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Diffstat (limited to 'gfx/wr/webrender/res/cs_blur.glsl')
-rw-r--r-- | gfx/wr/webrender/res/cs_blur.glsl | 196 |
1 files changed, 196 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/cs_blur.glsl b/gfx/wr/webrender/res/cs_blur.glsl new file mode 100644 index 0000000000..f29e3c4bf4 --- /dev/null +++ b/gfx/wr/webrender/res/cs_blur.glsl @@ -0,0 +1,196 @@ +/* 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 WR_FEATURE_TEXTURE_2D + +#include shared,prim_shared + +varying vec2 vUv; +flat varying vec4 vUvRect; +flat varying vec2 vOffsetScale; +// The number of pixels on each end that we apply the blur filter over. +// Packed in to vector to work around bug 1630356. +flat varying ivec2 vSupport; +flat varying vec2 vGaussCoefficients; + +#ifdef WR_VERTEX_SHADER +// Applies a separable gaussian blur in one direction, as specified +// by the dir field in the blur command. + +#define DIR_HORIZONTAL 0 +#define DIR_VERTICAL 1 + +PER_INSTANCE in int aBlurRenderTaskAddress; +PER_INSTANCE in int aBlurSourceTaskAddress; +PER_INSTANCE in int aBlurDirection; + +struct BlurTask { + RectWithEndpoint task_rect; + float blur_radius; + vec2 blur_region; +}; + +BlurTask fetch_blur_task(int address) { + RenderTaskData task_data = fetch_render_task_data(address); + + BlurTask task = BlurTask( + task_data.task_rect, + task_data.user_data.x, + task_data.user_data.yz + ); + + return task; +} + +void calculate_gauss_coefficients(float sigma) { + // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889) + vGaussCoefficients = vec2(1.0 / (sqrt(2.0 * 3.14159265) * sigma), + exp(-0.5 / (sigma * sigma))); + + // Pre-calculate the coefficient total in the vertex shader so that + // we can avoid having to do it per-fragment and also avoid division + // by zero in the degenerate case. + vec3 gauss_coefficient = vec3(vGaussCoefficients, + vGaussCoefficients.y * vGaussCoefficients.y); + float gauss_coefficient_total = gauss_coefficient.x; + for (int i = 1; i <= vSupport.x; i += 2) { + gauss_coefficient.xy *= gauss_coefficient.yz; + float gauss_coefficient_subtotal = gauss_coefficient.x; + gauss_coefficient.xy *= gauss_coefficient.yz; + gauss_coefficient_subtotal += gauss_coefficient.x; + gauss_coefficient_total += 2.0 * gauss_coefficient_subtotal; + } + + // Scale initial coefficient by total to avoid passing the total separately + // to the fragment shader. + vGaussCoefficients.x /= gauss_coefficient_total; +} + +void main(void) { + BlurTask blur_task = fetch_blur_task(aBlurRenderTaskAddress); + RectWithEndpoint src_rect = fetch_render_task_rect(aBlurSourceTaskAddress); + + RectWithEndpoint target_rect = blur_task.task_rect; + + vec2 texture_size = vec2(TEX_SIZE(sColor0).xy); + + // Ensure that the support is an even number of pixels to simplify the + // fragment shader logic. + // + // TODO(pcwalton): Actually make use of this fact and use the texture + // hardware for linear filtering. + vSupport.x = int(ceil(1.5 * blur_task.blur_radius)) * 2; + + if (vSupport.x > 0) { + calculate_gauss_coefficients(blur_task.blur_radius); + } else { + // The gauss function gets NaNs when blur radius is zero. + vGaussCoefficients = vec2(1.0, 1.0); + } + + switch (aBlurDirection) { + case DIR_HORIZONTAL: + vOffsetScale = vec2(1.0 / texture_size.x, 0.0); + break; + case DIR_VERTICAL: + vOffsetScale = vec2(0.0, 1.0 / texture_size.y); + break; + default: + vOffsetScale = vec2(0.0); + } + + vUvRect = vec4(src_rect.p0 + vec2(0.5), + src_rect.p0 + blur_task.blur_region - vec2(0.5)); + vUvRect /= texture_size.xyxy; + + vec2 pos = mix(target_rect.p0, target_rect.p1, aPosition.xy); + + vec2 uv0 = src_rect.p0 / texture_size; + vec2 uv1 = src_rect.p1 / texture_size; + vUv = mix(uv0, uv1, aPosition.xy); + + gl_Position = uTransform * vec4(pos, 0.0, 1.0); +} +#endif + +#ifdef WR_FRAGMENT_SHADER + +#if defined WR_FEATURE_COLOR_TARGET +#define SAMPLE_TYPE vec4 +#define SAMPLE_TEXTURE(uv) texture(sColor0, uv) +#else +#define SAMPLE_TYPE float +#define SAMPLE_TEXTURE(uv) texture(sColor0, uv).r +#endif + +// TODO(gw): Write a fast path blur that handles smaller blur radii +// with a offset / weight uniform table and a constant +// loop iteration count! + +void main(void) { + SAMPLE_TYPE original_color = SAMPLE_TEXTURE(vUv); + + // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889) + vec3 gauss_coefficient = vec3(vGaussCoefficients, + vGaussCoefficients.y * vGaussCoefficients.y); + + SAMPLE_TYPE avg_color = original_color * gauss_coefficient.x; + + // Evaluate two adjacent texels at a time. We can do this because, if c0 + // and c1 are colors of adjacent texels and k0 and k1 are arbitrary + // factors, this formula: + // + // k0 * c0 + k1 * c1 (Equation 1) + // + // is equivalent to: + // + // k1 + // (k0 + k1) * lerp(c0, c1, -------) + // k0 + k1 + // + // A texture lookup of adjacent texels evaluates this formula: + // + // lerp(c0, c1, t) + // + // for some t. So we can let `t = k1/(k0 + k1)` and effectively evaluate + // Equation 1 with a single texture lookup. + // + // Clamp loop condition variable to a statically known value to workaround + // driver bug on Adreno 3xx. vSupport should not exceed 300 anyway, due to + // the max blur radius being 100. See bug 1720841 for details. + int support = min(vSupport.x, 300); + for (int i = 1; i <= support; i += 2) { + gauss_coefficient.xy *= gauss_coefficient.yz; + + float gauss_coefficient_subtotal = gauss_coefficient.x; + gauss_coefficient.xy *= gauss_coefficient.yz; + gauss_coefficient_subtotal += gauss_coefficient.x; + float gauss_ratio = gauss_coefficient.x / gauss_coefficient_subtotal; + + vec2 offset = vOffsetScale * (float(i) + gauss_ratio); + + vec2 st0 = max(vUv - offset, vUvRect.xy); + vec2 st1 = min(vUv + offset, vUvRect.zw); + avg_color += (SAMPLE_TEXTURE(st0) + SAMPLE_TEXTURE(st1)) * + gauss_coefficient_subtotal; + } + + oFragColor = vec4(avg_color); +} + +#ifdef SWGL_DRAW_SPAN + #ifdef WR_FEATURE_COLOR_TARGET +void swgl_drawSpanRGBA8() { + swgl_commitGaussianBlurRGBA8(sColor0, vUv, vUvRect, vOffsetScale.x != 0.0, + vSupport.x, vGaussCoefficients); +} + #else +void swgl_drawSpanR8() { + swgl_commitGaussianBlurR8(sColor0, vUv, vUvRect, vOffsetScale.x != 0.0, + vSupport.x, vGaussCoefficients); +} + #endif +#endif + +#endif |