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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /gfx/wr/webrender/res/base.glsl
parentInitial commit. (diff)
downloadfirefox-esr-upstream.tar.xz
firefox-esr-upstream.zip
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r--gfx/wr/webrender/res/base.glsl70
1 files changed, 70 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/base.glsl b/gfx/wr/webrender/res/base.glsl
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+++ b/gfx/wr/webrender/res/base.glsl
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+/* 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/. */
+
+#if defined(GL_ES)
+ #if GL_ES == 1
+ // Sampler default precision is lowp on mobile GPUs.
+ // This causes RGBA32F texture data to be clamped to 16 bit floats on some GPUs (e.g. Mali-T880).
+ // Define highp precision macro to allow lossless FLOAT texture sampling.
+ #define HIGHP_SAMPLER_FLOAT highp
+
+ // Default int precision in GLES 3 is highp (32 bits) in vertex shaders
+ // and mediump (16 bits) in fragment shaders. If an int is being used as
+ // a texel address in a fragment shader it, and therefore requires > 16
+ // bits, it must be qualified with this.
+ #define HIGHP_FS_ADDRESS highp
+
+ // texelFetchOffset is buggy on some Android GPUs (see issue #1694).
+ // Fallback to texelFetch on mobile GPUs.
+ #define TEXEL_FETCH(sampler, position, lod, offset) texelFetch(sampler, position + offset, lod)
+ #else
+ #define HIGHP_SAMPLER_FLOAT
+ #define HIGHP_FS_ADDRESS
+ #define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offset)
+ #endif
+#else
+ #define HIGHP_SAMPLER_FLOAT
+ #define HIGHP_FS_ADDRESS
+ #if defined(PLATFORM_MACOS) && !defined(SWGL)
+ // texelFetchOffset introduces a variety of shader compilation bugs on macOS Intel so avoid it.
+ #define TEXEL_FETCH(sampler, position, lod, offset) texelFetch(sampler, position + offset, lod)
+ #else
+ #define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offset)
+ #endif
+#endif
+
+#ifdef SWGL
+ #define SWGL_DRAW_SPAN
+ #define SWGL_CLIP_MASK
+ #define SWGL_ANTIALIAS
+ #define SWGL_BLEND
+ #define SWGL_CLIP_DIST
+#endif
+
+#ifdef WR_VERTEX_SHADER
+ #ifdef SWGL
+ // Annotate a vertex attribute as being flat per each drawn primitive instance.
+ // SWGL can use this information to avoid redundantly loading the attribute in all SIMD lanes.
+ #define PER_INSTANCE flat
+ #else
+ #define PER_INSTANCE
+ #endif
+
+ #if __VERSION__ != 100
+ #define varying out
+ #define attribute in
+ #endif
+#endif
+
+#ifdef WR_FRAGMENT_SHADER
+ precision highp float;
+ #if __VERSION__ != 100
+ #define varying in
+ #endif
+#endif
+
+// Flat interpolation is not supported on ESSL 1
+#if __VERSION__ == 100
+ #define flat
+#endif