/* 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 rect,render_task,gpu_cache,transform #define EXTEND_MODE_CLAMP 0 #define EXTEND_MODE_REPEAT 1 #define SUBPX_DIR_NONE 0 #define SUBPX_DIR_HORIZONTAL 1 #define SUBPX_DIR_VERTICAL 2 #define SUBPX_DIR_MIXED 3 #define RASTER_LOCAL 0 #define RASTER_SCREEN 1 uniform sampler2D sClipMask; #ifndef SWGL_CLIP_MASK // TODO: convert back to RectWithEndpoint if driver issues are resolved, if ever. flat varying mediump vec4 vClipMaskUvBounds; varying highp vec2 vClipMaskUv; #endif #ifdef WR_VERTEX_SHADER #define COLOR_MODE_FROM_PASS 0 #define COLOR_MODE_ALPHA 1 #define COLOR_MODE_SUBPX_BG_PASS0 2 #define COLOR_MODE_SUBPX_BG_PASS1 3 #define COLOR_MODE_SUBPX_BG_PASS2 4 #define COLOR_MODE_SUBPX_DUAL_SOURCE 5 #define COLOR_MODE_BITMAP_SHADOW 6 #define COLOR_MODE_COLOR_BITMAP 7 #define COLOR_MODE_IMAGE 8 #define COLOR_MODE_MULTIPLY_DUAL_SOURCE 9 uniform HIGHP_SAMPLER_FLOAT sampler2D sPrimitiveHeadersF; uniform HIGHP_SAMPLER_FLOAT isampler2D sPrimitiveHeadersI; // Instanced attributes PER_INSTANCE in ivec4 aData; #define VECS_PER_PRIM_HEADER_F 2U #define VECS_PER_PRIM_HEADER_I 2U struct Instance { int prim_header_address; int picture_task_address; int clip_address; int segment_index; int flags; int resource_address; int brush_kind; }; Instance decode_instance_attributes() { Instance instance; instance.prim_header_address = aData.x; instance.picture_task_address = aData.y >> 16; instance.clip_address = aData.y & 0xffff; instance.segment_index = aData.z & 0xffff; instance.flags = aData.z >> 16; instance.resource_address = aData.w & 0xffffff; instance.brush_kind = aData.w >> 24; return instance; } struct PrimitiveHeader { RectWithEndpoint local_rect; RectWithEndpoint local_clip_rect; float z; int specific_prim_address; int transform_id; ivec4 user_data; }; PrimitiveHeader fetch_prim_header(int index) { PrimitiveHeader ph; ivec2 uv_f = get_fetch_uv(index, VECS_PER_PRIM_HEADER_F); vec4 local_rect = TEXEL_FETCH(sPrimitiveHeadersF, uv_f, 0, ivec2(0, 0)); vec4 local_clip_rect = TEXEL_FETCH(sPrimitiveHeadersF, uv_f, 0, ivec2(1, 0)); ph.local_rect = RectWithEndpoint(local_rect.xy, local_rect.zw); ph.local_clip_rect = RectWithEndpoint(local_clip_rect.xy, local_clip_rect.zw); ivec2 uv_i = get_fetch_uv(index, VECS_PER_PRIM_HEADER_I); ivec4 data0 = TEXEL_FETCH(sPrimitiveHeadersI, uv_i, 0, ivec2(0, 0)); ivec4 data1 = TEXEL_FETCH(sPrimitiveHeadersI, uv_i, 0, ivec2(1, 0)); ph.z = float(data0.x); ph.specific_prim_address = data0.y; ph.transform_id = data0.z; ph.user_data = data1; return ph; } struct VertexInfo { vec2 local_pos; vec4 world_pos; }; VertexInfo write_vertex(vec2 local_pos, RectWithEndpoint local_clip_rect, float z, Transform transform, PictureTask task) { // Clamp to the two local clip rects. vec2 clamped_local_pos = rect_clamp(local_clip_rect, local_pos); // Transform the current vertex to world space. vec4 world_pos = transform.m * vec4(clamped_local_pos, 0.0, 1.0); // Convert the world positions to device pixel space. vec2 device_pos = world_pos.xy * task.device_pixel_scale; // Apply offsets for the render task to get correct screen location. vec2 final_offset = -task.content_origin + task.task_rect.p0; gl_Position = uTransform * vec4(device_pos + final_offset * world_pos.w, z * world_pos.w, world_pos.w); VertexInfo vi = VertexInfo( clamped_local_pos, world_pos ); return vi; } RectWithEndpoint clip_and_init_antialiasing(RectWithEndpoint segment_rect, RectWithEndpoint prim_rect, RectWithEndpoint clip_rect, int edge_flags, float z, Transform transform, PictureTask task) { #ifdef SWGL_ANTIALIAS // Check if the bounds are smaller than the unmodified segment rect. If so, // it is safe to enable AA on those edges. bvec4 clipped = bvec4(greaterThan(clip_rect.p0, segment_rect.p0), lessThan(clip_rect.p1, segment_rect.p1)); swgl_antiAlias(edge_flags | (clipped.x ? 