diff options
Diffstat (limited to 'gfx/wr/webrender/src/renderer/shade.rs')
-rw-r--r-- | gfx/wr/webrender/src/renderer/shade.rs | 1372 |
1 files changed, 1372 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/renderer/shade.rs b/gfx/wr/webrender/src/renderer/shade.rs new file mode 100644 index 0000000000..7476d2aa90 --- /dev/null +++ b/gfx/wr/webrender/src/renderer/shade.rs @@ -0,0 +1,1372 @@ +/* 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/. */ + +use api::{ImageBufferKind, units::DeviceSize}; +use crate::batch::{BatchKey, BatchKind, BrushBatchKind, BatchFeatures}; +use crate::composite::{CompositeFeatures, CompositeSurfaceFormat}; +use crate::device::{Device, Program, ShaderError}; +use euclid::default::Transform3D; +use glyph_rasterizer::GlyphFormat; +use crate::renderer::{ + desc, + BlendMode, DebugFlags, RendererError, WebRenderOptions, + TextureSampler, VertexArrayKind, ShaderPrecacheFlags, +}; +use crate::profiler::{self, TransactionProfile, ns_to_ms}; + +use gleam::gl::GlType; +use time::precise_time_ns; + +use std::cell::RefCell; +use std::rc::Rc; + +use webrender_build::shader::{ShaderFeatures, ShaderFeatureFlags, get_shader_features}; + +/// Which extension version to use for texture external support. +#[derive(Clone, Copy, Debug, PartialEq)] +enum TextureExternalVersion { + // GL_OES_EGL_image_external_essl3 (Compatible with ESSL 3.0 and + // later shaders, but not supported on all GLES 3 devices.) + ESSL3, + // GL_OES_EGL_image_external (Compatible with ESSL 1.0 shaders) + ESSL1, +} + +fn get_feature_string(kind: ImageBufferKind, texture_external_version: TextureExternalVersion) -> &'static str { + match (kind, texture_external_version) { + (ImageBufferKind::Texture2D, _) => "TEXTURE_2D", + (ImageBufferKind::TextureRect, _) => "TEXTURE_RECT", + (ImageBufferKind::TextureExternal, TextureExternalVersion::ESSL3) => "TEXTURE_EXTERNAL", + (ImageBufferKind::TextureExternal, TextureExternalVersion::ESSL1) => "TEXTURE_EXTERNAL_ESSL1", + } +} + +fn has_platform_support(kind: ImageBufferKind, gl_type: &GlType) -> bool { + match (kind, gl_type) { + (ImageBufferKind::Texture2D, _) => true, + (ImageBufferKind::TextureRect, &GlType::Gles) => false, + (ImageBufferKind::TextureRect, &GlType::Gl) => true, + (ImageBufferKind::TextureExternal, &GlType::Gles) => true, + (ImageBufferKind::TextureExternal, &GlType::Gl) => false, + } +} + +pub const IMAGE_BUFFER_KINDS: [ImageBufferKind; 3] = [ + ImageBufferKind::Texture2D, + ImageBufferKind::TextureRect, + ImageBufferKind::TextureExternal, +]; + +const ADVANCED_BLEND_FEATURE: &str = "ADVANCED_BLEND"; +const ALPHA_FEATURE: &str = "ALPHA_PASS"; +const DEBUG_OVERDRAW_FEATURE: &str = "DEBUG_OVERDRAW"; +const DITHERING_FEATURE: &str = "DITHERING"; +const DUAL_SOURCE_FEATURE: &str = "DUAL_SOURCE_BLENDING"; +const FAST_PATH_FEATURE: &str = "FAST_PATH"; + +pub(crate) enum ShaderKind { + Primitive, + Cache(VertexArrayKind), + ClipCache(VertexArrayKind), + Brush, + Text, + #[allow(dead_code)] + VectorStencil, + #[allow(dead_code)] + VectorCover, + #[allow(dead_code)] + Resolve, + Composite, + Clear, + Copy, +} + +pub struct LazilyCompiledShader { + program: Option<Program>, + name: &'static str, + kind: ShaderKind, + cached_projection: Transform3D<f32>, + features: Vec<&'static str>, +} + +impl LazilyCompiledShader { + pub(crate) fn new( + kind: ShaderKind, + name: &'static str, + unsorted_features: &[&'static str], + device: &mut Device, + precache_flags: ShaderPrecacheFlags, + shader_list: &ShaderFeatures, + profile: &mut TransactionProfile, + ) -> Result<Self, ShaderError> { + + let mut features = unsorted_features.to_vec(); + features.sort(); + + // Ensure this shader config is in the available shader list so that we get + // alerted if the list gets out-of-date when shaders or features are added. + let config = features.join(","); + assert!( + shader_list.get(name).map_or(false, |f| f.contains(&config)), + "shader \"{}\" with features \"{}\" not in available shader list", + name, + config, + ); + + let mut shader = LazilyCompiledShader { + program: None, + name, + kind, + //Note: this isn't really the default state, but there is no chance + // an actual projection passed here would accidentally match. + cached_projection: Transform3D::identity(), + features, + }; + + if precache_flags.intersects(ShaderPrecacheFlags::ASYNC_COMPILE | ShaderPrecacheFlags::FULL_COMPILE) { + let t0 = precise_time_ns(); + shader.get_internal(device, precache_flags, profile)?; + let t1 = precise_time_ns(); + debug!("[C: {:.1} ms ] Precache {} {:?