зеркало из https://github.com/mozilla/gecko-dev.git
servo: Merge #13198 - Update WR/shaders (more AA, VTF mac fix, reftest fixes) (from glennw:wr-update-vtf); r=ConnorGBrewster
Source-Repo: https://github.com/servo/servo Source-Revision: 0daf71d58b7081aaa2900e5b8c76f5ac0b8b19e4
This commit is contained in:
Родитель
fc0990e5cc
Коммит
187b8b6183
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@ -2594,7 +2594,7 @@ dependencies = [
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[[package]]
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name = "webrender"
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version = "0.5.1"
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source = "git+https://github.com/servo/webrender#b2cca277407b59c4c3b8122f36b64bd81f83a4dc"
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source = "git+https://github.com/servo/webrender#c9ceb97e9f6b919518f3c70cdae85d3213c8290c"
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dependencies = [
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"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -2619,7 +2619,7 @@ dependencies = [
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[[package]]
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name = "webrender_traits"
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version = "0.5.1"
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source = "git+https://github.com/servo/webrender#b2cca277407b59c4c3b8122f36b64bd81f83a4dc"
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source = "git+https://github.com/servo/webrender#c9ceb97e9f6b919518f3c70cdae85d3213c8290c"
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dependencies = [
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"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -2454,7 +2454,7 @@ dependencies = [
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[[package]]
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name = "webrender"
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version = "0.5.1"
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source = "git+https://github.com/servo/webrender#b2cca277407b59c4c3b8122f36b64bd81f83a4dc"
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source = "git+https://github.com/servo/webrender#c9ceb97e9f6b919518f3c70cdae85d3213c8290c"
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dependencies = [
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"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -2479,7 +2479,7 @@ dependencies = [
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[[package]]
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name = "webrender_traits"
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version = "0.5.1"
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source = "git+https://github.com/servo/webrender#b2cca277407b59c4c3b8122f36b64bd81f83a4dc"
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source = "git+https://github.com/servo/webrender#c9ceb97e9f6b919518f3c70cdae85d3213c8290c"
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dependencies = [
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"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -30,6 +30,8 @@
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#define MAX_STOPS_PER_ANGLE_GRADIENT 8
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#ifdef WR_VERTEX_SHADER
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uniform sampler2D sLayers;
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struct Layer {
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mat4 transform;
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mat4 inv_transform;
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@ -45,31 +47,32 @@ layout(std140) uniform Tiles {
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vec4 tiles[WR_MAX_UBO_VECTORS];
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};
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layout(std140) uniform Layers {
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vec4 layers[WR_MAX_UBO_VECTORS];
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};
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Layer fetch_layer(int index) {
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Layer layer;
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int offset = index * 13;
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// Create a UV base coord for each 8 texels.
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// This is required because trying to use an offset
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// of more than 8 texels doesn't work on some versions
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// of OSX.