1 : 0) | (clipped.y ? 2 : 0) | (clipped.z ? 4 : 0) | (clipped.w ? 8 : 0)); #endif segment_rect.p0 = clamp(segment_rect.p0, clip_rect.p0, clip_rect.p1); segment_rect.p1 = clamp(segment_rect.p1, clip_rect.p0, clip_rect.p1); #ifndef SWGL_ANTIALIAS prim_rect.p0 = clamp(prim_rect.p0, clip_rect.p0, clip_rect.p1); prim_rect.p1 = clamp(prim_rect.p1, clip_rect.p0, clip_rect.p1); // Select between the segment and prim edges based on edge mask. // We must perform the bitwise-and for each component individually, as a // vector bitwise-and followed by conversion to bvec4 causes shader // compilation crashes on some Adreno devices. See bug 1715746. bvec4 clip_edge_mask = bvec4(bool(edge_flags & 1), bool(edge_flags & 2), bool(edge_flags & 4), bool(edge_flags & 8)); init_transform_vs(mix( vec4(vec2(-1e16), vec2(1e16)), vec4(segment_rect.p0, segment_rect.p1), clip_edge_mask )); // As this is a transform shader, extrude by 2 (local space) pixels // in each direction. This gives enough space around the edge to // apply distance anti-aliasing. Technically, it: // (a) slightly over-estimates the number of required pixels in the simple case. // (b) might not provide enough edge in edge case perspective projections. // However, it's fast and simple. If / when we ever run into issues, we // can do some math on the projection matrix to work out a variable // amount to extrude. // Only extrude along edges where we are going to apply AA. float extrude_amount = 2.0; vec4 extrude_distance = mix(vec4(0.0), vec4(extrude_amount), clip_edge_mask); segment_rect.p0 -= extrude_distance.xy; segment_rect.p1 += extrude_distance.zw; #endif return segment_rect; } void write_clip(vec4 world_pos, ClipArea area, PictureTask task) { #ifdef SWGL_CLIP_MASK swgl_clipMask( sClipMask, (task.task_rect.p0 - task.content_origin) - (area.task_rect.p0 - area.screen_origin), area.task_rect.p0, rect_size(area.task_rect) ); #else vec2 uv = world_pos.xy * area.device_pixel_scale + world_pos.w * (area.task_rect.p0 - area.screen_origin); vClipMaskUvBounds = vec4( area.task_rect.p0, area.task_rect.p1 ); vClipMaskUv = uv; #endif } // Read the exta image data containing the homogeneous screen space coordinates // of the corners, interpolate between them, and return real screen space UV. vec2 get_image_quad_uv(int address, vec2 f) { ImageSourceExtra extra_data = fetch_image_source_extra(address); vec4 x = mix(extra_data.st_tl, extra_data.st_tr, f.x); vec4 y = mix(extra_data.st_bl, extra_data.st_br, f.x); vec4 z = mix(x, y, f.y); return z.xy / z.w; } #endif //WR_VERTEX_SHADER #ifdef WR_FRAGMENT_SHADER struct Fragment { vec4 color; #ifdef WR_FEATURE_DUAL_SOURCE_BLENDING vec4 blend; #endif }; float do_clip() { #ifdef SWGL_CLIP_MASK // SWGL relies on builtin clip-mask support to do this more efficiently, // so no clipping is required here. return 1.0; #else // check for the dummy bounds, which are given to the opaque objects if (vClipMaskUvBounds.xy == vClipMaskUvBounds.zw) { return 1.0; } // anything outside of the mask is considered transparent //Note: we assume gl_FragCoord.w == interpolated(1 / vClipMaskUv.w) vec2 mask_uv = vClipMaskUv * gl_FragCoord.w; bvec2 left = lessThanEqual(vClipMaskUvBounds.xy, mask_uv); // inclusive bvec2 right = greaterThan(vClipMaskUvBounds.zw, mask_uv); // non-inclusive // bail out if the pixel is outside the valid bounds if (!all(bvec4(left, right))) { return 0.0; } // finally, the slow path - fetch the mask value from an image return texelFetch(sClipMask, ivec2(mask_uv), 0).r; #endif } #endif //WR_FRAGMENT_SHADER