1 /* This Source Code Form is subject to the terms of the Mozilla Public
2 * License, v. 2.0. If a copy of the MPL was not distributed with this
3 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
5 #define VECS_PER_SPECIFIC_BRUSH 3
7 #include shared,prim_shared,brush
9 // Interpolated UV coordinates to sample.
10 varying highp vec2 v_uv;
12 #ifdef WR_FEATURE_ALPHA_PASS
13 flat varying mediump vec4 v_color;
14 flat varying mediump vec2 v_mask_swizzle;
15 flat varying mediump vec2 v_tile_repeat_bounds;
18 // Normalized bounds of the source image in the texture.
19 flat varying highp vec4 v_uv_bounds;
20 // Normalized bounds of the source image in the texture, adjusted to avoid
21 // sampling artifacts.
22 flat varying highp vec4 v_uv_sample_bounds;
24 // Flag to allow perspective interpolation of UV.
25 // Packed in to vector to work around bug 1630356.
26 flat varying mediump vec2 v_perspective;
28 #ifdef WR_VERTEX_SHADER
30 // Must match the AlphaType enum.
31 #define BLEND_MODE_ALPHA 0
32 #define BLEND_MODE_PREMUL_ALPHA 1
34 struct ImageBrushData {
36 vec4 background_color;
40 ImageBrushData fetch_image_data(int address) {
41 vec4[3] raw_data = fetch_from_gpu_cache_3(address);
42 ImageBrushData data = ImageBrushData(
50 vec2 modf2(vec2 x, vec2 y) {
51 return x - y * floor(x/y);
57 RectWithEndpoint prim_rect,
58 RectWithEndpoint segment_rect,
60 int specific_resource_address,
66 ImageBrushData image_data = fetch_image_data(prim_address);
68 // If this is in WR_FEATURE_TEXTURE_RECT mode, the rect and size use
69 // non-normalized texture coordinates.
70 #ifdef WR_FEATURE_TEXTURE_RECT
71 vec2 texture_size = vec2(1, 1);
73 vec2 texture_size = vec2(TEX_SIZE(sColor0));
76 ImageSource res = fetch_image_source(specific_resource_address);
77 vec2 uv0 = res.uv_rect.p0;
78 vec2 uv1 = res.uv_rect.p1;
80 RectWithEndpoint local_rect = prim_rect;
81 vec2 stretch_size = image_data.stretch_size;
82 if (stretch_size.x < 0.0) {
83 stretch_size = rect_size(local_rect);
86 // If this segment should interpolate relative to the
87 // segment, modify the parameters for that.
88 if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) {
89 local_rect = segment_rect;
90 stretch_size = rect_size(local_rect);
92 if ((brush_flags & BRUSH_FLAG_TEXEL_RECT) != 0) {
93 // If the extra data is a texel rect, modify the UVs.
94 vec2 uv_size = res.uv_rect.p1 - res.uv_rect.p0;
95 uv0 = res.uv_rect.p0 + segment_data.xy * uv_size;
96 uv1 = res.uv_rect.p0 + segment_data.zw * uv_size;
99 #ifdef WR_FEATURE_REPETITION
100 // TODO(bug 1609893): Move this logic to the CPU as well as other sources of
101 // branchiness in this shader.
102 if ((brush_flags & BRUSH_FLAG_TEXEL_RECT) != 0) {
103 // Value of the stretch size with repetition. We have to compute it for
104 // both axis even if we only repeat on one axis because the value for
105 // each axis depends on what the repeated value would have been for the
107 vec2 repeated_stretch_size = stretch_size;
108 // Size of the uv rect of the segment we are considering when computing
109 // the repetitions. For the fill area it is a tad more complicated as we
110 // have to use the uv size of the top-middle segment to drive horizontal
111 // repetitions, and the size of the left-middle segment to drive vertical
112 // repetitions. So we track the reference sizes for both axis separately
113 // even though in the common case (the border segments) they are the same.