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ivec2 uv0 = ivec2(0, index);
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ivec2 uv1 = ivec2(8, index);
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layer.transform[0] = layers[offset + 0];
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layer.transform[1] = layers[offset + 1];
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layer.transform[2] = layers[offset + 2];
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layer.transform[3] = layers[offset + 3];
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layer.transform[0] = texelFetchOffset(sLayers, uv0, 0, ivec2(0, 0));
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layer.transform[1] = texelFetchOffset(sLayers, uv0, 0, ivec2(1, 0));
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layer.transform[2] = texelFetchOffset(sLayers, uv0, 0, ivec2(2, 0));
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layer.transform[3] = texelFetchOffset(sLayers, uv0, 0, ivec2(3, 0));
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layer.inv_transform[0] = layers[offset + 4];
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layer.inv_transform[1] = layers[offset + 5];
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layer.inv_transform[2] = layers[offset + 6];
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layer.inv_transform[3] = layers[offset + 7];
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layer.inv_transform[0] = texelFetchOffset(sLayers, uv0, 0, ivec2(4, 0));
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layer.inv_transform[1] = texelFetchOffset(sLayers, uv0, 0, ivec2(5, 0));
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layer.inv_transform[2] = texelFetchOffset(sLayers, uv0, 0, ivec2(6, 0));
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layer.inv_transform[3] = texelFetchOffset(sLayers, uv0, 0, ivec2(7, 0));
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layer.local_clip_rect = layers[offset + 8];
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layer.local_clip_rect = texelFetchOffset(sLayers, uv1, 0, ivec2(0, 0));
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layer.screen_vertices[0] = layers[offset + 9];
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layer.screen_vertices[1] = layers[offset + 10];
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layer.screen_vertices[2] = layers[offset + 11];
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layer.screen_vertices[3] = layers[offset + 12];
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layer.screen_vertices[0] = texelFetchOffset(sLayers, uv1, 0, ivec2(1, 0));
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layer.screen_vertices[1] = texelFetchOffset(sLayers, uv1, 0, ivec2(2, 0));
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layer.screen_vertices[2] = texelFetchOffset(sLayers, uv1, 0, ivec2(2, 0));
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layer.screen_vertices[3] = texelFetchOffset(sLayers, uv1, 0, ivec2(3, 0));
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return layer;
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}
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@ -534,7 +537,7 @@ Composite fetch_composite(int index) {
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#endif
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#ifdef WR_FRAGMENT_SHADER
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void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
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float do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
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vec2 ref_tl = clip_rect.xy + vec2( radius.x, radius.x);
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vec2 ref_tr = clip_rect.zy + vec2(-radius.y, radius.y);
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vec2 ref_br = clip_rect.zw + vec2(-radius.z, -radius.z);
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@ -545,15 +548,26 @@ void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
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float d_br = distance(pos, ref_br);
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float d_bl = distance(pos, ref_bl);
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bool out0 = pos.x < ref_tl.x && pos.y < ref_tl.y && d_tl > radius.x;
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bool out1 = pos.x > ref_tr.x && pos.y < ref_tr.y && d_tr > radius.y;
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bool out2 = pos.x > ref_br.x && pos.y > ref_br.y && d_br > radius.z;
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bool out3 = pos.x < ref_bl.x && pos.y > ref_bl.y && d_bl > radius.w;
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float pixels_per_fragment = length(fwidth(pos.xy));
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float nudge = 0.5 * pixels_per_fragment;
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// TODO(gw): Alpha anti-aliasing based on edge distance!
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if (out0 || out1 || out2 || out3) {
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discard;
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}
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bool out0 = pos.x < ref_tl.x && pos.y < ref_tl.y && d_tl > radius.x - nudge;
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bool out1 = pos.x > ref_tr.x && pos.y < ref_tr.y && d_tr > radius.y - nudge;
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bool out2 = pos.x > ref_br.x && pos.y > ref_br.y && d_br > radius.z - nudge;
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bool out3 = pos.x < ref_bl.x && pos.y > ref_bl.y && d_bl > radius.w - nudge;
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float distance_from_border = (float(out0) * (d_tl - radius.x + nudge)) +
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(float(out1) * (d_tr - radius.y + nudge)) +
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(float(out2) * (d_br - radius.z + nudge)) +
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(float(out3) * (d_bl - radius.w + nudge));
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// Move the distance back into pixels.
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distance_from_border /= pixels_per_fragment;
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// Apply a more gradual fade out to transparent.
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//distance_from_border -= 0.5;
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return smoothstep(1.0, 0, distance_from_border);
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}
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float squared_distance_from_rect(vec2 p, vec2 origin, vec2 size) {
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@ -52,36 +52,43 @@ float alpha_for_solid_border_corner(vec2 local_pos,
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return alpha_for_solid_border(distance_from_ref, inner_radius, outer_radius, pixels_per_fragment);
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}
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#ifdef WR_FEATURE_TRANSFORM
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#else
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vec4 draw_dotted_edge(vec2 position, vec2 edge_size, float pixels_per_fragment) {
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float two_pixels = 2 * pixels_per_fragment;
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vec4 draw_dotted_edge(vec2 local_pos, vec4 piece_rect, float pixels_per_fragment) {
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// We don't use pixels_per_fragment here, since it can change along the edge
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// of a transformed border edge. We want this calculation to be consistent
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// across the entire edge so that the positioning of the dots stays the same.
