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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:22:09 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:22:09 +0000
commit43a97878ce14b72f0981164f87f2e35e14151312 (patch)
tree620249daf56c0258faa40cbdcf9cfba06de2a846 /gfx/wr/swgl/src/program.h
parentInitial commit. (diff)
downloadfirefox-upstream.tar.xz
firefox-upstream.zip
Adding upstream version 110.0.1.upstream/110.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/wr/swgl/src/program.h')
-rw-r--r--gfx/wr/swgl/src/program.h186
1 files changed, 186 insertions, 0 deletions
diff --git a/gfx/wr/swgl/src/program.h b/gfx/wr/swgl/src/program.h
new file mode 100644
index 0000000000..9ea7c6dd6e
--- /dev/null
+++ b/gfx/wr/swgl/src/program.h
@@ -0,0 +1,186 @@
+/* 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/. */
+
+struct VertexAttrib;
+
+namespace glsl {
+
+// Type holding group of scalars interpolated across rasterized rows and spans,
+// shuttling values between vertex shaders and fragment shaders.
+// GCC requires power-of-two vector sizes, so must use glsl type as workaround
+// to operate in Float-sized chunks.
+typedef vec3 Interpolants;
+
+// Clip distances, if enabled, are always stored in the first SIMD chunk of the
+// interpolants.
+static ALWAYS_INLINE Float get_clip_distances(const Interpolants& interp) {
+ return interp.x;
+}
+
+struct VertexShaderImpl;
+struct FragmentShaderImpl;
+
+struct ProgramImpl {
+ virtual ~ProgramImpl() {}
+ virtual int get_uniform(const char* name) const = 0;
+ virtual void bind_attrib(const char* name, int index) = 0;
+ virtual int get_attrib(const char* name) const = 0;
+ virtual size_t interpolants_size() const = 0;
+ virtual VertexShaderImpl* get_vertex_shader() = 0;
+ virtual FragmentShaderImpl* get_fragment_shader() = 0;
+ virtual const char* get_name() const = 0;
+};
+
+typedef ProgramImpl* (*ProgramLoader)();
+
+// The maximum size of the gl_ClipDistance array.
+constexpr int32_t gl_MaxClipDistances = 4;
+
+struct VertexShaderImpl {
+ typedef void (*SetUniform1iFunc)(VertexShaderImpl*, int index, int value);
+ typedef void (*SetUniform4fvFunc)(VertexShaderImpl*, int index,
+ const float* value);
+ typedef void (*SetUniformMatrix4fvFunc)(VertexShaderImpl*, int index,
+ const float* value);
+ typedef void (*InitBatchFunc)(VertexShaderImpl*);
+ typedef void (*LoadAttribsFunc)(VertexShaderImpl*, VertexAttrib* attribs,
+ uint32_t start, int instance, int count);
+ typedef void (*RunPrimitiveFunc)(VertexShaderImpl*, char* interps,
+ size_t interp_stride);
+
+ SetUniform1iFunc set_uniform_1i_func = nullptr;
+ SetUniform4fvFunc set_uniform_4fv_func = nullptr;
+ SetUniformMatrix4fvFunc set_uniform_matrix4fv_func = nullptr;
+ InitBatchFunc init_batch_func = nullptr;
+ LoadAttribsFunc load_attribs_func = nullptr;
+ RunPrimitiveFunc run_primitive_func = nullptr;
+
+ enum FLAGS {
+ CLIP_DISTANCE = 1 << 0,
+ };
+ int flags = 0;
+ void enable_clip_distance() { flags |= CLIP_DISTANCE; }
+ ALWAYS_INLINE bool use_clip_distance() const {
+ return (flags & CLIP_DISTANCE) != 0;
+ }
+
+ vec4 gl_Position;
+ Float gl_ClipDistance[gl_MaxClipDistances];
+
+ void set_uniform_1i(int index, int value) {
+ (*set_uniform_1i_func)(this, index, value);
+ }
+
+ void set_uniform_4fv(int index, const float* value) {
+ (*set_uniform_4fv_func)(this, index, value);
+ }
+
+ void set_uniform_matrix4fv(int index, const float* value) {
+ (*set_uniform_matrix4fv_func)(this, index, value);
+ }
+
+ void init_batch() { (*init_batch_func)(this); }
+
+ ALWAYS_INLINE void load_attribs(VertexAttrib* attribs, uint32_t start,
+ int instance, int count) {
+ (*load_attribs_func)(this, attribs, start, instance, count);
+ }
+
+ ALWAYS_INLINE void run_primitive(char* interps, size_t interp_stride) {
+ (*run_primitive_func)(this, interps, interp_stride);
+ }
+};
+
+// The number of pixels in a step.
