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 WR_FEATURE_TEXTURE_2D
7 #include shared,prim_shared
9 // interpolated UV coordinates to sample.
10 varying highp vec2 vUv;
12 // Flag to allow perspective interpolation of UV.
13 // Packed in to a vector to work around bug 1630356.
14 flat varying mediump vec2 vPerspective;
16 flat varying highp vec4 vUvSampleBounds;
18 #ifdef WR_VERTEX_SHADER
19 struct SplitGeometry {
23 SplitGeometry fetch_split_geometry(int address) {
24 ivec2 uv = get_gpu_cache_uv(address);
26 vec4 data0 = TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0));
27 vec4 data1 = TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0));
40 vec2 bilerp(vec2 a, vec2 b, vec2 c, vec2 d, float s, float t) {
41 vec2 x = mix(a, b, t);
42 vec2 y = mix(c, d, t);
46 struct SplitCompositeInstance {
47 int prim_header_index;
50 int render_task_index;
53 SplitCompositeInstance fetch_composite_instance() {
54 SplitCompositeInstance ci;
56 ci.prim_header_index = aData.x;
57 ci.polygons_address = aData.y;
58 ci.z = float(aData.z);
59 ci.render_task_index = aData.w;
65 SplitCompositeInstance ci = fetch_composite_instance();
66 SplitGeometry geometry = fetch_split_geometry(ci.polygons_address);
67 PrimitiveHeader ph = fetch_prim_header(ci.prim_header_index);
68 PictureTask dest_task = fetch_picture_task(ci.render_task_index);
69 Transform transform = fetch_transform(ph.transform_id);
70 ImageSource res = fetch_image_source(ph.user_data.x);
71 ClipArea clip_area = fetch_clip_area(ph.user_data.w);
73 vec2 dest_origin = dest_task.task_rect.p0 -
74 dest_task.content_origin;
76 vec2 local_pos = bilerp(geometry.local[0], geometry.local[1],
77 geometry.local[3], geometry.local[2],
78 aPosition.y, aPosition.x);
79 vec4 world_pos = transform.m * vec4(local_pos, 0.0, 1.0);
81 vec4 final_pos = vec4(
82 dest_origin * world_pos.w + world_pos.xy * dest_task.device_pixel_scale,
93 gl_Position = uTransform * final_pos;
95 vec2 texture_size = vec2(TEX_SIZE(sColor0));
96 vec2 uv0 = res.uv_rect.p0;
97 vec2 uv1 = res.uv_rect.p1;
99 vec2 min_uv = min(uv0, uv1);
100 vec2 max_uv = max(uv0, uv1);
102 vUvSampleBounds = vec4(
105 ) / texture_size.xyxy;
107 vec2 f = (local_pos - ph.local_rect.p0) / rect_size(ph.local_rect);
108 f = get_image_quad_uv(ph.user_data.x, f);
109 vec2 uv = mix(uv0, uv1, f);
110 float perspective_interpolate = float(ph.user_data.y);
112 vUv = uv / texture_size * mix(gl_Position.w, 1.0, perspective_interpolate);
113 vPerspective.x = perspective_interpolate;
117 #ifdef WR_FRAGMENT_SHADER
119 float alpha = do_clip();
120 float perspective_divisor = mix(gl_FragCoord.w, 1.0, vPerspective.x);
121 vec2 uv = clamp(vUv * perspective_divisor, vUvSampleBounds.xy, vUvSampleBounds.zw);
122 write_output(alpha * texture(sColor0, uv));
125 #ifdef SWGL_DRAW_SPAN
126 void swgl_drawSpanRGBA8() {
127 float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, vPerspective.x);
128 vec2 uv = vUv * perspective_divisor;
130 swgl_commitTextureRGBA8(sColor0, uv, vUvSampleBounds);