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float two_pixels = 2 * length(fwidth(vLocalPos.xy));
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// Circle diameter is stroke width, minus a couple pixels to account for anti-aliasing.
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float circle_diameter = max(edge_size.x - two_pixels, min(edge_size.x, two_pixels));
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float circle_diameter = max(piece_rect.z - two_pixels, min(piece_rect.z, two_pixels));
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//// Divide the edge into segments which are the size of the circle diameter.
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float segments_in_edge = floor(edge_size.y / circle_diameter);
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// We want to spread the circles across the edge, but keep one circle diameter at the end
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// reserved for two half-circles which connect to the corners.
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float edge_available = piece_rect.w - (circle_diameter * 2);
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float number_of_circles = floor(edge_available / (circle_diameter * 2));
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// Every other segment has a circle.
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float number_of_circles = floor(segments_in_edge / 2);
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if (number_of_circles <= 0)
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return vec4(0, 0, 0, 0);
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// Here we are initializing the distance from the y coordinate of the center of the circle to
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// the closest end half-circle.
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vec2 relative_pos = local_pos - piece_rect.xy;
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float y_distance = min(relative_pos.y, piece_rect.w - relative_pos.y);
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// Spread the circles throughout the edge, to distribute the extra space evenly. We want
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// to ensure that we have at last two pixels of space for each circle so that they aren't
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// touching.
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float space_for_each_circle = ceil(max(edge_size.y / number_of_circles, two_pixels));
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if (number_of_circles > 0) {
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// Spread the circles throughout the edge, to distribute the extra space evenly. We want
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// to ensure that we have at last two pixels of space for each circle so that they aren't
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// touching.
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float space_for_each_circle = ceil(max(edge_available / number_of_circles, two_pixels));
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// Find the circle index. We adjust the y position here because the first circle is a
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// half circle at the edge of this border side.
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float circle_index = floor((position.y + (space_for_each_circle / 2)) / space_for_each_circle);
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float first_half_circle_space = circle_diameter;
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// Find the center of the circle that is closest to our position. We will then calculate
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// the distance from the edge of the circle.
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vec2 circle_center = vec2(edge_size.x / 2, circle_index * space_for_each_circle);
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float distance_from_circle_edge = length(circle_center - position) - (circle_diameter / 2);
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float circle_index = (relative_pos.y - first_half_circle_space) / space_for_each_circle;
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circle_index = floor(clamp(circle_index, 0, number_of_circles - 1));
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float circle_y_pos =
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circle_index * space_for_each_circle + (space_for_each_circle / 2) + circle_diameter;
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y_distance = min(abs(circle_y_pos - relative_pos.y), y_distance);
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}
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float distance_from_circle_center = length(vec2(relative_pos.x - (piece_rect.z / 2), y_distance));
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float distance_from_circle_edge = distance_from_circle_center - (circle_diameter / 2);
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// Don't anti-alias if the circle diameter is small to avoid a blur of color.
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if (circle_diameter < two_pixels && distance_from_circle_edge > 0)
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@ -94,7 +101,24 @@ vec4 draw_dotted_edge(vec2 position, vec2 edge_size, float pixels_per_fragment)
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return vHorizontalColor * vec4(1, 1, 1, alpha);
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}
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void draw_dotted_border(vec2 local_pos, float distance_from_mix_line) {
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vec4 draw_dashed_edge(float position, float border_width, float pixels_per_fragment) {
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// TODO: Investigate exactly what FF does.