+constexpr int32_t swgl_StepSize = 4;
+
+struct FragmentShaderImpl {
+ typedef void (*InitSpanFunc)(FragmentShaderImpl*, const void* interps,
+ const void* step);
+ typedef void (*RunFunc)(FragmentShaderImpl*);
+ typedef void (*SkipFunc)(FragmentShaderImpl*, int steps);
+ typedef void (*InitSpanWFunc)(FragmentShaderImpl*, const void* interps,
+ const void* step);
+ typedef void (*RunWFunc)(FragmentShaderImpl*);
+ typedef void (*SkipWFunc)(FragmentShaderImpl*, int steps);
+ typedef int (*DrawSpanRGBA8Func)(FragmentShaderImpl*);
+ typedef int (*DrawSpanR8Func)(FragmentShaderImpl*);
+
+ InitSpanFunc init_span_func = nullptr;
+ RunFunc run_func = nullptr;
+ SkipFunc skip_func = nullptr;
+ InitSpanWFunc init_span_w_func = nullptr;
+ RunWFunc run_w_func = nullptr;
+ SkipWFunc skip_w_func = nullptr;
+ DrawSpanRGBA8Func draw_span_RGBA8_func = nullptr;
+ DrawSpanR8Func draw_span_R8_func = nullptr;
+
+ enum FLAGS {
+ DISCARD = 1 << 0,
+ PERSPECTIVE = 1 << 1,
+ };
+ int flags = 0;
+ void enable_discard() { flags |= DISCARD; }
+ void enable_perspective() { flags |= PERSPECTIVE; }
+ ALWAYS_INLINE bool use_discard() const { return (flags & DISCARD) != 0; }
+ ALWAYS_INLINE bool use_perspective() const {
+ return (flags & PERSPECTIVE) != 0;
+ }
+
+ vec4 gl_FragCoord;
+ vec4 gl_FragColor;
+ vec4 gl_SecondaryFragColor;
+
+ vec2_scalar swgl_StepZW;
+ Bool swgl_IsPixelDiscarded = false;
+ // The current buffer position for committing span output.
+ uint32_t* swgl_OutRGBA8 = nullptr;
+ uint8_t* swgl_OutR8 = nullptr;
+ // The remaining number of pixels in the span.
+ int32_t swgl_SpanLength = 0;
+
+ ALWAYS_INLINE void step_fragcoord(int steps = 4) { gl_FragCoord.x += steps; }
+
+ ALWAYS_INLINE void step_perspective(int steps = 4) {
+ gl_FragCoord.z += swgl_StepZW.x * steps;
+ gl_FragCoord.w += swgl_StepZW.y * steps;
+ }
+
+ template <bool W = false>
+ ALWAYS_INLINE void init_span(const void* interps, const void* step) {
+ (*(W ? init_span_w_func : init_span_func))(this, interps, step);
+ }
+
+ template <bool W = false>
+ ALWAYS_INLINE void run() {
+ (*(W ? run_w_func : run_func))(this);
+ }
+
+ template <bool W = false>
+ ALWAYS_INLINE void skip(int steps = 4) {
+ (*(W ? skip_w_func : skip_func))(this, steps);
+ }
+
+ ALWAYS_INLINE int draw_span(uint32_t* buf, int len) {
+ swgl_OutRGBA8 = buf;
+ swgl_SpanLength = len;
+ return (*draw_span_RGBA8_func)(this);
+ }
+
+ ALWAYS_INLINE bool has_draw_span(uint32_t*) {
+ return draw_span_RGBA8_func != nullptr;
+ }
+
+ ALWAYS_INLINE int draw_span(uint8_t* buf, int len) {
+ swgl_OutR8 = buf;
+ swgl_SpanLength = len;
+ return (*draw_span_R8_func)(this);
+ }
+
+ ALWAYS_INLINE bool has_draw_span(uint8_t*) {
+ return draw_span_R8_func != nullptr;
+ }
+};
+
+} // namespace glsl