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 #include rect,render_task,gpu_cache,transform
7 #define EXTEND_MODE_CLAMP 0
8 #define EXTEND_MODE_REPEAT 1
10 #define SUBPX_DIR_NONE 0
11 #define SUBPX_DIR_HORIZONTAL 1
12 #define SUBPX_DIR_VERTICAL 2
13 #define SUBPX_DIR_MIXED 3
15 #define RASTER_LOCAL 0
16 #define RASTER_SCREEN 1
18 uniform sampler2D sClipMask;
20 #ifndef SWGL_CLIP_MASK
21 // TODO: convert back to RectWithEndpoint if driver issues are resolved, if ever.
22 flat varying mediump vec4 vClipMaskUvBounds;
23 varying highp vec2 vClipMaskUv;
26 #ifdef WR_VERTEX_SHADER
28 #define COLOR_MODE_ALPHA 0
29 #define COLOR_MODE_SUBPX_DUAL_SOURCE 1
30 #define COLOR_MODE_BITMAP_SHADOW 2
31 #define COLOR_MODE_COLOR_BITMAP 3
32 #define COLOR_MODE_IMAGE 4
33 #define COLOR_MODE_MULTIPLY_DUAL_SOURCE 5
35 uniform HIGHP_SAMPLER_FLOAT sampler2D sPrimitiveHeadersF;
36 uniform HIGHP_SAMPLER_FLOAT isampler2D sPrimitiveHeadersI;
38 // Instanced attributes
39 PER_INSTANCE in ivec4 aData;
41 #define VECS_PER_PRIM_HEADER_F 2U
42 #define VECS_PER_PRIM_HEADER_I 2U
46 int prim_header_address;
54 Instance decode_instance_attributes() {
57 instance.prim_header_address = aData.x;
58 instance.clip_address = aData.y;
59 instance.segment_index = aData.z & 0xffff;
60 instance.flags = aData.z >> 16;
61 instance.resource_address = aData.w & 0xffffff;
62 instance.brush_kind = aData.w >> 24;
67 struct PrimitiveHeader {
68 RectWithEndpoint local_rect;
69 RectWithEndpoint local_clip_rect;
71 int specific_prim_address;
73 int picture_task_address;
77 PrimitiveHeader fetch_prim_header(int index) {
80 ivec2 uv_f = get_fetch_uv(index, VECS_PER_PRIM_HEADER_F);
81 vec4 local_rect = TEXEL_FETCH(sPrimitiveHeadersF, uv_f, 0, ivec2(0, 0));
82 vec4 local_clip_rect = TEXEL_FETCH(sPrimitiveHeadersF, uv_f, 0, ivec2(1, 0));
83 ph.local_rect = RectWithEndpoint(local_rect.xy, local_rect.zw);
84 ph.local_clip_rect = RectWithEndpoint(local_clip_rect.xy, local_clip_rect.zw);
86 ivec2 uv_i = get_fetch_uv(index, VECS_PER_PRIM_HEADER_I);
87 ivec4 data0 = TEXEL_FETCH(sPrimitiveHeadersI, uv_i, 0, ivec2(0, 0));
88 ivec4 data1 = TEXEL_FETCH(sPrimitiveHeadersI, uv_i, 0, ivec2(1, 0));
89 ph.z = float(data0.x);
90 ph.specific_prim_address = data0.y;
91 ph.transform_id = data0.z;
92 ph.picture_task_address = data0.w;
103 VertexInfo write_vertex(vec2 local_pos,
104 RectWithEndpoint local_clip_rect,
108 // Clamp to the two local clip rects.
109 vec2 clamped_local_pos = rect_clamp(local_clip_rect, local_pos);
111 // Transform the current vertex to world space.
112 vec4 world_pos = transform.m * vec4(clamped_local_pos, 0.0, 1.0);
114 // Convert the world positions to device pixel space.
115 vec2 device_pos = world_pos.xy * task.device_pixel_scale;
117 // Apply offsets for the render task to get correct screen location.
118 vec2 final_offset = -task.content_origin + task.task_rect.p0;
120 gl_Position = uTransform * vec4(device_pos + final_offset * world_pos.w, z * world_pos.w, world_pos.w);
122 VertexInfo vi = VertexInfo(
130 RectWithEndpoint clip_and_init_antialiasing(RectWithEndpoint segment_rect,
131 RectWithEndpoint prim_rect,
132 RectWithEndpoint clip_rect,
137 #ifdef SWGL_ANTIALIAS
138 // Check if the bounds are smaller than the unmodified segment rect. If so,
139 // it is safe to enable AA on those edges.
