diff options
Diffstat (limited to '')
-rw-r--r-- | gfx/wr/webrender/res/brush_blend.glsl | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/brush_blend.glsl b/gfx/wr/webrender/res/brush_blend.glsl new file mode 100644 index 0000000000..49f047edbd --- /dev/null +++ b/gfx/wr/webrender/res/brush_blend.glsl @@ -0,0 +1,121 @@ +/* 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 +#define WR_FEATURE_TEXTURE_2D + +#include shared,prim_shared,brush,blend + +// Interpolated UV coordinates to sample. +varying highp vec2 v_uv; + +// Normalized bounds of the source image in the texture, adjusted to avoid +// sampling artifacts. +flat varying highp vec4 v_uv_sample_bounds; + +// x: Flag to allow perspective interpolation of UV. +// y: Filter-dependent "amount" parameter. +// Packed in to a vector to work around bug 1630356. +flat varying mediump vec2 v_perspective_amount; +#define v_perspective v_perspective_amount.x +#define v_amount v_perspective_amount.y + +// x: Blend op, y: Lookup table GPU cache address. +// Packed in to a vector to work around bug 1630356. +// Must be explicitly marked as highp, as the default integer precision in +// fragment shaders is mediump which may only be 16 bits in ESSL 3, and GPU +// cache address can exceed that maximum representable value. +flat varying highp ivec2 v_op_table_address_vec; +#define v_op v_op_table_address_vec.x +#define v_table_address v_op_table_address_vec.y + +// We must keep this as highp as we encoutered shader compilation crashes on +// Mali-T devices when mediump. +flat varying highp mat4 v_color_mat; +// The function to use for each component of a component transfer filter. Using a int[4] +// or ivec4 (with each element or component containing the function for each component) has +// ran in to bugs 1695912 and 1731758, so instead use a vec4 and cast the values to/from floats. +flat varying mediump vec4 v_funcs; +flat varying mediump vec4 v_color_offset; + +#ifdef WR_VERTEX_SHADER +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 +) { + ImageSource res = fetch_image_source(prim_user_data.x); + vec2 uv0 = res.uv_rect.p0; + vec2 uv1 = res.uv_rect.p1; + + vec2 inv_texture_size = vec2(1.0) / vec2(TEX_SIZE(sColor0).xy); + vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect); + f = get_image_quad_uv(prim_user_data.x, f); + vec2 uv = mix(uv0, uv1, f); + float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0; + + v_uv = uv * inv_texture_size * mix(vi.world_pos.w, 1.0, perspective_interpolate); + v_perspective = perspective_interpolate; + + v_uv_sample_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) * inv_texture_size.xyxy; + + float amount = float(prim_user_data.z) / 65536.0; + + v_op = prim_user_data.y & 0xffff; + v_amount = amount; + + v_funcs.r = float((prim_user_data.y >> 28) & 0xf); + v_funcs.g = float((prim_user_data.y >> 24) & 0xf); + v_funcs.b = float((prim_user_data.y >> 20) & 0xf); + v_funcs.a = float((prim_user_data.y >> 16) & 0xf); + + SetupFilterParams( + v_op, + amount, + prim_user_data.z, + v_color_offset, + v_color_mat, + v_table_address + ); +} +#endif + +#ifdef WR_FRAGMENT_SHADER +Fragment brush_fs() { + float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective); + vec2 uv = v_uv * perspective_divisor; + // Clamp the uvs to avoid sampling artifacts. + uv = clamp(uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw); + + vec4 Cs = texture(sColor0, uv); + + float alpha; + vec3 color; + CalculateFilter( + Cs, + v_op, + v_amount, + v_table_address, + v_color_offset, + v_color_mat, + v_funcs, + color, + alpha + ); + + #ifdef WR_FEATURE_ALPHA_PASS + alpha *= antialias_brush(); + #endif + + // Pre-multiply the alpha into the output value. + return Fragment(alpha * vec4(color, 1.0)); +} +#endif |