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Diffstat (limited to '')
-rw-r--r-- | gfx/wr/webrender/res/blend.glsl | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/blend.glsl b/gfx/wr/webrender/res/blend.glsl new file mode 100644 index 0000000000..2deed01143 --- /dev/null +++ b/gfx/wr/webrender/res/blend.glsl @@ -0,0 +1,238 @@ +/* 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 COMPONENT_TRANSFER_IDENTITY 0 +#define COMPONENT_TRANSFER_TABLE 1 +#define COMPONENT_TRANSFER_DISCRETE 2 +#define COMPONENT_TRANSFER_LINEAR 3 +#define COMPONENT_TRANSFER_GAMMA 4 + +// Must be kept in sync with `Filter::as_int` in internal_types.rs +// Not all filters are defined here because some filter use different shaders. +#define FILTER_CONTRAST 0 +#define FILTER_GRAYSCALE 1 +#define FILTER_HUE_ROTATE 2 +#define FILTER_INVERT 3 +#define FILTER_SATURATE 4 +#define FILTER_SEPIA 5 +#define FILTER_BRIGHTNESS 6 +#define FILTER_COLOR_MATRIX 7 +#define FILTER_SRGB_TO_LINEAR 8 +#define FILTER_LINEAR_TO_SRGB 9 +#define FILTER_FLOOD 10 +#define FILTER_COMPONENT_TRANSFER 11 + +#ifdef WR_VERTEX_SHADER +void SetupFilterParams( + int op, + float amount, + int gpu_data_address, + out vec4 color_offset, + out mat4 color_mat, + out highp int table_address +) { + float lumR = 0.2126; + float lumG = 0.7152; + float lumB = 0.0722; + float oneMinusLumR = 1.0 - lumR; + float oneMinusLumG = 1.0 - lumG; + float oneMinusLumB = 1.0 - lumB; + float invAmount = 1.0 - amount; + + if (op == FILTER_GRAYSCALE) { + color_mat = mat4( + vec4(lumR + oneMinusLumR * invAmount, lumR - lumR * invAmount, lumR - lumR * invAmount, 0.0), + vec4(lumG - lumG * invAmount, lumG + oneMinusLumG * invAmount, lumG - lumG * invAmount, 0.0), + vec4(lumB - lumB * invAmount, lumB - lumB * invAmount, lumB + oneMinusLumB * invAmount, 0.0), + vec4(0.0, 0.0, 0.0, 1.0) + ); + color_offset = vec4(0.0); + } else if (op == FILTER_HUE_ROTATE) { + float c = cos(amount); + float s = sin(amount); + color_mat = mat4( + vec4(lumR + oneMinusLumR * c - lumR * s, lumR - lumR * c + 0.143 * s, lumR - lumR * c - oneMinusLumR * s, 0.0), + vec4(lumG - lumG * c - lumG * s, lumG + oneMinusLumG * c + 0.140 * s, lumG - lumG * c + lumG * s, 0.0), + vec4(lumB - lumB * c + oneMinusLumB * s, lumB - lumB * c - 0.283 * s, lumB + oneMinusLumB * c + lumB * s, 0.0), + vec4(0.0, 0.0, 0.0, 1.0) + ); + color_offset = vec4(0.0); + } else if (op == FILTER_SATURATE) { + color_mat = mat4( + vec4(invAmount * lumR + amount, invAmount * lumR, invAmount * lumR, 0.0), + vec4(invAmount * lumG, invAmount * lumG + amount, invAmount * lumG, 0.0), + vec4(invAmount * lumB, invAmount * lumB, invAmount * lumB + amount, 0.0), + vec4(0.0, 0.0, 0.0, 1.0) + ); + color_offset = vec4(0.0); + } else if (op == FILTER_SEPIA) { + color_mat = mat4( + vec4(0.393 + 0.607 * invAmount, 0.349 - 0.349 * invAmount, 0.272 - 0.272 * invAmount, 0.0), + vec4(0.769 - 0.769 * invAmount, 0.686 + 0.314 * invAmount, 0.534 - 0.534 * invAmount, 0.0), + vec4(0.189 - 0.189 * invAmount, 0.168 - 0.168 * invAmount, 0.131 + 0.869 * invAmount, 0.0), + vec4(0.0, 0.0, 0.0, 1.0) + ); + color_offset = vec4(0.0); + } else if (op == FILTER_COLOR_MATRIX) { + vec4 mat_data[4] = fetch_from_gpu_cache_4(gpu_data_address); + vec4 offset_data = fetch_from_gpu_cache_1(gpu_data_address + 4); + color_mat = mat4(mat_data[0], mat_data[1], mat_data[2], mat_data[3]); + color_offset = offset_data; + } else if (op == FILTER_COMPONENT_TRANSFER) { + table_address = gpu_data_address; + } else if (op == FILTER_FLOOD) { + color_offset = fetch_from_gpu_cache_1(gpu_data_address); + } +} +#endif + +#ifdef WR_FRAGMENT_SHADER +vec3 Contrast(vec3 Cs, float amount) { + return clamp(Cs.rgb * amount - 0.5 * amount + 0.5, 0.0, 1.0); +} + +vec3 Invert(vec3 Cs, float amount) { + return mix(Cs.rgb, vec3(1.0) - Cs.rgb, amount); +} + +vec3 Brightness(vec3 Cs, float amount) { + // Apply the brightness factor. + // Resulting color needs to be clamped to output range + // since we are pre-multiplying alpha in the shader. + return clamp(Cs.rgb * amount, vec3(0.0), vec3(1.0)); +} + +// Based on the Gecko's implementation in +// https://hg.mozilla.org/mozilla-central/file/91b4c3687d75/gfx/src/FilterSupport.cpp#l24 +// These could be made faster by sampling a lookup table stored in a float texture +// with linear interpolation. + +vec3 SrgbToLinear(vec3 color) { + vec3 c1 = color / 12.92; + vec3 c2 = pow(color / 1.055 + vec3(0.055 / 1.055), vec3(2.4)); + return if_then_else(lessThanEqual(color, vec3(0.04045)), c1, c2); +} + +vec3 LinearToSrgb(vec3 color) { + vec3 c1 = color * 12.92; + vec3 c2 = vec3(1.055) * pow(color, vec3(1.0 / 2.4)) - vec3(0.055); + return if_then_else(lessThanEqual(color, vec3(0.0031308)), c1, c2); +} + +// This function has to be factored out due to the following issue: +// https://github.com/servo/webrender/wiki/Driver-issues#bug-1532245---switch-statement-inside-control-flow-inside-switch-statement-fails-to-compile-on-some-android-phones +// (and now the words "default: default:" so angle_shader_validation.rs passes) +vec4 ComponentTransfer(vec4 colora, vec4 vfuncs, highp int table_address) { + // We push a different amount of data to the gpu cache depending on the + // function type. + // Identity => 0 blocks + // Table/Discrete => 64 blocks (256 values) + // Linear => 1 block (2 values) + // Gamma => 1 block (3 values) + // We loop through the color components and increment the offset (for the + // next color component) into the gpu cache based on how many blocks that + // function type put into the gpu cache. + // Table/Discrete use a 256 entry look up table. + // Linear/Gamma are a simple calculation. + + // Both offset and k must be marked as highp due to a Adreno 3xx bug likely + // to do with converting between precisions (as they would otherwise be + // promoted when adding to table_address). + highp int offset = 0; + highp int k; + + vec4 texel; + + // Dynamically indexing a vector is buggy on some platforms, so use a temporary array + int[4] funcs = int[4](int(vfuncs.r), int(vfuncs.g), int(vfuncs.b), int(vfuncs.a)); + for (int i = 0; i < 4; i++) { + switch (funcs[i]) { + case COMPONENT_TRANSFER_IDENTITY: + break; + case COMPONENT_TRANSFER_TABLE: + case COMPONENT_TRANSFER_DISCRETE: { + // fetch value from lookup table + k = int(floor(colora[i]*255.0 + 0.5)); + texel = fetch_from_gpu_cache_1(table_address + offset + k/4); + colora[i] = clamp(texel[k % 4], 0.0, 1.0); + // offset plus 256/4 blocks + offset = offset + 64; + break; + } + case COMPONENT_TRANSFER_LINEAR: { + // fetch the two values for use in the linear equation + texel = fetch_from_gpu_cache_1(table_address + offset); + colora[i] = clamp(texel[0] * colora[i] + texel[1], 0.0, 1.0); + // offset plus 1 block + offset = offset + 1; + break; + } + case COMPONENT_TRANSFER_GAMMA: { + // fetch the three values for use in the gamma equation + texel = fetch_from_gpu_cache_1(table_address + offset); + colora[i] = clamp(texel[0] * pow(colora[i], texel[1]) + texel[2], 0.0, 1.0); + // offset plus 1 block + offset = offset + 1; + break; + } + default: + // shouldn't happen + break; + } + } + return colora; +} + +void CalculateFilter( + vec4 Cs, + int op, + float amount, + highp int table_address, + vec4 color_offset, + mat4 color_mat, + vec4 v_funcs, + out vec3 color, + out float alpha +) { + // Un-premultiply the input. + alpha = Cs.a; + color = alpha != 0.0 ? Cs.rgb / alpha : Cs.rgb; + + switch (op) { + case FILTER_CONTRAST: + color = Contrast(color, amount); + break; + case FILTER_INVERT: + color = Invert(color, amount); + break; + case FILTER_BRIGHTNESS: + color = Brightness(color, amount); + break; + case FILTER_SRGB_TO_LINEAR: + color = SrgbToLinear(color); + break; + case FILTER_LINEAR_TO_SRGB: + color = LinearToSrgb(color); + break; + case FILTER_COMPONENT_TRANSFER: { + // Get the unpremultiplied color with alpha. + vec4 colora = vec4(color, alpha); + colora = ComponentTransfer(colora, v_funcs, table_address); + color = colora.rgb; + alpha = colora.a; + break; + } + case FILTER_FLOOD: + color = color_offset.rgb; + alpha = color_offset.a; + break; + default: + // Color matrix type filters (sepia, hue-rotate, etc...) + vec4 result = color_mat * vec4(color, alpha) + color_offset; + result = clamp(result, vec4(0.0), vec4(1.0)); + color = result.rgb; + alpha = result.a; + } +} +#endif |