diff options
Diffstat (limited to 'gfx/wr/webrender/res/brush_yuv_image.glsl')
-rw-r--r-- | gfx/wr/webrender/res/brush_yuv_image.glsl | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/brush_yuv_image.glsl b/gfx/wr/webrender/res/brush_yuv_image.glsl new file mode 100644 index 0000000000..28abcab66f --- /dev/null +++ b/gfx/wr/webrender/res/brush_yuv_image.glsl @@ -0,0 +1,140 @@ +/* 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 1 + +#include shared,prim_shared,brush,yuv + +varying vec2 vUv_Y; +flat varying vec4 vUvBounds_Y; + +varying vec2 vUv_U; +flat varying vec4 vUvBounds_U; + +varying vec2 vUv_V; +flat varying vec4 vUvBounds_V; + +YUV_PRECISION flat varying vec3 vYcbcrBias; +YUV_PRECISION flat varying mat3 vRgbFromDebiasedYcbcr; + +// YUV format. Packed in to vector to work around bug 1630356. +flat varying ivec2 vFormat; + +#ifdef SWGL_DRAW_SPAN +flat varying int vRescaleFactor; +#endif + +#ifdef WR_VERTEX_SHADER + +YuvPrimitive fetch_yuv_primitive(int address) { + vec4 data = fetch_from_gpu_cache_1(address); + // From YuvImageData.write_prim_gpu_blocks: + int channel_bit_depth = int(data.x); + int color_space = int(data.y); + int yuv_format = int(data.z); + return YuvPrimitive(channel_bit_depth, color_space, yuv_format); +} + +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 +) { + vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect); + + YuvPrimitive prim = fetch_yuv_primitive(prim_address); + +#ifdef SWGL_DRAW_SPAN + // swgl_commitTextureLinearYUV needs to know the color space specifier and + // also needs to know how many bits of scaling are required to normalize + // HDR textures. Note that MSB HDR formats don't need renormalization. + vRescaleFactor = 0; + if (prim.channel_bit_depth > 8 && prim.yuv_format != YUV_FORMAT_P010) { + vRescaleFactor = 16 - prim.channel_bit_depth; + } +#endif + + YuvColorMatrixInfo mat_info = get_rgb_from_ycbcr_info(prim); + vYcbcrBias = mat_info.ycbcr_bias; + vRgbFromDebiasedYcbcr = mat_info.rgb_from_debiased_ycbrc; + + vFormat.x = prim.yuv_format; + + // The additional test for 99 works around a gen6 shader compiler bug: 1708937 + if (vFormat.x == YUV_FORMAT_PLANAR || vFormat.x == 99) { + ImageSource res_y = fetch_image_source(prim_user_data.x); + ImageSource res_u = fetch_image_source(prim_user_data.y); + ImageSource res_v = fetch_image_source(prim_user_data.z); + write_uv_rect(res_y.uv_rect.p0, res_y.uv_rect.p1, f, TEX_SIZE_YUV(sColor0), vUv_Y, vUvBounds_Y); + write_uv_rect(res_u.uv_rect.p0, res_u.uv_rect.p1, f, TEX_SIZE_YUV(sColor1), vUv_U, vUvBounds_U); + write_uv_rect(res_v.uv_rect.p0, res_v.uv_rect.p1, f, TEX_SIZE_YUV(sColor2), vUv_V, vUvBounds_V); + } else if (vFormat.x == YUV_FORMAT_NV12 || vFormat.x == YUV_FORMAT_P010) { + ImageSource res_y = fetch_image_source(prim_user_data.x); + ImageSource res_u = fetch_image_source(prim_user_data.y); + write_uv_rect(res_y.uv_rect.p0, res_y.uv_rect.p1, f, TEX_SIZE_YUV(sColor0), vUv_Y, vUvBounds_Y); + write_uv_rect(res_u.uv_rect.p0, res_u.uv_rect.p1, f, TEX_SIZE_YUV(sColor1), vUv_U, vUvBounds_U); + } else if (vFormat.x == YUV_FORMAT_INTERLEAVED) { + ImageSource res_y = fetch_image_source(prim_user_data.x); + write_uv_rect(res_y.uv_rect.p0, res_y.uv_rect.p1, f, TEX_SIZE_YUV(sColor0), vUv_Y, vUvBounds_Y); + } +} +#endif + +#ifdef WR_FRAGMENT_SHADER + +Fragment brush_fs() { + vec4 color = sample_yuv( + vFormat.x, + vYcbcrBias, + vRgbFromDebiasedYcbcr, + vUv_Y, + vUv_U, + vUv_V, + vUvBounds_Y, + vUvBounds_U, + vUvBounds_V + ); + +#ifdef WR_FEATURE_ALPHA_PASS + color *= antialias_brush(); +#endif + + //color.r = float(100+vFormat) / 255.0; + //color.g = vYcbcrBias.x; + //color.b = vYcbcrBias.y; + return Fragment(color); +} + +#ifdef SWGL_DRAW_SPAN +void swgl_drawSpanRGBA8() { + if (vFormat.x == YUV_FORMAT_PLANAR) { + swgl_commitTextureLinearYUV(sColor0, vUv_Y, vUvBounds_Y, + sColor1, vUv_U, vUvBounds_U, + sColor2, vUv_V, vUvBounds_V, + vYcbcrBias, + vRgbFromDebiasedYcbcr, + vRescaleFactor); + } else if (vFormat.x == YUV_FORMAT_NV12 || vFormat.x == YUV_FORMAT_P010) { + swgl_commitTextureLinearYUV(sColor0, vUv_Y, vUvBounds_Y, + sColor1, vUv_U, vUvBounds_U, + vYcbcrBias, + vRgbFromDebiasedYcbcr, + vRescaleFactor); + } else if (vFormat.x == YUV_FORMAT_INTERLEAVED) { + swgl_commitTextureLinearYUV(sColor0, vUv_Y, vUvBounds_Y, + vYcbcrBias, + vRgbFromDebiasedYcbcr, + vRescaleFactor); + } +} +#endif + +#endif |