1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
|
/* 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 shared,rect,ellipse
// For edges, the colors are the same. For corners, these
// are the colors of each edge making up the corner.
flat varying mediump vec4 vColor00;
flat varying mediump vec4 vColor01;
flat varying mediump vec4 vColor10;
flat varying mediump vec4 vColor11;
// A point + tangent defining the line where the edge
// transition occurs. Used for corners only.
flat varying mediump vec4 vColorLine;
// x: segment, y: clip mode
// We cast these to/from floats rather than using an ivec due to a driver bug
// on Adreno 3xx. See bug 1730458.
flat varying mediump vec2 vSegmentClipMode;
// x, y: styles, z, w: edge axes
// We cast these to/from floats rather than using an ivec (and bitshifting)
// due to a driver bug on Adreno 3xx. See bug 1730458.
flat varying mediump vec4 vStyleEdgeAxis;
// xy = Local space position of the clip center.
// zw = Scale the rect origin by this to get the outer
// corner from the segment rectangle.
flat varying highp vec4 vClipCenter_Sign;
// An outer and inner elliptical radii for border
// corner clipping.
flat varying mediump vec4 vClipRadii;
// Reference point for determine edge clip lines.
flat varying mediump vec4 vEdgeReference;
// Stores widths/2 and widths/3 to save doing this in FS.
flat varying mediump vec4 vPartialWidths;
// Clipping parameters for dot or dash.
flat varying mediump vec4 vClipParams1;
flat varying mediump vec4 vClipParams2;
// Local space position
varying highp vec2 vPos;
#define SEGMENT_TOP_LEFT 0
#define SEGMENT_TOP_RIGHT 1
#define SEGMENT_BOTTOM_RIGHT 2
#define SEGMENT_BOTTOM_LEFT 3
#define SEGMENT_LEFT 4
#define SEGMENT_TOP 5
#define SEGMENT_RIGHT 6
#define SEGMENT_BOTTOM 7
// Border styles as defined in webrender_api/types.rs
#define BORDER_STYLE_NONE 0
#define BORDER_STYLE_SOLID 1
#define BORDER_STYLE_DOUBLE 2
#define BORDER_STYLE_DOTTED 3
#define BORDER_STYLE_DASHED 4
#define BORDER_STYLE_HIDDEN 5
#define BORDER_STYLE_GROOVE 6
#define BORDER_STYLE_RIDGE 7
#define BORDER_STYLE_INSET 8
#define BORDER_STYLE_OUTSET 9
#define CLIP_NONE 0
#define CLIP_DASH_CORNER 1
#define CLIP_DASH_EDGE 2
#define CLIP_DOT 3
#ifdef WR_VERTEX_SHADER
PER_INSTANCE in vec2 aTaskOrigin;
PER_INSTANCE in vec4 aRect;
PER_INSTANCE in vec4 aColor0;
PER_INSTANCE in vec4 aColor1;
PER_INSTANCE in int aFlags;
PER_INSTANCE in vec2 aWidths;
PER_INSTANCE in vec2 aRadii;
PER_INSTANCE in vec4 aClipParams1;
PER_INSTANCE in vec4 aClipParams2;
vec2 get_outer_corner_scale(int segment) {
vec2 p;
switch (segment) {
case SEGMENT_TOP_LEFT:
p = vec2(0.0, 0.0);
break;
case SEGMENT_TOP_RIGHT:
p = vec2(1.0, 0.0);
break;
case SEGMENT_BOTTOM_RIGHT:
p = vec2(1.0, 1.0);
break;
case SEGMENT_BOTTOM_LEFT:
p = vec2(0.0, 1.0);
break;
default:
// The result is only used for non-default segment cases
p = vec2(0.0);
break;
}
return p;
}
// NOTE(emilio): If you change this algorithm, do the same change
// in border.rs
vec4 mod_color(vec4 color, bool is_black, bool lighter) {
const float light_black = 0.7;
const float dark_black = 0.3;
const float dark_scale = 0.66666666;
const float light_scale = 1.0;
if (is_black) {
if (lighter) {
return vec4(vec3(light_black), color.a);
}
return vec4(vec3(dark_black), color.a);
}
if (lighter) {
return vec4(color.rgb * light_scale, color.a);
}
return vec4(color.rgb * dark_scale, color.a);
}
vec4[2] get_colors_for_side(vec4 color, int style) {
vec4 result[2];
bool is_black = color.rgb == vec3(0.0, 0.0, 0.0);
switch (style) {
case BORDER_STYLE_GROOVE:
result[0] = mod_color(color, is_black, true);
result[1] = mod_color(color, is_black, false);
break;
case BORDER_STYLE_RIDGE:
result[0] = mod_color(color, is_black, false);
result[1] = mod_color(color, is_black, true);
break;
default:
result[0] = color;
result[1] = color;
break;
}
return result;
}
void main(void) {
int segment = aFlags & 0xff;
int style0 = (aFlags >> 8) & 0xff;
int style1 = (aFlags >> 16) & 0xff;
int clip_mode = (aFlags >> 24) & 0x0f;
vec2 size = aRect.zw - aRect.xy;
vec2 outer_scale = get_outer_corner_scale(segment);
vec2 outer = outer_scale * size;
vec2 clip_sign = 1.0 - 2.0 * outer_scale;
// Set some flags used by the FS to determine the
// orientation of the two edges in this corner.
