зеркало из https://github.com/mozilla/gecko-dev.git
196 строки
5.8 KiB
C++
196 строки
5.8 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
|
|
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
|
|
/* 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/. */
|
|
|
|
#ifndef MOZILLA_GFX_SHADERDEFINITIONSMLGPU_H
|
|
#define MOZILLA_GFX_SHADERDEFINITIONSMLGPU_H
|
|
|
|
#include "mozilla/gfx/Point.h"
|
|
#include "mozilla/gfx/Triangle.h"
|
|
#include "mozilla/gfx/Types.h"
|
|
#include "mozilla/layers/LayersHelpers.h"
|
|
#include "nsTArray.h"
|
|
|
|
namespace mozilla {
|
|
namespace layers {
|
|
|
|
struct ItemInfo;
|
|
class ShaderRenderPass;
|
|
|
|
namespace mlg {
|
|
|
|
// These may need to move into run-time values determined by MLGDevice.
|
|
static const size_t kConstantBufferElementSize = 16;
|
|
static const size_t kMaxConstantBufferSize = 4096 * kConstantBufferElementSize;
|
|
|
|
// Vertex shader slots. We reverse the first two slots across all shaders,
|
|
// and the first three slots free across all RenderPass shaders, for
|
|
// uniformity.
|
|
static const uint32_t kWorldConstantBufferSlot = 0;
|
|
static const uint32_t kLayerBufferSlot = 1;
|
|
static const uint32_t kMaskBufferSlot = 3;
|
|
static const uint32_t kBlendConstantBufferSlot = 4;
|
|
static const uint32_t kClearConstantBufferSlot = 2;
|
|
|
|
// This is specified in common-ps.hlsl.
|
|
static const uint32_t kMaskLayerTextureSlot = 4;
|
|
static const uint32_t kDefaultSamplerSlot = 0;
|
|
static const uint32_t kMaskSamplerSlot = 1;
|
|
|
|
// These are the maximum slot numbers we bind. We assert that no binding
|
|
// happens above the max slot, since we try to clear buffer bindings at
|
|
// the end of each frame.
|
|
static const uint32_t kMaxVertexShaderConstantBuffers = 5;
|
|
static const uint32_t kMaxPixelShaderConstantBuffers = 3;
|
|
|
|
// Maximum depth in the depth buffer. This must match common-vs.hlsl.
|
|
static const int32_t kDepthLimit = 1000000;
|
|
|
|
struct WorldConstants {
|
|
float projection[4][4];
|
|
gfx::Point targetOffset;
|
|
int sortIndexOffset;
|
|
unsigned debugFrameNumber;
|
|
};
|
|
|
|
struct ClearConstants {
|
|
explicit ClearConstants(int aDepth) : depth(aDepth) {}
|
|
int depth;
|
|
int padding[3];
|
|
};
|
|
|
|
struct LayerConstants {
|
|
float transform[4][4];
|
|
gfx::Rect clipRect;
|
|
uint32_t maskIndex;
|
|
uint32_t padding[3];
|
|
};
|
|
|
|
struct MaskCombineInput {
|
|
float texCoords[4];
|
|
};
|
|
|
|
struct MaskInformation {
|
|
MaskInformation(float aOpacity, bool aHasMask)
|
|
: opacity(aOpacity), hasMask(aHasMask ? 1 : 0) {}
|
|
float opacity;
|
|
uint32_t hasMask;
|
|
uint32_t padding[2];
|
|
};
|
|
|
|
struct YCbCrShaderConstants {
|
|
float yuvColorMatrix[3][4];
|
|
};
|
|
|
|
struct YCbCrColorDepthConstants {
|
|
float coefficient;
|
|
uint32_t padding[3];
|
|
};
|
|
|
|
struct BlendVertexShaderConstants {
|
|
float backdropTransform[4][4];
|
|
};
|
|
|
|
template <typename T>
|
|
static inline nsTArray<gfx::IntRect> ToRectArray(const T& aRegion) {
|
|
nsTArray<gfx::IntRect> rects;
|
|
for (auto iter = aRegion.RectIter(); !iter.Done(); iter.Next()) {
|
|
rects.AppendElement(iter.Get().ToUnknownRect());
|
|
}
|
|
return rects;
|
|
}
|
|
|
|
struct SimpleTraits {
|
|
SimpleTraits(const ItemInfo& aItem, const gfx::Rect& aRect)
|
|
: mItem(aItem), mRect(aRect) {}
|
|
|
|
// Helper nonce structs so functions can break vertex data up by each
|
|
// triangle in a quad, or return vertex info for a unit quad.