114 vec2 horizontal_uv_size = uv1 - uv0;
115 vec2 vertical_uv_size = uv1 - uv0;
116 // We use top and left sizes by default and fall back to bottom and right
117 // when a size is empty.
118 if ((brush_flags & BRUSH_FLAG_SEGMENT_NINEPATCH_MIDDLE) != 0) {
119 repeated_stretch_size = segment_rect.p0 - prim_rect.p0;
121 float epsilon = 0.001;
123 // Adjust the the referecne uv size to compute vertical repetitions for
125 vertical_uv_size.x = uv0.x - res.uv_rect.p0.x;
126 if (vertical_uv_size.x < epsilon || repeated_stretch_size.x < epsilon) {
127 vertical_uv_size.x = res.uv_rect.p1.x - uv1.x;
128 repeated_stretch_size.x = prim_rect.p1.x - segment_rect.p1.x;
131 // Adjust the the referecne uv size to compute horizontal repetitions
132 // for the fill area.
133 horizontal_uv_size.y = uv0.y - res.uv_rect.p0.y;
134 if (horizontal_uv_size.y < epsilon || repeated_stretch_size.y < epsilon) {
135 horizontal_uv_size.y = res.uv_rect.p1.y - uv1.y;
136 repeated_stretch_size.y = prim_rect.p1.y - segment_rect.p1.y;
140 if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X) != 0) {
141 float uv_ratio = horizontal_uv_size.x / horizontal_uv_size.y;
142 stretch_size.x = repeated_stretch_size.y * uv_ratio;
144 if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y) != 0) {
145 float uv_ratio = vertical_uv_size.y / vertical_uv_size.x;
146 stretch_size.y = repeated_stretch_size.x * uv_ratio;
150 if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X) != 0) {
151 stretch_size.x = segment_data.z - segment_data.x;
153 if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y) != 0) {
154 stretch_size.y = segment_data.w - segment_data.y;
157 if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X_ROUND) != 0) {
158 float segment_rect_width = segment_rect.p1.x - segment_rect.p0.x;
159 float nx = max(1.0, round(segment_rect_width / stretch_size.x));
160 stretch_size.x = segment_rect_width / nx;
162 if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y_ROUND) != 0) {
163 float segment_rect_height = segment_rect.p1.y - segment_rect.p0.y;
164 float ny = max(1.0, round(segment_rect_height / stretch_size.y));
165 stretch_size.y = segment_rect_height / ny;
170 float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0;
171 v_perspective.x = perspective_interpolate;
173 // Handle case where the UV coords are inverted (e.g. from an
175 vec2 min_uv = min(uv0, uv1);
176 vec2 max_uv = max(uv0, uv1);
178 v_uv_sample_bounds = vec4(
181 ) / texture_size.xyxy;
183 vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect);
185 #ifdef WR_FEATURE_ALPHA_PASS
186 int color_mode = prim_user_data.x & 0xffff;
187 int blend_mode = prim_user_data.x >> 16;
191 // Derive the texture coordinates for this image, based on
192 // whether the source image is a local-space or screen-space
194 int raster_space = prim_user_data.y;
195 if (raster_space == RASTER_SCREEN) {
196 // Since the screen space UVs specify an arbitrary quad, do
197 // a bilinear interpolation to get the correct UV for this
199 f = get_image_quad_uv(specific_resource_address, f);
202 // Offset and scale v_uv here to avoid doing it in the fragment shader.
203 vec2 repeat = rect_size(local_rect) / stretch_size;
204 v_uv = mix(uv0, uv1, f) - min_uv;
207 vec2 normalized_offset = vec2(0.0);
208 #ifdef WR_FEATURE_REPETITION
209 // In the case of border-image-repeat: repeat, we must apply an offset so that
210 // the first tile is centered.