ivec2 edge_axis = ivec2(0, 0);
// Derive the positions for the edge clips, which must be handled
// differently between corners and edges.
vec2 edge_reference = vec2(0.0);
switch (segment) {
case SEGMENT_TOP_LEFT:
edge_axis = ivec2(0, 1);
edge_reference = outer;
break;
case SEGMENT_TOP_RIGHT:
edge_axis = ivec2(1, 0);
edge_reference = vec2(outer.x - aWidths.x, outer.y);
break;
case SEGMENT_BOTTOM_RIGHT:
edge_axis = ivec2(0, 1);
edge_reference = outer - aWidths;
break;
case SEGMENT_BOTTOM_LEFT:
edge_axis = ivec2(1, 0);
edge_reference = vec2(outer.x, outer.y - aWidths.y);
break;
case SEGMENT_TOP:
case SEGMENT_BOTTOM:
edge_axis = ivec2(1, 1);
break;
case SEGMENT_LEFT:
case SEGMENT_RIGHT:
default:
break;
}
vSegmentClipMode = vec2(float(segment), float(clip_mode));
vStyleEdgeAxis = vec4(float(style0), float(style1), float(edge_axis.x), float(edge_axis.y));
vPartialWidths = vec4(aWidths / 3.0, aWidths / 2.0);
vPos = size * aPosition.xy;
vec4[2] color0 = get_colors_for_side(aColor0, style0);
vColor00 = color0[0];
vColor01 = color0[1];
vec4[2] color1 = get_colors_for_side(aColor1, style1);
vColor10 = color1[0];
vColor11 = color1[1];
vClipCenter_Sign = vec4(outer + clip_sign * aRadii, clip_sign);
vClipRadii = vec4(aRadii, max(aRadii - aWidths, 0.0));
vColorLine = vec4(outer, aWidths.y * -clip_sign.y, aWidths.x * clip_sign.x);
vEdgeReference = vec4(edge_reference, edge_reference + aWidths);
vClipParams1 = aClipParams1;
vClipParams2 = aClipParams2;
// For the case of dot and dash clips, optimize the number of pixels that
// are hit to just include the dot itself.
if (clip_mode == CLIP_DOT) {
float radius = aClipParams1.z;
// Expand by a small amount to allow room for AA around
// the dot if it's big enough.
if (radius > 0.5)
radius += 2.0;
vPos = vClipParams1.xy + radius * (2.0 * aPosition.xy - 1.0);
vPos = clamp(vPos, vec2(0.0), size);
} else if (clip_mode == CLIP_DASH_CORNER) {
vec2 center = (aClipParams1.xy + aClipParams2.xy) * 0.5;
// This is a gross approximation which works out because dashes don't have
// a strong curvature and we will overshoot by inflating the geometry by
// this amount on each side (sqrt(2) * length(dash) would be enough and we
// compute 2 * approx_length(dash)).
float dash_length = length(aClipParams1.xy - aClipParams2.xy);
float width = max(aWidths.x, aWidths.y);
// expand by a small amout for AA just like we do for dots.
vec2 r = vec2(max(dash_length, width)) + 2.0;
vPos = clamp(vPos, center - r, center + r);
}
gl_Position = uTransform * vec4(aTaskOrigin + aRect.xy + vPos, 0.0, 1.0);
}
#endif
#ifdef WR_FRAGMENT_SHADER
vec4 evaluate_color_for_style_in_corner(
vec2 clip_relative_pos,
int style,
vec4 color0,
vec4 color1,
vec4 clip_radii,
float mix_factor,
int segment,
float aa_range
) {
switch (style) {
case BORDER_STYLE_DOUBLE: {
// Get the distances from 0.33 of the radii, and
// also 0.67 of the radii. Use these to form a
// SDF subtraction which will clip out the inside
// third of the rounded edge.