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float size = border_width * 3;
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float segment = floor(position / size);
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float alpha = alpha_for_solid_border(position,
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segment * size,
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(segment + 1) * size,
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pixels_per_fragment);
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if (mod(segment + 2, 2) == 0) {
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return vHorizontalColor * vec4(1, 1, 1, 1 - alpha);
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} else {
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return vHorizontalColor * vec4(1, 1, 1, alpha);
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}
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}
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void draw_dashed_or_dotted_border(vec2 local_pos, float distance_from_mix_line) {
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// This is the conversion factor for transformations and device pixel scaling.
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float pixels_per_fragment = length(fwidth(local_pos.xy));
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@ -117,76 +141,30 @@ void draw_dotted_border(vec2 local_pos, float distance_from_mix_line) {
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}
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case PST_BOTTOM:
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case PST_TOP: {
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vec2 piece_relative_position = vLocalPos - vPieceRect.xy;
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oFragColor = draw_dotted_edge(piece_relative_position.yx, vPieceRect.wz, pixels_per_fragment);
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break;
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}
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case PST_LEFT:
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case PST_RIGHT:
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{
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vec2 piece_relative_position = vLocalPos - vPieceRect.xy;
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oFragColor = draw_dotted_edge(piece_relative_position.xy, vPieceRect.zw, pixels_per_fragment);
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break;
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}
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}
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}
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#endif
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vec4 draw_dashed_edge(float position, float border_width, float pixels_per_fragment) {
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// TODO: Investigate exactly what FF does.
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float size = border_width * 3;
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float segment = floor(position / size);
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float alpha = alpha_for_solid_border(position,
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segment * size,
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(segment + 1) * size,
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pixels_per_fragment);
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if (mod(segment + 2, 2) == 0) {
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return vHorizontalColor * vec4(1, 1, 1, 1 - alpha);
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} else {
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return vHorizontalColor * vec4(1, 1, 1, alpha);
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}
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}
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void draw_dashed_border(vec2 local_pos, float distance_from_mix_line) {
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// This is the conversion factor for transformations and device pixel scaling.
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float pixels_per_fragment = length(fwidth(local_pos.xy));
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switch (vBorderPart) {
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// These are the layer tile part PrimitivePart as uploaded by the tiling.rs
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case PST_TOP_LEFT:
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case PST_TOP_RIGHT:
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case PST_BOTTOM_LEFT:
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case PST_BOTTOM_RIGHT:
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{
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oFragColor = get_fragment_color(distance_from_mix_line, pixels_per_fragment);
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if (vRadii.x > 0.0) {
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oFragColor *= vec4(1, 1, 1, alpha_for_solid_border_corner(local_pos,
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vRadii.z,
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vRadii.x,
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pixels_per_fragment));
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if (vBorderStyle == BORDER_STYLE_DASHED) {
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oFragColor = draw_dashed_edge(vLocalPos.x - vPieceRect.x,
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vPieceRect.w,
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pixels_per_fragment);
|
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} else {
|
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oFragColor = draw_dotted_edge(local_pos.yx, vPieceRect.yxwz, pixels_per_fragment);
|
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}
