/* 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 1 #include shared,prim_shared,brush,yuv varying highp vec2 vUv_Y; flat varying highp vec4 vUvBounds_Y; varying highp vec2 vUv_U; flat varying highp vec4 vUvBounds_U; varying highp vec2 vUv_V; flat varying highp vec4 vUvBounds_V; flat varying YUV_PRECISION vec3 vYcbcrBias; flat varying YUV_PRECISION mat3 vRgbFromDebiasedYcbcr; // YUV format. Packed in to vector to work around bug 1630356. flat varying mediump ivec2 vFormat; #ifdef SWGL_DRAW_SPAN flat varying mediump int vRescaleFactor; #endif #ifdef WR_VERTEX_SHADER YuvPrimitive fetch_yuv_primitive(int address) { vec4 data = fetch_from_gpu_cache_1(address); // From YuvImageData.write_prim_gpu_blocks: int channel_bit_depth = int(data.x); int color_space = int(data.y); int yuv_format = int(data.z); return YuvPrimitive(channel_bit_depth, color_space, yuv_format); } 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 ) { vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect); YuvPrimitive prim = fetch_yuv_primitive(prim_address); #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; vFormat.x = prim.yuv_format; // The additional test for 99 works around a gen6 shader compiler bug: 1708937 if (vFormat.x == YUV_FORMAT_PLANAR || vFormat.x == 99) { ImageSource res_y = fetch_image_source(prim_user_data.x); ImageSource res_u = fetch_image_source(prim_user_data.y); ImageSource res_v = fetch_image_source(prim_user_data.z); write_uv_rect(res_y.uv_rect.p0, res_y.uv_rect.p1, f, TEX_SIZE_YUV(sColor0), vUv_Y, vUvBounds_Y); write_uv_rect(res_u.uv_rect.p0, res_u.uv_rect.p1, f, TEX_SIZE_YUV(sColor1), vUv_U, vUvBounds_U); write_uv_rect(res_v.uv_rect.p0, res_v.uv_rect.p1, f, TEX_SIZE_YUV(sColor2), vUv_V, vUvBounds_V); } else if (vFormat.x == YUV_FORMAT_NV12 || vFormat.x == YUV_FORMAT_P010) { ImageSource res_y = fetch_image_source(prim_user_data.x); ImageSource res_u = fetch_image_source(prim_user_data.y); write_uv_rect(res_y.uv_rect.p0, res_y.uv_rect.p1, f, TEX_SIZE_YUV(sColor0), vUv_Y, vUvBounds_Y); write_uv_rect(res_u.uv_rect.p0, res_u.uv_rect.p1, f, TEX_SIZE_YUV(sColor1), vUv_U, vUvBounds_U); } else if (vFormat.x == YUV_FORMAT_INTERLEAVED) { ImageSource res_y = fetch_image_source(prim_user_data.x); write_uv_rect(res_y.uv_rect.p0, res_y.uv_rect.p1, f, TEX_SIZE_YUV(sColor0), vUv_Y, vUvBounds_Y); } } #endif #ifdef WR_FRAGMENT_SHADER Fragment brush_fs() { vec4 color = sample_yuv( vFormat.x, vYcbcrBias, vRgbFromDebiasedYcbcr, vUv_Y, vUv_U, vUv_V, vUvBounds_Y, vUvBounds_U, vUvBounds_V ); #ifdef WR_FEATURE_ALPHA_PASS color *= antialias_brush(); #endif //color.r = float(100+vFormat) / 255.0; //color.g = vYcbcrBias.x; //color.b = vYcbcrBias.y; return Fragment(color); } #ifdef SWGL_DRAW_SPAN void swgl_drawSpanRGBA8() { if (vFormat.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 (vFormat.x == YUV_FORMAT_NV12 || vFormat.x == YUV_FORMAT_P010) { swgl_commitTextureLinearYUV(sColor0, vUv_Y, vUvBounds_Y, sColor1, vUv_U, vUvBounds_U, vYcbcrBias, vRgbFromDebiasedYcbcr, vRescaleFactor); } else if (vFormat.x == YUV_FORMAT_INTERLEAVED) { swgl_commitTextureLinearYUV(sColor0, vUv_Y, vUvBounds_Y, vYcbcrBias, vRgbFromDebiasedYcbcr, vRescaleFactor); } } #endif #endif