float d_radii_a = distance_to_ellipse(
clip_relative_pos,
clip_radii.xy - vPartialWidths.xy
);
float d_radii_b = distance_to_ellipse(
clip_relative_pos,
clip_radii.xy - 2.0 * vPartialWidths.xy
);
float d = min(-d_radii_a, d_radii_b);
color0 *= distance_aa(aa_range, d);
break;
}
case BORDER_STYLE_GROOVE:
case BORDER_STYLE_RIDGE: {
float d = distance_to_ellipse(
clip_relative_pos,
clip_radii.xy - vPartialWidths.zw
);
float alpha = distance_aa(aa_range, d);
float swizzled_factor;
switch (segment) {
case SEGMENT_TOP_LEFT: swizzled_factor = 0.0; break;
case SEGMENT_TOP_RIGHT: swizzled_factor = mix_factor; break;
case SEGMENT_BOTTOM_RIGHT: swizzled_factor = 1.0; break;
case SEGMENT_BOTTOM_LEFT: swizzled_factor = 1.0 - mix_factor; break;
default: swizzled_factor = 0.0; break;
};
vec4 c0 = mix(color1, color0, swizzled_factor);
vec4 c1 = mix(color0, color1, swizzled_factor);
color0 = mix(c0, c1, alpha);
break;
}
default:
break;
}
return color0;
}
vec4 evaluate_color_for_style_in_edge(
vec2 pos_vec,
int style,
vec4 color0,
vec4 color1,
float aa_range,
int edge_axis_id
) {
vec2 edge_axis = edge_axis_id != 0 ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
float pos = dot(pos_vec, edge_axis);
switch (style) {
case BORDER_STYLE_DOUBLE: {
float d = -1.0;
float partial_width = dot(vPartialWidths.xy, edge_axis);
if (partial_width >= 1.0) {
vec2 ref = vec2(
dot(vEdgeReference.xy, edge_axis) + partial_width,
dot(vEdgeReference.zw, edge_axis) - partial_width
);
d = min(pos - ref.x, ref.y - pos);
}
color0 *= distance_aa(aa_range, d);
break;
}
case BORDER_STYLE_GROOVE:
case BORDER_STYLE_RIDGE: {
float ref = dot(vEdgeReference.xy + vPartialWidths.zw, edge_axis);
float d = pos - ref;
float alpha = distance_aa(aa_range, d);
color0 = mix(color0, color1, alpha);
break;
}
default:
break;
}
return color0;
}
void main(void) {
float aa_range = compute_aa_range(vPos);
vec4 color0, color1;
int segment = int(vSegmentClipMode.x);
int clip_mode = int(vSegmentClipMode.y);
ivec2 style = ivec2(int(vStyleEdgeAxis.x), int(vStyleEdgeAxis.y));
ivec2 edge_axis = ivec2(int(vStyleEdgeAxis.z), int(vStyleEdgeAxis.w));
float mix_factor = 0.0;
if (edge_axis.x != edge_axis.y) {
float d_line = distance_to_line(vColorLine.xy, vColorLine.zw, vPos);
mix_factor = distance_aa(aa_range, -d_line);
}
// Check if inside corner clip-region
vec2 clip_relative_pos = vPos - vClipCenter_Sign.xy;
bool in_clip_region = all(lessThan(vClipCenter_Sign.zw * clip_relative_pos, vec2(0.0)));
float d = -1.0;
switch (clip_mode) {
case CLIP_DOT: {
// Set clip distance based or dot position and radius.
d = distance(vClipParams1.xy, vPos) - vClipParams1.z;
break;
}
case CLIP_DASH_EDGE: {
bool is_vertical = vClipParams1.x == 0.;
float half_dash = is_vertical ? vClipParams1.y : vClipParams1.x;
// We want to draw something like:
// +---+---+---+---+
// |xxx| | |xxx|
// +---+---+---+---+
float pos = is_vertical ? vPos.y : vPos.x;
bool in_dash = pos < half_dash || pos > 3.0 * half_dash;
if (!in_dash) {
d = 1.;
}
break;
}
case CLIP_DASH_CORNER: {
// Get SDF for the two line/tangent clip lines,
// do SDF subtract to get clip distance.
float d0 = distance_to_line(vClipParams1.xy,
vClipParams1.zw,
vPos);
float d1 = distance_to_line(vClipParams2.xy,
vClipParams2.zw,
vPos);
d = max(d0, -d1);
break;
}
case CLIP_NONE:
default:
break;
}
if (in_clip_region) {
float d_radii_a = distance_to_ellipse(clip_relative_pos, vClipRadii.xy);
float d_radii_b = distance_to_ellipse(clip_relative_pos, vClipRadii.zw);
float d_radii = max(d_radii_a, -d_radii_b);
d = max(d, d_radii);
color0 = evaluate_color_for_style_in_corner(
clip_relative_pos,
style.x,
vColor00,
vColor01,
vClipRadii,
mix_factor,
segment,
aa_range
);
color1 = evaluate_color_for_style_in_corner(
clip_relative_pos,
style.y,
vColor10,
vColor11,
vClipRadii,
mix_factor,
segment,
aa_range
);
} else {
color0 = evaluate_color_for_style_in_edge(
vPos,
style.x,
vColor00,
vColor01,
aa_range,
edge_axis.x
);
color1 = evaluate_color_for_style_in_edge(
vPos,
style.y,
vColor10,
vColor11,
aa_range,
edge_axis.y
);
}
float alpha = distance_aa(aa_range, d);
vec4 color = mix(color0, color1, mix_factor);
oFragColor = color * alpha;
}
#endif
|