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|
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break;
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}
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case PST_BOTTOM:
|
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case PST_TOP:
|
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{
|
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oFragColor = draw_dashed_edge(vLocalPos.x - vPieceRect.x, vPieceRect.w, pixels_per_fragment);
|
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break;
|
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}
|
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case PST_LEFT:
|
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case PST_RIGHT:
|
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{
|
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oFragColor = draw_dashed_edge(vLocalPos.y - vPieceRect.y, vPieceRect.z, pixels_per_fragment);
|
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if (vBorderStyle == BORDER_STYLE_DASHED) {
|
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oFragColor = draw_dashed_edge(vLocalPos.y - vPieceRect.y,
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vPieceRect.z,
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pixels_per_fragment);
|
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} else {
|
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oFragColor = draw_dotted_edge(local_pos.xy, vPieceRect.xyzw, pixels_per_fragment);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
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vec4 draw_double_edge(float pos,
|
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float len,
|
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float distance_from_mix_line,
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|
@ -328,46 +306,30 @@ void main(void) {
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float distance_from_mix_line = (local_pos.x - vPieceRect.x) * vPieceRect.w -
|
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(local_pos.y - vPieceRect.y) * vPieceRect.z;
|
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distance_from_mix_line /= vPieceRectHypotenuseLength;
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#else
|
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float distance_from_mix_line = vDistanceFromMixLine;
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#endif
|
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|
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switch (vBorderStyle) {
|
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case BORDER_STYLE_DASHED:
|
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draw_dashed_border(local_pos, distance_from_mix_line);
|
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break;
|
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case BORDER_STYLE_DOTTED:
|
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draw_dashed_or_dotted_border(local_pos, distance_from_mix_line);
|
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break;
|
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case BORDER_STYLE_DOUBLE:
|
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draw_double_border(distance_from_mix_line, local_pos);
|
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break;
|
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case BORDER_STYLE_OUTSET:
|
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case BORDER_STYLE_INSET:
|
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case BORDER_STYLE_SOLID:
|
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case BORDER_STYLE_NONE:
|
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draw_solid_border(distance_from_mix_line, local_pos);
|
||||
break;
|
||||
case BORDER_STYLE_DOUBLE:
|
||||
draw_double_border(distance_from_mix_line, local_pos);
|
||||
break;
|
||||
default:
|
||||
discard;
|
||||
|
||||
}
|
||||
|
||||
#ifdef WR_FEATURE_TRANSFORM
|
||||
oFragColor *= vec4(1, 1, 1, alpha);
|
||||
#else
|
||||
switch (vBorderStyle) {
|
||||
case BORDER_STYLE_DASHED:
|
||||
draw_dashed_border(local_pos, vDistanceFromMixLine);
|
||||
break;
|
||||
case BORDER_STYLE_DOTTED:
|
||||
draw_dotted_border(local_pos, vDistanceFromMixLine);
|
||||
break;
|
||||
case BORDER_STYLE_OUTSET:
|
||||
case BORDER_STYLE_INSET:
|
||||
case BORDER_STYLE_SOLID:
|
||||
case BORDER_STYLE_NONE:
|
||||
draw_solid_border(vDistanceFromMixLine, local_pos);
|
||||
break;
|
||||
case BORDER_STYLE_DOUBLE:
|
||||
draw_double_border(vDistanceFromMixLine, local_pos);
|
||||
break;
|
||||
default:
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -7,12 +7,12 @@ void main(void) {
|
|||
float alpha = 0;
|
||||
vec2 local_pos = init_transform_fs(vLocalPos, vLocalRect, alpha);
|
||||
#else
|
||||
float alpha = 1;
|
||||
vec2 local_pos = vPos;
|
||||
#endif
|
||||
|
||||
do_clip(local_pos, vClipRect, vClipRadius);
|
||||
|
||||
oFragColor = mix(vColor0, vColor1, vF);
|
||||
alpha = min(alpha, do_clip(local_pos, vClipRect, vClipRadius));
|
||||
oFragColor = mix(vColor0, vColor1, vF) * vec4(1, 1, 1, alpha);
|
||||
|
||||
#ifdef WR_FEATURE_TRANSFORM
|
||||
oFragColor.a *= alpha;
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
||||
|
||||
void main(void) {
|
||||
do_clip(vPos, vClipRect, vClipRadius);
|
||||
float alpha = do_clip(vPos, vClipRect, vClipRadius);
|
||||
vec2 st = vTextureOffset + vTextureSize * fract(vUv);
|
||||
oFragColor = texture(sDiffuse, st);
|
||||
oFragColor = texture(sDiffuse, st) * vec4(1, 1, 1, alpha);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,6 @@
|
|||
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
||||
|
||||
void main(void) {
|
||||
do_clip(vPos, vClipRect, vClipRadius);
|
||||
|
||||
oFragColor = vColor;
|
||||
float alpha = do_clip(vPos, vClipRect, vClipRadius);
|
||||
oFragColor = vColor * vec4(1, 1, 1, alpha);
|
||||
}
|
||||
|
|
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