}", + (t1 - t0) as f64 / 1000000.0, + name, + unsorted_features + ); + } + + Ok(shader) + } + + pub fn bind( + &mut self, + device: &mut Device, + projection: &Transform3D<f32>, + texture_size: Option<DeviceSize>, + renderer_errors: &mut Vec<RendererError>, + profile: &mut TransactionProfile, + ) { + let update_projection = self.cached_projection != *projection; + let program = match self.get_internal(device, ShaderPrecacheFlags::FULL_COMPILE, profile) { + Ok(program) => program, + Err(e) => { + renderer_errors.push(RendererError::from(e)); + return; + } + }; + device.bind_program(program); + if let Some(texture_size) = texture_size { + device.set_shader_texture_size(program, texture_size); + } + if update_projection { + device.set_uniforms(program, projection); + // thanks NLL for this (`program` technically borrows `self`) + self.cached_projection = *projection; + } + } + + fn get_internal( + &mut self, + device: &mut Device, + precache_flags: ShaderPrecacheFlags, + profile: &mut TransactionProfile, + ) -> Result<&mut Program, ShaderError> { + if self.program.is_none() { + let start_time = precise_time_ns(); + let program = match self.kind { + ShaderKind::Primitive | ShaderKind::Brush | ShaderKind::Text | ShaderKind::Resolve | ShaderKind::Clear | ShaderKind::Copy => { + create_prim_shader( + self.name, + device, + &self.features, + ) + } + ShaderKind::Cache(..) => { + create_prim_shader( + self.name, + device, + &self.features, + ) + } + ShaderKind::VectorStencil => { + create_prim_shader( + self.name, + device, + &self.features, + ) + } + ShaderKind::VectorCover => { + create_prim_shader( + self.name, + device, + &self.features, + ) + } + ShaderKind::Composite => { + create_prim_shader( + self.name, + device, + &self.features, + ) + } + ShaderKind::ClipCache(..) => { + create_clip_shader( + self.name, + device, + &self.features, + ) + } + }; + self.program = Some(program?); + + let end_time = precise_time_ns(); + profile.add(profiler::SHADER_BUILD_TIME, ns_to_ms(end_time - start_time)); + } + + let program = self.program.as_mut().unwrap(); + + if precache_flags.contains(ShaderPrecacheFlags::FULL_COMPILE) && !program.is_initialized() { + let start_time = precise_time_ns(); + + let vertex_format = match self.kind { + ShaderKind::Primitive | + ShaderKind::Brush | + ShaderKind::Text => VertexArrayKind::Primitive, + ShaderKind::Cache(format) => format, + ShaderKind::VectorStencil => VertexArrayKind::VectorStencil, + ShaderKind::VectorCover => VertexArrayKind::VectorCover, + ShaderKind::ClipCache(format) => format, + ShaderKind::Resolve => VertexArrayKind::Resolve, + ShaderKind::Composite => VertexArrayKind::Composite, + ShaderKind::Clear => VertexArrayKind::Clear, + ShaderKind::Copy => VertexArrayKind::Copy, + }; + + let vertex_descriptor = match vertex_format { + VertexArrayKind::Primitive => &desc::PRIM_INSTANCES, + VertexArrayKind::LineDecoration => &desc::LINE, + VertexArrayKind::FastLinearGradient => &desc::FAST_LINEAR_GRADIENT, + VertexArrayKind::LinearGradient => &desc::LINEAR_GRADIENT, + VertexArrayKind::RadialGradient => &desc::RADIAL_GRADIENT, + VertexArrayKind::ConicGradient => &desc::CONIC_GRADIENT, + VertexArrayKind::Blur => &desc::BLUR, + VertexArrayKind::ClipImage => &desc::CLIP_IMAGE, + VertexArrayKind::ClipRect => &desc::CLIP_RECT, + VertexArrayKind::ClipBoxShadow => &desc::CLIP_BOX_SHADOW, + VertexArrayKind::VectorStencil => &desc::VECTOR_STENCIL, + VertexArrayKind::VectorCover => &desc::VECTOR_COVER, + VertexArrayKind::Border => &desc::BORDER, + VertexArrayKind::Scale => &desc::SCALE, + VertexArrayKind::Resolve => &desc::RESOLVE, + VertexArrayKind::SvgFilter => &desc::SVG_FILTER, + VertexArrayKind::Composite => &desc::COMPOSITE, + VertexArrayKind::Clear => &desc::CLEAR, + VertexArrayKind::Copy => &desc::COPY, + }; + + device.link_program(program, vertex_descriptor)?; + device.bind_program(program); + match self.kind { + ShaderKind::ClipCache(..) => { + device.bind_shader_samplers( + &program, + &[ + ("sColor0", TextureSampler::Color0), + ("sTransformPalette", TextureSampler::TransformPalette), + ("sRenderTasks", TextureSampler::RenderTasks), + ("sGpuCache", TextureSampler::GpuCache), + ("sPrimitiveHeadersF", TextureSampler::PrimitiveHeadersF), + ("sPrimitiveHeadersI", TextureSampler::PrimitiveHeadersI), + ("sGpuBuffer", TextureSampler::GpuBuffer), + ], + ); + } + _ => { + device.bind_shader_samplers( + &program, + &[ + ("sColor0", TextureSampler::Color0), + ("sColor1", TextureSampler::Color1), + ("sColor2", TextureSampler::Color2), + ("sDither", TextureSampler::Dither), + ("sTransformPalette", TextureSampler::TransformPalette), + ("sRenderTasks", TextureSampler::RenderTasks), + ("sGpuCache", TextureSampler::GpuCache), + ("sPrimitiveHeadersF", TextureSampler::PrimitiveHeadersF), + ("sPrimitiveHeadersI", TextureSampler::PrimitiveHeadersI), + ("sClipMask", TextureSampler::ClipMask), + ("sGpuBuffer", TextureSampler::GpuBuffer), + ], + ); + } + } + + let end_time = precise_time_ns(); + profile.add(profiler::SHADER_BUILD_TIME, ns_to_ms(end_time - start_time)); + } + + Ok(program) + } + + fn deinit(self, device: &mut Device) { + if let Some(program) = self.program { + device.delete_program(program); + } + } +} + +// A brush shader supports two modes: +// opaque: +// Used for completely opaque primitives, +// or inside segments of partially +// opaque primitives. Assumes no need +// for clip masks, AA etc. +// alpha: +// Used for brush primitives in the alpha +// pass. Assumes that AA should be applied +// along the primitive edge, and also that +// clip mask is present. +struct BrushShader { + opaque: LazilyCompiledShader, + alpha: LazilyCompiledShader, + advanced_blend: Option<LazilyCompiledShader>, + dual_source: Option<LazilyCompiledShader>, + debug_overdraw: LazilyCompiledShader, +} + +impl BrushShader { + fn new( + name: &'static str, + device: &mut Device, + features: &[&'static str], + precache_flags: ShaderPrecacheFlags, + shader_list: &ShaderFeatures, + use_advanced_blend: bool, + use_dual_source: bool, + profile: &mut TransactionProfile, + ) -> Result<Self, ShaderError> { + let opaque_features = features.to_vec(); + let opaque = LazilyCompiledShader::new( + ShaderKind::Brush, + name, + &opaque_features, + device, + precache_flags, + &shader_list, + profile, + )?; + + let mut alpha_features = opaque_features.to_vec(); + alpha_features.push(ALPHA_FEATURE); + + let alpha = LazilyCompiledShader::new( + ShaderKind::Brush, + name, + &alpha_features, + device, + precache_flags, + &shader_list, + profile, + )?; + + let advanced_blend = if use_advanced_blend { + let mut advanced_blend_features = alpha_features.to_vec(); + advanced_blend_features.push(ADVANCED_BLEND_FEATURE); + + let shader = LazilyCompiledShader::new( + ShaderKind::Brush, + name, + &advanced_blend_features, + device, + precache_flags, + &shader_list, + profile, + )?; + + Some(shader) + } else { + None + }; + + let dual_source = if use_dual_source { + let mut dual_source_features = alpha_features.to_vec(); + dual_source_features.push(DUAL_SOURCE_FEATURE); + + let shader = LazilyCompiledShader::new( + ShaderKind::Brush, + name, + &dual_source_features, + device, + precache_flags, + &shader_list, + profile, + )?; + + Some(shader) + } else { + None + }; + + let mut debug_overdraw_features = features.to_vec(); + debug_overdraw_features.push(DEBUG_OVERDRAW_FEATURE); + + let debug_overdraw = LazilyCompiledShader::new( + ShaderKind::Brush, + name, + &debug_overdraw_features, + device, + precache_flags, + &shader_list, + profile, + )?; + + Ok(BrushShader { + opaque, + alpha, + advanced_blend, + dual_source, + debug_overdraw, + }) + } + + fn get(&mut self, blend_mode: BlendMode, features: BatchFeatures, debug_flags: DebugFlags) + -> &mut LazilyCompiledShader { + match blend_mode { + _ if debug_flags.contains(DebugFlags::SHOW_OVERDRAW) => &mut self.debug_overdraw, + BlendMode::None => &mut self.opaque, + BlendMode::Alpha | + BlendMode::PremultipliedAlpha | + BlendMode::PremultipliedDestOut | + BlendMode::SubpixelWithBgColor | + BlendMode::Screen | + BlendMode::PlusLighter | + BlendMode::Exclusion => { + if features.contains(BatchFeatures::ALPHA_PASS) { + &mut self.alpha + } else { + &mut self.opaque + } + } + BlendMode::Advanced(_) => { + self.advanced_blend + .as_mut() + .expect("bug: no advanced blend shader loaded") + } + BlendMode::SubpixelDualSource | + BlendMode::MultiplyDualSource => { + self.dual_source + .as_mut() + .expect("bug: no dual source shader loaded") + } + } + } + + fn deinit(self, device: &mut Device) { + self.opaque.deinit(device); + self.alpha.deinit(device); + if let Some(advanced_blend) = self.advanced_blend { + advanced_blend.deinit(device); + } + if let Some(dual_source) = self.dual_source { + dual_source.deinit(device); + } + self.debug_overdraw.deinit(device); + } +} + +pub struct TextShader { + simple: LazilyCompiledShader, + glyph_transform: LazilyCompiledShader, + debug_overdraw: LazilyCompiledShader, +} + +impl TextShader { + fn new( + name: &'static str, + device: &mut Device, + features: &[&'static str], + precache_flags: ShaderPrecacheFlags, + shader_list: &ShaderFeatures, + profile: &mut TransactionProfile, + ) -> Result<Self, ShaderError> { + let mut simple_features = features.to_vec(); + simple_features.push("ALPHA_PASS"); + simple_features.push("TEXTURE_2D"); + + let simple = LazilyCompiledShader::new( + ShaderKind::Text, + name, + &simple_features, + device, + precache_flags, + &shader_list, + profile, + )?; + + let mut glyph_transform_features = features.to_vec(); + glyph_transform_features.push("GLYPH_TRANSFORM"); + glyph_transform_features.push("ALPHA_PASS"); + glyph_transform_features.push("TEXTURE_2D"); + + let glyph_transform = LazilyCompiledShader::new( + ShaderKind::Text, + name, + &glyph_transform_features, + device, + precache_flags, + &shader_list, + profile, + )?; + + let mut debug_overdraw_features = features.to_vec(); + debug_overdraw_features.push("DEBUG_OVERDRAW"); + debug_overdraw_features.push("TEXTURE_2D"); + + let debug_overdraw = LazilyCompiledShader::new( + ShaderKind::Text, + name, + &debug_overdraw_features, + device, + precache_flags, + &shader_list, + profile, + )?; + + Ok(TextShader { simple, glyph_transform, debug_overdraw }) + } + + pub fn get( + &mut self, + glyph_format: GlyphFormat, + debug_flags: DebugFlags, + ) -> &mut LazilyCompiledShader { + match glyph_format { + _ if debug_flags.contains(DebugFlags::SHOW_OVERDRAW) => &mut self.debug_overdraw, + GlyphFormat::Alpha | + GlyphFormat::Subpixel | + GlyphFormat::Bitmap | + GlyphFormat::ColorBitmap => &mut self.simple, + GlyphFormat::TransformedAlpha | + GlyphFormat::TransformedSubpixel => &mut self.glyph_transform, + } + } + + fn deinit(self, device: &mut Device) { + self.simple.deinit(device); + self.glyph_transform.deinit(device); + self.debug_overdraw.deinit(device); + } +} + +fn create_prim_shader( + name: &'static str, + device: &mut Device, + features: &[&'static str], +) -> Result<Program, ShaderError> { + debug!("PrimShader {}", name); + + device.create_program(name, features) +} + +fn create_clip_shader( + name: &'static str, + device: &mut Device, + features: &[&'static str], +) -> Result<Program, ShaderError> { + debug!("ClipShader {}", name); + + device.create_program(name, features) +} + +// NB: If you add a new shader here, make sure to deinitialize it +// in `Shaders::deinit()` below. +pub struct Shaders { + // These are "cache shaders". These shaders are used to + // draw intermediate results to cache targets. The results + // of these shaders are then used by the primitive shaders. + pub cs_blur_a8: LazilyCompiledShader, + pub cs_blur_rgba8: LazilyCompiledShader, + pub cs_border_segment: LazilyCompiledShader, + pub cs_border_solid: LazilyCompiledShader, + pub cs_scale: Vec<Option<LazilyCompiledShader>>, + pub cs_line_decoration: LazilyCompiledShader, + pub cs_fast_linear_gradient: LazilyCompiledShader, + pub cs_linear_gradient: LazilyCompiledShader, + pub cs_radial_gradient: LazilyCompiledShader, + pub cs_conic_gradient: LazilyCompiledShader, + pub cs_svg_filter: LazilyCompiledShader, + + // Brush shaders + brush_solid: BrushShader, + brush_image: Vec<Option<BrushShader>>, + brush_fast_image: Vec<Option<BrushShader>>, + brush_blend: BrushShader, + brush_mix_blend: BrushShader, + brush_yuv_image: Vec<Option<BrushShader>>, + brush_linear_gradient: BrushShader, + brush_opacity: BrushShader, + brush_opacity_aa: BrushShader, + + /// These are "cache clip shaders". These shaders are used to + /// draw clip instances into the cached clip mask. The results + /// of these shaders are also used by the primitive shaders. + pub cs_clip_rectangle_slow: LazilyCompiledShader, + pub cs_clip_rectangle_fast: LazilyCompiledShader, + pub cs_clip_box_shadow: LazilyCompiledShader, + pub cs_clip_image: LazilyCompiledShader, + + // The are "primitive shaders". These shaders draw and blend + // final results on screen. They are aware of tile boundaries. + // Most draw directly to the framebuffer, but some use inputs + // from the cache shaders to draw. Specifically, the box + // shadow primitive shader stretches the box shadow cache + // output, and the cache_image shader blits the results of + // a cache shader (e.g. blur) to the screen. + pub ps_text_run: TextShader, + pub ps_text_run_dual_source: Option<TextShader>, + + ps_split_composite: LazilyCompiledShader, + pub ps_clear: LazilyCompiledShader, + pub ps_copy: LazilyCompiledShader, + + // Composite shaders. These are very simple shaders used to composite + // picture cache tiles into the framebuffer on platforms