212 // This is derived from:
213 // uv_size = max_uv - min_uv
214 // repeat = local_rect.size / stetch_size
215 // layout_offset = local_rect.size / 2 - strecth_size / 2
216 // texel_offset = layout_offset * uv_size / stretch_size
217 // texel_offset = uv_size / 2 * (local_rect.size / stretch_size - stretch_size / stretch_size)
218 // texel_offset = uv_size / 2 * (repeat - 1)
220 // The offset is then adjusted so that it loops in the [0, uv_size] range.
221 // In principle this is simply a modulo:
223 // adjusted_offset = fact((repeat - 1)/2) * uv_size
225 // However we don't want fract's behavior with negative numbers which happens when the pattern
226 // is larger than the local rect (repeat is between 0 and 1), so we shift the content by 1 to
229 // adjusted_offset = fract(repeat/2 - 1/2 + 1) * uv_size
231 // `uv - offset` will go through another modulo in the fragment shader for which we again don't
232 // want the behavior for nagative numbers. We rearrange this here in the form
233 // `uv + (uv_size - offset)` to prevent that.
235 // adjusted_offset = (1 - fract(repeat/2 - 1/2 + 1)) * uv_size
237 // We then separate the normalized part of the offset which we also need elsewhere.
238 bvec2 centered = bvec2(brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X_CENTERED,
239 brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y_CENTERED);
240 // Use mix() rather than if statements due to a miscompilation on Adreno 3xx. See bug 1853573.
241 normalized_offset = mix(vec2(0.0), 1.0 - fract(repeat * 0.5 + 0.5), centered);
242 v_uv += normalized_offset * (max_uv - min_uv);
244 v_uv /= texture_size;
245 if (perspective_interpolate == 0.0) {
246 v_uv *= vi.world_pos.w;
249 #ifdef WR_FEATURE_TEXTURE_RECT
250 v_uv_bounds = vec4(0.0, 0.0, vec2(textureSize(sColor0)));
252 v_uv_bounds = vec4(min_uv, max_uv) / texture_size.xyxy;
255 #ifdef WR_FEATURE_REPETITION
256 // Normalize UV to 0..1 scale only if using repetition. Otherwise, leave
257 // UVs unnormalized since we won't compute a modulus without repetition
259 v_uv /= (v_uv_bounds.zw - v_uv_bounds.xy);
262 #ifdef WR_FEATURE_ALPHA_PASS
263 v_tile_repeat_bounds = repeat.xy + normalized_offset;
265 float opacity = float(prim_user_data.z) / 65535.0;
266 switch (blend_mode) {
267 case BLEND_MODE_ALPHA:
268 image_data.color.a *= opacity;
270 case BLEND_MODE_PREMUL_ALPHA:
272 image_data.color *= opacity;
276 switch (color_mode) {
277 case COLOR_MODE_ALPHA:
278 case COLOR_MODE_BITMAP_SHADOW:
280 swgl_blendDropShadow(image_data.color);
281 v_mask_swizzle = vec2(1.0, 0.0);
284 v_mask_swizzle = vec2(0.0, 1.0);
285 v_color = image_data.color;
288 case COLOR_MODE_IMAGE:
289 v_mask_swizzle = vec2(1.0, 0.0);
290 v_color = image_data.color;
292 case COLOR_MODE_COLOR_BITMAP:
293 v_mask_swizzle = vec2(1.0, 0.0);
294 v_color = vec4(image_data.color.a);
296 case COLOR_MODE_SUBPX_DUAL_SOURCE:
297 v_mask_swizzle = vec2(image_data.color.a, 0.0);
298 v_color = image_data.color;
300 case COLOR_MODE_MULTIPLY_DUAL_SOURCE:
301 v_mask_swizzle = vec2(-image_data.color.a, image_data.color.a);
302 v_color = image_data.color;
305 v_mask_swizzle = vec2(0.0);
312 #ifdef WR_FRAGMENT_SHADER
314 vec2 compute_repeated_uvs(float perspective_divisor) {
315 #ifdef WR_FEATURE_REPETITION
316 vec2 uv_size = v_uv_bounds.zw - v_uv_bounds.xy;
318 #ifdef WR_FEATURE_ALPHA_PASS
319 vec2 local_uv = v_uv * perspective_divisor;
320 // This prevents the uv on the top and left parts of the primitive that was inflated
321 // for anti-aliasing purposes from going beyound the range covered by the regular
322 // (non-inflated) primitive.
