MODE_ALPHA: case COLOR_MODE_BITMAP_SHADOW: #ifdef SWGL_BLEND swgl_blendDropShadow(image_data.color); v_mask_swizzle = vec2(1.0, 0.0); v_color = vec4(1.0); #else v_mask_swizzle = vec2(0.0, 1.0); v_color = image_data.color; #endif break; case COLOR_MODE_SUBPX_BG_PASS2: case COLOR_MODE_IMAGE: v_mask_swizzle = vec2(1.0, 0.0); v_color = image_data.color; break; case COLOR_MODE_SUBPX_BG_PASS0: case COLOR_MODE_COLOR_BITMAP: v_mask_swizzle = vec2(1.0, 0.0); v_color = vec4(image_data.color.a); break; case COLOR_MODE_SUBPX_BG_PASS1: v_mask_swizzle = vec2(-1.0, 1.0); v_color = vec4(image_data.color.a) * image_data.background_color; break; case COLOR_MODE_SUBPX_DUAL_SOURCE: v_mask_swizzle = vec2(image_data.color.a, 0.0); v_color = image_data.color; break; case COLOR_MODE_MULTIPLY_DUAL_SOURCE: v_mask_swizzle = vec2(-image_data.color.a, image_data.color.a); v_color = image_data.color; break; default: v_mask_swizzle = vec2(0.0); v_color = vec4(1.0); } #endif } #endif #ifdef WR_FRAGMENT_SHADER vec2 compute_repeated_uvs(float perspective_divisor) { #ifdef WR_FEATURE_REPETITION vec2 uv_size = v_uv_bounds.zw - v_uv_bounds.xy; #ifdef WR_FEATURE_ALPHA_PASS // This prevents the uv on the top and left parts of the primitive that was inflated // for anti-aliasing purposes from going beyound the range covered by the regular // (non-inflated) primitive. vec2 local_uv = max(v_uv * perspective_divisor, vec2(0.0)); // Handle horizontal and vertical repetitions. vec2 repeated_uv = fract(local_uv) * uv_size + v_uv_bounds.xy; // This takes care of the bottom and right inflated parts. // We do it after the modulo because the latter wraps around the values exactly on // the right and bottom edges, which we do not want. if (local_uv.x >= v_tile_repeat.x) { repeated_uv.x = v_uv_bounds.z; } if (local_uv.y >= v_tile_repeat.y) { repeated_uv.y = v_uv_bounds.w; } #else vec2 repeated_uv = fract(v_uv * perspective_divisor) * uv_size + v_uv_bounds.xy; #endif return repeated_uv; #else return v_uv * perspective_divisor + v_uv_bounds.xy; #endif } Fragment brush_fs() { float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective.x); vec2 repeated_uv = compute_repeated_uvs(perspective_divisor); // Clamp the uvs to avoid sampling artifacts. vec2 uv = clamp(repeated_uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw); vec4 texel = TEX_SAMPLE(sColor0, uv); Fragment frag; #ifdef WR_FEATURE_ALPHA_PASS #ifdef WR_FEATURE_ANTIALIASING float alpha = antialias_brush(); #else float alpha = 1.0; #endif #ifndef WR_FEATURE_DUAL_SOURCE_BLENDING texel.rgb = texel.rgb * v_mask_swizzle.x + texel.aaa * v_mask_swizzle.y; #endif vec4 alpha_mask = texel * alpha; frag.color = v_color * alpha_mask; #ifdef WR_FEATURE_DUAL_SOURCE_BLENDING frag.blend = alpha_mask * v_mask_swizzle.x + alpha_mask.aaaa * v_mask_swizzle.y; #endif #else frag.color = texel; #endif return frag; } #if defined(SWGL_DRAW_SPAN) && (!defined(WR_FEATURE_ALPHA_PASS) || !defined(WR_FEATURE_DUAL_SOURCE_BLENDING)) void swgl_drawSpanRGBA8() { if (!swgl_isTextureRGBA8(sColor0)) { return; } #ifdef WR_FEATURE_ALPHA_PASS if (v_mask_swizzle != vec2(1.0, 0.0)) { return; } #endif float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, v_perspective.x); #ifdef WR_FEATURE_REPETITION // Get the UVs before any repetition, scaling, or offsetting has occurred... vec2 uv = v_uv * perspective_divisor; #else vec2 uv = compute_repeated_uvs(perspective_divisor); #endif #ifdef WR_FEATURE_ALPHA_PASS if (v_color != vec4(1.0)) { #ifdef WR_FEATURE_REPETITION swgl_commitTextureRepeatColorRGBA8(sColor0, uv, v_tile_repeat, v_uv_bounds, v_uv_sample_bounds, v_color); #else swgl_commitTextureColorRGBA8(sColor0, uv, v_uv_sample_bounds, v_color); #endif return; } // No color scaling required, so just fall through to a normal textured span... #endif #ifdef WR_FEATURE_REPETITION #ifdef WR_FEATURE_ALPHA_PASS swgl_commitTextureRepeatRGBA8(sColor0, uv, v_tile_repeat, v_uv_bounds, v_uv_sample_bounds); #else swgl_commitTextureRepeatRGBA8(sColor0, uv, vec2(0.0), v_uv_bounds, v_uv_sample_bounds); #endif #else swgl_commitTextureRGBA8(sColor0, uv, v_uv_sample_bounds); #endif } #endif #endif