that do not have an + // OS Compositor (or we cannot use it). Such an OS Compositor (such as + // DirectComposite or CoreAnimation) handles the composition of the picture + // cache tiles at a lower level (e.g. in DWM for Windows); in that case we + // directly hand the picture cache surfaces over to the OS Compositor, and + // our own Composite shaders below never run. + // To composite external (RGB) surfaces we need various permutations of + // shaders with WR_FEATURE flags on or off based on the type of image + // buffer we're sourcing from (see IMAGE_BUFFER_KINDS). + pub composite_rgba: Vec<Option<LazilyCompiledShader>>, + // A faster set of rgba composite shaders that do not support UV clamping + // or color modulation. + pub composite_rgba_fast_path: Vec<Option<LazilyCompiledShader>>, + // The same set of composite shaders but with WR_FEATURE_YUV added. + pub composite_yuv: Vec<Option<LazilyCompiledShader>>, +} + +impl Shaders { + pub fn new( + device: &mut Device, + gl_type: GlType, + options: &WebRenderOptions, + ) -> Result<Self, ShaderError> { + // We have to pass a profile around a bunch but we aren't recording the initialization + // so use a dummy one. + let profile = &mut TransactionProfile::new(); + + let use_dual_source_blending = + device.get_capabilities().supports_dual_source_blending && + options.allow_dual_source_blending; + let use_advanced_blend_equation = + device.get_capabilities().supports_advanced_blend_equation && + options.allow_advanced_blend_equation; + + let texture_external_version = if device.get_capabilities().supports_image_external_essl3 { + TextureExternalVersion::ESSL3 + } else { + TextureExternalVersion::ESSL1 + }; + let mut shader_flags = match gl_type { + GlType::Gl => ShaderFeatureFlags::GL, + GlType::Gles => { + let texture_external_flag = match texture_external_version { + TextureExternalVersion::ESSL3 => ShaderFeatureFlags::TEXTURE_EXTERNAL, + TextureExternalVersion::ESSL1 => ShaderFeatureFlags::TEXTURE_EXTERNAL_ESSL1, + }; + ShaderFeatureFlags::GLES | texture_external_flag + } + }; + shader_flags.set(ShaderFeatureFlags::ADVANCED_BLEND_EQUATION, use_advanced_blend_equation); + shader_flags.set(ShaderFeatureFlags::DUAL_SOURCE_BLENDING, use_dual_source_blending); + shader_flags.set(ShaderFeatureFlags::DITHERING, options.enable_dithering); + let shader_list = get_shader_features(shader_flags); + + let brush_solid = BrushShader::new( + "brush_solid", + device, + &[], + options.precache_flags, + &shader_list, + false /* advanced blend */, + false /* dual source */, + profile, + )?; + + let brush_blend = BrushShader::new( + "brush_blend", + device, + &[], + options.precache_flags, + &shader_list, + false /* advanced blend */, + false /* dual source */, + profile, + )?; + + let brush_mix_blend = BrushShader::new( + "brush_mix_blend", + device, + &[], + options.precache_flags, + &shader_list, + false /* advanced blend */, + false /* dual source */, + profile, + )?; + + let brush_linear_gradient = BrushShader::new( + "brush_linear_gradient", + device, + if options.enable_dithering { + &[DITHERING_FEATURE] + } else { + &[] + }, + options.precache_flags, + &shader_list, + false /* advanced blend */, + false /* dual source */, + profile, + )?; + + let brush_opacity_aa = BrushShader::new( + "brush_opacity", + device, + &["ANTIALIASING"], + options.precache_flags, + &shader_list, + false /* advanced blend */, + false /* dual source */, + profile, + )?; + + let brush_opacity = BrushShader::new( + "brush_opacity", + device, + &[], + options.precache_flags, + &shader_list, + false /* advanced blend */, + false /* dual source */, + profile, + )?; + + let cs_blur_a8 = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::Blur), + "cs_blur", + &["ALPHA_TARGET"], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_blur_rgba8 = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::Blur), + "cs_blur", + &["COLOR_TARGET"], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_svg_filter = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::SvgFilter), + "cs_svg_filter", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_clip_rectangle_slow = LazilyCompiledShader::new( + ShaderKind::ClipCache(VertexArrayKind::ClipRect), + "cs_clip_rectangle", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_clip_rectangle_fast = LazilyCompiledShader::new( + ShaderKind::ClipCache(VertexArrayKind::ClipRect), + "cs_clip_rectangle", + &[FAST_PATH_FEATURE], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_clip_box_shadow = LazilyCompiledShader::new( + ShaderKind::ClipCache(VertexArrayKind::ClipBoxShadow), + "cs_clip_box_shadow", + &["TEXTURE_2D"], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_clip_image = LazilyCompiledShader::new( + ShaderKind::ClipCache(VertexArrayKind::ClipImage), + "cs_clip_image", + &["TEXTURE_2D"], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let mut cs_scale = Vec::new(); + let scale_shader_num = IMAGE_BUFFER_KINDS.len(); + // PrimitiveShader is not clonable. Use push() to initialize the vec. + for _ in 0 .. scale_shader_num { + cs_scale.push(None); + } + for image_buffer_kind in &IMAGE_BUFFER_KINDS { + if has_platform_support(*image_buffer_kind, &gl_type) { + let feature_string = get_feature_string( + *image_buffer_kind, + texture_external_version, + ); + + let mut features = Vec::new(); + if feature_string != "" { + features.push(feature_string); + } + + let shader = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::Scale), + "cs_scale", + &features, + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let index = Self::get_compositing_shader_index( + *image_buffer_kind, + ); + cs_scale[index] = Some(shader); + } + } + + // TODO(gw): The split composite + text shader are special cases - the only + // shaders used during normal scene rendering that aren't a brush + // shader. Perhaps we can unify these in future? + + let ps_text_run = TextShader::new("ps_text_run", + device, + &[], + options.precache_flags, + &shader_list, + profile, + )?; + + let ps_text_run_dual_source = if use_dual_source_blending { + let dual_source_features = vec![DUAL_SOURCE_FEATURE]; + Some(TextShader::new("ps_text_run", + device, + &dual_source_features, + options.precache_flags, + &shader_list, + profile, + )?) + } else { + None + }; + + let ps_split_composite = LazilyCompiledShader::new( + ShaderKind::Primitive, + "ps_split_composite", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let ps_clear = LazilyCompiledShader::new( + ShaderKind::Clear, + "ps_clear", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let ps_copy = LazilyCompiledShader::new( + ShaderKind::Copy, + "ps_copy", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + // All image configuration. + let mut image_features = Vec::new(); + let mut brush_image = Vec::new(); + let mut brush_fast_image = Vec::new(); + // PrimitiveShader is not clonable. Use push() to initialize the vec. + for _ in 0 .. IMAGE_BUFFER_KINDS.len() { + brush_image.push(None); + brush_fast_image.push(None); + } + for buffer_kind in 0 .. IMAGE_BUFFER_KINDS.len() { + if !has_platform_support(IMAGE_BUFFER_KINDS[buffer_kind], &gl_type) + // Brush shaders are not ESSL1 compatible + || (IMAGE_BUFFER_KINDS[buffer_kind] == ImageBufferKind::TextureExternal + && texture_external_version == TextureExternalVersion::ESSL1) + { + continue; + } + + let feature_string = get_feature_string( + IMAGE_BUFFER_KINDS[buffer_kind], + texture_external_version, + ); + if feature_string != "" { + image_features.push(feature_string); + } + + brush_fast_image[buffer_kind] = Some(BrushShader::new( + "brush_image", + device, + &image_features, + options.precache_flags, + &shader_list, + use_advanced_blend_equation, + use_dual_source_blending, + profile, + )?); + + image_features.push("REPETITION"); + image_features.push("ANTIALIASING"); + + brush_image[buffer_kind] = Some(BrushShader::new( + "brush_image", + device, + &image_features, + options.precache_flags, + &shader_list, + use_advanced_blend_equation, + use_dual_source_blending, + profile, + )?); + + image_features.clear(); + } + + // All yuv_image configuration. + let mut yuv_features = Vec::new(); + let mut rgba_features = Vec::new(); + let mut fast_path_features = Vec::new(); + let yuv_shader_num = IMAGE_BUFFER_KINDS.len(); + let mut brush_yuv_image = Vec::new(); + let mut composite_yuv = Vec::new(); + let mut composite_rgba = Vec::new(); + let mut composite_rgba_fast_path = Vec::new(); + // PrimitiveShader is not clonable. Use push() to initialize the vec. + for _ in 0 .. yuv_shader_num { + brush_yuv_image.push(None); + composite_yuv.push(None); + composite_rgba.push(None); + composite_rgba_fast_path.push(None); + } + for image_buffer_kind in &IMAGE_BUFFER_KINDS { + if has_platform_support(*image_buffer_kind, &gl_type) { + yuv_features.push("YUV"); + fast_path_features.push("FAST_PATH"); + + let index = Self::get_compositing_shader_index( + *image_buffer_kind, + ); + + let feature_string = get_feature_string( + *image_buffer_kind, + texture_external_version, + ); + if feature_string != "" { + yuv_features.push(feature_string); + rgba_features.push(feature_string); + fast_path_features.push(feature_string); + } + + // YUV shaders are not compatible with ESSL1 + if *image_buffer_kind != ImageBufferKind::TextureExternal || + texture_external_version == TextureExternalVersion::ESSL3 { + let brush_shader = BrushShader::new( + "brush_yuv_image", + device, + &yuv_features, + options.precache_flags, + &shader_list, + false /* advanced blend */, + false /* dual source */, + profile, + )?; + brush_yuv_image[index] = Some(brush_shader); + + let composite_yuv_shader = LazilyCompiledShader::new( + ShaderKind::Composite, + "composite", + &yuv_features, + device, + options.precache_flags, + &shader_list, + profile, + )?; + composite_yuv[index] = Some(composite_yuv_shader); + } + + let composite_rgba_shader = LazilyCompiledShader::new( + ShaderKind::Composite, + "composite", + &rgba_features, + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let composite_rgba_fast_path_shader = LazilyCompiledShader::new( + ShaderKind::Composite, + "composite", + &fast_path_features, + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let index = Self::get_compositing_shader_index( + *image_buffer_kind, + ); + composite_rgba[index] = Some(composite_rgba_shader); + composite_rgba_fast_path[index] = Some(composite_rgba_fast_path_shader); + + yuv_features.clear(); + rgba_features.clear(); + fast_path_features.clear(); + } + } + + let cs_line_decoration = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::LineDecoration), + "cs_line_decoration", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_fast_linear_gradient = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::FastLinearGradient), + "cs_fast_linear_gradient", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_linear_gradient = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::LinearGradient), + "cs_linear_gradient", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_radial_gradient = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::RadialGradient), + "cs_radial_gradient", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_conic_gradient = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::ConicGradient), + "cs_conic_gradient", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_border_segment = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::Border), + "cs_border_segment", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + let cs_border_solid = LazilyCompiledShader::new( + ShaderKind::Cache(VertexArrayKind::Border), + "cs_border_solid", + &[], + device, + options.precache_flags, + &shader_list, + profile, + )?; + + Ok(Shaders { + cs_blur_a8, + cs_blur_rgba8, + cs_border_segment, + cs_line_decoration, + cs_fast_linear_gradient, + cs_linear_gradient, + cs_radial_gradient, + cs_conic_gradient, + cs_border_solid, + cs_scale, + cs_svg_filter, + brush_solid, + brush_image, + brush_fast_image, + brush_blend, + brush_mix_blend, + brush_yuv_image, + brush_linear_gradient, + brush_opacity, + brush_opacity_aa, + cs_clip_rectangle_slow, + cs_clip_rectangle_fast, + cs_clip_box_shadow, + cs_clip_image, + ps_text_run, + ps_text_run_dual_source, + ps_split_composite, + ps_clear, + ps_copy, + composite_rgba, + composite_rgba_fast_path, + composite_yuv, + }) + } + + fn get_compositing_shader_index(buffer_kind: ImageBufferKind) -> usize { + buffer_kind as usize + } + + pub fn get_composite_shader( + &mut self, + format: CompositeSurfaceFormat, + buffer_kind: ImageBufferKind, + features: CompositeFeatures, + ) -> &mut LazilyCompiledShader { + match format { + CompositeSurfaceFormat::Rgba => { + if features.contains(CompositeFeatures::NO_UV_CLAMP) + && features.contains(CompositeFeatures::NO_COLOR_MODULATION) + { + let shader_index = Self::get_compositing_shader_index(buffer_kind); + self.composite_rgba_fast_path[shader_index] + .as_mut() + .expect("bug: unsupported rgba fast path shader requested") + } else { + let shader_index = Self::get_compositing_shader_index(buffer_kind); + self.composite_rgba[shader_index] + .as_mut() + .expect("bug: unsupported rgba shader requested") + } + } + CompositeSurfaceFormat::Yuv => { + let shader_index = Self::get_compositing_shader_index(buffer_kind); + self.composite_yuv[shader_index] + .as_mut() + .expect("bug: unsupported yuv shader requested") + } + } + } + + pub fn get_scale_shader( + &mut self, + buffer_kind: ImageBufferKind, + ) -> &mut LazilyCompiledShader { + let shader_index = Self::get_compositing_shader_index(buffer_kind); + self.cs_scale[shader_index] + .as_mut() + .expect("bug: unsupported scale shader requested") + } + + pub fn get(& + mut self, + key: &BatchKey, + mut features: BatchFeatures, + debug_flags: DebugFlags, + device: &Device, + ) -> &mut LazilyCompiledShader { + match key.kind { + BatchKind::SplitComposite => { + &mut self.ps_split_composite + } + BatchKind::Brush(brush_kind) => { + // SWGL uses a native anti-aliasing implementation that bypasses the shader. + // Don't consider it in that case when deciding whether or not to use + // an alpha-pass shader. + if device.get_capabilities().uses_native_antialiasing { + features.remove(BatchFeatures::ANTIALIASING); + } + let brush_shader = match brush_kind { + BrushBatchKind::Solid => { + &mut self.brush_solid + } + BrushBatchKind::Image(image_buffer_kind) => { + if features.contains(BatchFeatures::ANTIALIASING) || + features.contains(BatchFeatures::REPETITION) { + + self.brush_image[image_buffer_kind as usize] + .as_mut() + .expect("Unsupported image shader kind") + } else { + self.brush_fast_image[image_buffer_kind as usize] + .as_mut() + .expect("Unsupported image shader kind") + } + } + BrushBatchKind::Blend => { + &mut self.brush_blend + } + BrushBatchKind::MixBlend { .. } => { + &mut self.brush_mix_blend + } + BrushBatchKind::LinearGradient => { + // SWGL uses a native clip mask implementation that bypasses the shader. + // Don't consider it in that case when deciding whether or not to use + // an alpha-pass shader. + if device.get_capabilities().uses_native_clip_mask { + features.remove(BatchFeatures::CLIP_MASK); + } + // Gradient brushes can optimistically use the opaque shader even + // with a blend mode if they don't require any features. + if !features.intersects( + BatchFeatures::ANTIALIASING + | BatchFeatures::REPETITION + | BatchFeatures::CLIP_MASK, + ) { + features.remove(BatchFeatures::ALPHA_PASS); + } + match brush_kind { + BrushBatchKind::LinearGradient => &mut self.brush_linear_gradient, + _ => panic!(), + } + } + BrushBatchKind::YuvImage(image_buffer_kind, ..) => { + let shader_index = + Self::get_compositing_shader_index(image_buffer_kind); + self.brush_yuv_image[shader_index] + .as_mut() + .expect("Unsupported YUV shader kind") + } + BrushBatchKind::Opacity => { + if features.contains(BatchFeatures::ANTIALIASING) { + &mut self.brush_opacity_aa + } else { + &mut self.brush_opacity + } + } + }; + brush_shader.get(key.blend_mode, features, debug_flags) + } + BatchKind::TextRun(glyph_format) => { + let text_shader = match key.blend_mode { + BlendMode::SubpixelDualSource => self.ps_text_run_dual_source.as_mut().unwrap(), + _ => &mut self.ps_text_run, + }; + text_shader.get(glyph_format, debug_flags) + } + } + } + + pub fn deinit(self, device: &mut Device) { + for shader in self.cs_scale { + if let Some(shader) = shader { + shader.deinit(device); + } + } + self.cs_blur_a8.deinit(device); + self.cs_blur_rgba8.deinit(device); + self.cs_svg_filter.deinit(device); + self.brush_solid.deinit(device); + self.brush_blend.deinit(device); + self.brush_mix_blend.deinit(device); + self.brush_linear_gradient.deinit(device); + self.brush_opacity.deinit(device); + self.brush_opacity_aa.deinit(device); + self.cs_clip_rectangle_slow.deinit(device); + self.cs_clip_rectangle_fast.deinit(device); + self.cs_clip_box_shadow.deinit(device); + self.cs_clip_image.deinit(device); + self.ps_text_run.deinit(device); + if let Some(shader) = self.ps_text_run_dual_source { + shader.deinit(device); + } + for shader in self.brush_image { + if let Some(shader) = shader { + shader.deinit(device); + } + } + for shader in self.brush_fast_image { + if let Some(shader) = shader { + shader.deinit(device); + } + } + for shader in self.brush_yuv_image { + if let Some(shader) = shader { + shader.deinit(device); + } + } + self.cs_border_solid.deinit(device); + self.cs_fast_linear_gradient.deinit(device); + self.cs_linear_gradient.deinit(device); + self.cs_radial_gradient.deinit(device); + self.cs_conic_gradient.deinit(device); + self.cs_line_decoration.deinit(device); + self.cs_border_segment.deinit(device); + self.ps_split_composite.deinit(device); + self.ps_clear.deinit(device); + self.ps_copy.deinit(device); + + for shader in self.composite_rgba { + if let Some(shader) = shader { + shader.deinit(device); + } + } + for shader in self.composite_rgba_fast_path { + if let Some(shader) = shader { + shader.deinit(device); + } + } + for shader in self.composite_yuv { + if let Some(shader) = shader { + shader.deinit(device); + } + } + } +} + +pub type SharedShaders = Rc<RefCell<Shaders>>; |