323 local_uv = max(local_uv, vec2(0.0));
325 // Handle horizontal and vertical repetitions.
326 vec2 repeated_uv = fract(local_uv) * uv_size + v_uv_bounds.xy;
328 // This takes care of the bottom and right inflated parts.
329 // We do it after the modulo because the latter wraps around the values exactly on
330 // the right and bottom edges, which we do not want.
331 if (local_uv.x >= v_tile_repeat_bounds.x) {
332 repeated_uv.x = v_uv_bounds.z;
334 if (local_uv.y >= v_tile_repeat_bounds.y) {
335 repeated_uv.y = v_uv_bounds.w;
338 vec2 repeated_uv = fract(v_uv * perspective_divisor) * uv_size + v_uv_bounds.xy;
343 return v_uv * perspective_divisor + v_uv_bounds.xy;
347 Fragment brush_fs() {
348 float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective.x);
349 vec2 repeated_uv = compute_repeated_uvs(perspective_divisor);
351 // Clamp the uvs to avoid sampling artifacts.
352 vec2 uv = clamp(repeated_uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw);
354 vec4 texel = TEX_SAMPLE(sColor0, uv);
358 #ifdef WR_FEATURE_ALPHA_PASS
359 #ifdef WR_FEATURE_ANTIALIASING
360 float alpha = antialias_brush();
364 #ifndef WR_FEATURE_DUAL_SOURCE_BLENDING
365 texel.rgb = texel.rgb * v_mask_swizzle.x + texel.aaa * v_mask_swizzle.y;
368 vec4 alpha_mask = texel * alpha;
369 frag.color = v_color * alpha_mask;
371 #ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
372 frag.blend = alpha_mask * v_mask_swizzle.x + alpha_mask.aaaa * v_mask_swizzle.y;
381 #if defined(SWGL_DRAW_SPAN) && (!defined(WR_FEATURE_ALPHA_PASS) || !defined(WR_FEATURE_DUAL_SOURCE_BLENDING))
382 void swgl_drawSpanRGBA8() {
383 if (!swgl_isTextureRGBA8(sColor0)) {
387 #ifdef WR_FEATURE_ALPHA_PASS
388 if (v_mask_swizzle != vec2(1.0, 0.0)) {
393 float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, v_perspective.x);
395 #ifdef WR_FEATURE_REPETITION
396 // Get the UVs before any repetition, scaling, or offsetting has occurred...
397 vec2 uv = v_uv * perspective_divisor;
399 vec2 uv = compute_repeated_uvs(perspective_divisor);
402 #ifdef WR_FEATURE_ALPHA_PASS
403 if (v_color != vec4(1.0)) {
404 #ifdef WR_FEATURE_REPETITION
405 swgl_commitTextureRepeatColorRGBA8(sColor0, uv, v_tile_repeat_bounds, v_uv_bounds, v_uv_sample_bounds, v_color);
407 swgl_commitTextureColorRGBA8(sColor0, uv, v_uv_sample_bounds, v_color);
411 // No color scaling required, so just fall through to a normal textured span...
414 #ifdef WR_FEATURE_REPETITION
415 #ifdef WR_FEATURE_ALPHA_PASS
416 swgl_commitTextureRepeatRGBA8(sColor0, uv, v_tile_repeat_bounds, v_uv_bounds, v_uv_sample_bounds);
418 swgl_commitTextureRepeatRGBA8(sColor0, uv, vec2(0.0), v_uv_bounds, v_uv_sample_bounds);
421 swgl_commitTextureRGBA8(sColor0, uv, v_uv_sample_bounds);