|
|
struct AnyTriangle {};
|
|
struct FirstTriangle : AnyTriangle {};
|
|
struct SecondTriangle : AnyTriangle {};
|
|
struct UnitQuad {};
|
|
|
|
// This is the base vertex layout used by all unit quad shaders.
|
|
struct UnitQuadVertex {
|
|
gfx::Rect rect;
|
|
uint32_t layerIndex;
|
|
int depth;
|
|
};
|
|
|
|
// This is the base vertex layout used by all unit triangle shaders.
|
|
struct TriangleVertices {
|
|
gfx::Point p1, p2, p3;
|
|
uint32_t layerIndex;
|
|
int depth;
|
|
};
|
|
|
|
// Helper functions for populating a TriangleVertices. The first two use mRect
|
|
// to generate triangles, the third function uses coordinates from an already
|
|
// computed triangle.
|
|
TriangleVertices MakeVertex(const FirstTriangle& aIgnore) const;
|
|
TriangleVertices MakeVertex(const SecondTriangle& aIgnore) const;
|
|
TriangleVertices MakeVertex(const gfx::Triangle& aTriangle) const;
|
|
|
|
UnitQuadVertex MakeUnitQuadVertex() const;
|
|
|
|
// This default GenerateTriangles only computes the 3 points of each triangle
|
|
// in the polygon. If needed, shaders can override this and return a more
|
|
// complex triangle, to encode dependent information in extended vertex data.
|
|
//
|
|
// AddShaderVertices will deduce this return type. It should be an nsTArray<T>
|
|
// where T inherits from Triangle.
|
|
nsTArray<gfx::Triangle> GenerateTriangles(const gfx::Polygon& aPolygon) const;
|
|
|
|
// Accessors.
|
|
const Maybe<gfx::Polygon>& geometry() const;
|
|
const gfx::Rect& rect() const { return mRect; }
|
|
|
|
const ItemInfo& mItem;
|
|
gfx::Rect mRect;
|
|
};
|
|
|
|
struct ColorTraits : public SimpleTraits {
|
|
ColorTraits(const ItemInfo& aItem, const gfx::Rect& aRect,
|
|
const gfx::Color& aColor)
|
|
: SimpleTraits(aItem, aRect), mColor(aColor) {}
|
|
|
|
// Color data is the same across all vertex types.
|
|
template <typename VertexType>
|
|
const gfx::Color& MakeVertexData(const VertexType& aIgnore) const {
|
|
return mColor;
|
|
}
|
|
|
|
gfx::Color mColor;
|
|
};
|
|
|
|
struct TexturedTraits : public SimpleTraits {
|
|
TexturedTraits(const ItemInfo& aItem, const gfx::Rect& aRect,
|
|
const gfx::Rect& aTexCoords)
|
|
: SimpleTraits(aItem, aRect), mTexCoords(aTexCoords) {}
|
|
|
|
// Textured triangles need to compute a texture coordinate for each vertex.
|
|
nsTArray<gfx::TexturedTriangle> GenerateTriangles(
|
|
const gfx::Polygon& aPolygon) const;
|
|
|
|
struct VertexData {
|
|
gfx::Point p1, p2, p3;
|
|
};
|
|
VertexData MakeVertexData(const FirstTriangle& aIgnore) const;
|
|
VertexData MakeVertexData(const SecondTriangle& aIgnore) const;
|
|
VertexData MakeVertexData(const gfx::TexturedTriangle& aTriangle) const;
|
|
const gfx::Rect& MakeVertexData(const UnitQuad& aIgnore) const {
|
|
return mTexCoords;
|
|
}
|
|
|
|
gfx::Rect mTexCoords;
|
|
};
|
|
|
|
} // namespace mlg
|
|
} // namespace layers
|
|
} // namespace mozilla
|
|
|
|
#endif
|