140 bvec4 clipped = bvec4(greaterThan(clip_rect.p0, segment_rect.p0),
141 lessThan(clip_rect.p1, segment_rect.p1));
142 swgl_antiAlias(edge_flags | (clipped.x ? 1 : 0) | (clipped.y ? 2 : 0) |
143 (clipped.z ? 4 : 0) | (clipped.w ? 8 : 0));
146 segment_rect.p0 = clamp(segment_rect.p0, clip_rect.p0, clip_rect.p1);
147 segment_rect.p1 = clamp(segment_rect.p1, clip_rect.p0, clip_rect.p1);
149 #ifndef SWGL_ANTIALIAS
150 prim_rect.p0 = clamp(prim_rect.p0, clip_rect.p0, clip_rect.p1);
151 prim_rect.p1 = clamp(prim_rect.p1, clip_rect.p0, clip_rect.p1);
153 // Select between the segment and prim edges based on edge mask.
154 // We must perform the bitwise-and for each component individually, as a
155 // vector bitwise-and followed by conversion to bvec4 causes shader
156 // compilation crashes on some Adreno devices. See bug 1715746.
157 bvec4 clip_edge_mask = bvec4(bool(edge_flags & 1), bool(edge_flags & 2), bool(edge_flags & 4), bool(edge_flags & 8));
158 init_transform_vs(mix(
159 vec4(vec2(-1e16), vec2(1e16)),
160 vec4(segment_rect.p0, segment_rect.p1),
164 // As this is a transform shader, extrude by 2 (local space) pixels
165 // in each direction. This gives enough space around the edge to
166 // apply distance anti-aliasing. Technically, it:
167 // (a) slightly over-estimates the number of required pixels in the simple case.
168 // (b) might not provide enough edge in edge case perspective projections.
169 // However, it's fast and simple. If / when we ever run into issues, we
170 // can do some math on the projection matrix to work out a variable
171 // amount to extrude.
173 // Only extrude along edges where we are going to apply AA.
174 float extrude_amount = 2.0;
175 vec4 extrude_distance = mix(vec4(0.0), vec4(extrude_amount), clip_edge_mask);
176 segment_rect.p0 -= extrude_distance.xy;
177 segment_rect.p1 += extrude_distance.zw;
183 void write_clip(vec4 world_pos, ClipArea area, PictureTask task) {
184 #ifdef SWGL_CLIP_MASK
187 (task.task_rect.p0 - task.content_origin) - (area.task_rect.p0 - area.screen_origin),
189 rect_size(area.task_rect)
192 vec2 uv = world_pos.xy * area.device_pixel_scale +
193 world_pos.w * (area.task_rect.p0 - area.screen_origin);
194 vClipMaskUvBounds = vec4(
202 // Read the exta image data containing the homogeneous screen space coordinates
203 // of the corners, interpolate between them, and return real screen space UV.
204 vec2 get_image_quad_uv(int address, vec2 f) {
205 ImageSourceExtra extra_data = fetch_image_source_extra(address);
206 vec4 x = mix(extra_data.st_tl, extra_data.st_tr, f.x);
207 vec4 y = mix(extra_data.st_bl, extra_data.st_br, f.x);
208 vec4 z = mix(x, y, f.y);
211 #endif //WR_VERTEX_SHADER
213 #ifdef WR_FRAGMENT_SHADER
217 #ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
223 #ifdef SWGL_CLIP_MASK
224 // SWGL relies on builtin clip-mask support to do this more efficiently,
225 // so no clipping is required here.
228 // check for the dummy bounds, which are given to the opaque objects
229 if (vClipMaskUvBounds.xy == vClipMaskUvBounds.zw) {
232 // anything outside of the mask is considered transparent
233 //Note: we assume gl_FragCoord.w == interpolated(1 / vClipMaskUv.w)
234 vec2 mask_uv = vClipMaskUv * gl_FragCoord.w;
235 bvec2 left = lessThanEqual(vClipMaskUvBounds.xy, mask_uv); // inclusive
236 bvec2 right = greaterThan(vClipMaskUvBounds.zw, mask_uv); // non-inclusive
237 // bail out if the pixel is outside the valid bounds
238 if (!all(bvec4(left, right))) {
241 // finally, the slow path - fetch the mask value from an image
242 return texelFetch(sClipMask, ivec2(mask_uv), 0).r;
246 #endif //WR_FRAGMENT_SHADER