зеркало из https://github.com/mozilla/gecko-dev.git
953 строки
34 KiB
C++
953 строки
34 KiB
C++
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "OGLShaderProgram.h"
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#include <stdint.h> // for uint32_t
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#include <sstream> // for ostringstream
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#include "gfxEnv.h"
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#include "gfxRect.h" // for gfxRect
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#include "mozilla/DebugOnly.h" // for DebugOnly
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#include "nsAString.h"
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#include "nsAutoPtr.h" // for nsRefPtr
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#include "nsString.h" // for nsAutoCString
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#include "Layers.h"
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#include "GLContext.h"
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namespace mozilla {
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namespace layers {
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using namespace std;
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#define GAUSSIAN_KERNEL_HALF_WIDTH 11
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#define GAUSSIAN_KERNEL_STEP 0.2
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void
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AddUniforms(ProgramProfileOGL& aProfile)
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{
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// This needs to be kept in sync with the KnownUniformName enum
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static const char *sKnownUniformNames[] = {
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"uLayerTransform",
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"uLayerTransformInverse",
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"uMaskTransform",
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"uBackdropTransform",
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"uLayerRects",
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"uMatrixProj",
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"uTextureTransform",
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"uTextureRects",
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"uRenderTargetOffset",
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"uLayerOpacity",
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"uTexture",
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"uYTexture",
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"uCbTexture",
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"uCrTexture",
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"uBlackTexture",
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"uWhiteTexture",
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"uMaskTexture",
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"uBackdropTexture",
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"uRenderColor",
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"uTexCoordMultiplier",
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"uCbCrTexCoordMultiplier",
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"uTexturePass2",
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"uColorMatrix",
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"uColorMatrixVector",
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"uBlurRadius",
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"uBlurOffset",
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"uBlurAlpha",
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"uBlurGaussianKernel",
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"uSSEdges",
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"uViewportSize",
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"uVisibleCenter",
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nullptr
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};
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for (int i = 0; sKnownUniformNames[i] != nullptr; ++i) {
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aProfile.mUniforms[i].mNameString = sKnownUniformNames[i];
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aProfile.mUniforms[i].mName = (KnownUniform::KnownUniformName) i;
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}
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}
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void
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ShaderConfigOGL::SetRenderColor(bool aEnabled)
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{
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SetFeature(ENABLE_RENDER_COLOR, aEnabled);
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}
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void
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ShaderConfigOGL::SetTextureTarget(GLenum aTarget)
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{
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SetFeature(ENABLE_TEXTURE_EXTERNAL | ENABLE_TEXTURE_RECT, false);
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switch (aTarget) {
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case LOCAL_GL_TEXTURE_EXTERNAL:
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SetFeature(ENABLE_TEXTURE_EXTERNAL, true);
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break;
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case LOCAL_GL_TEXTURE_RECTANGLE_ARB:
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SetFeature(ENABLE_TEXTURE_RECT, true);
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break;
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}
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}
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void
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ShaderConfigOGL::SetRBSwap(bool aEnabled)
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{
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SetFeature(ENABLE_TEXTURE_RB_SWAP, aEnabled);
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}
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void
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ShaderConfigOGL::SetNoAlpha(bool aEnabled)
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{
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SetFeature(ENABLE_TEXTURE_NO_ALPHA, aEnabled);
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}
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void
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ShaderConfigOGL::SetOpacity(bool aEnabled)
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{
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SetFeature(ENABLE_OPACITY, aEnabled);
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}
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void
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ShaderConfigOGL::SetYCbCr(bool aEnabled)
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{
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SetFeature(ENABLE_TEXTURE_YCBCR, aEnabled);
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MOZ_ASSERT(!(mFeatures & ENABLE_TEXTURE_NV12));
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}
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void
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ShaderConfigOGL::SetNV12(bool aEnabled)
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{
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SetFeature(ENABLE_TEXTURE_NV12, aEnabled);
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MOZ_ASSERT(!(mFeatures & ENABLE_TEXTURE_YCBCR));
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}
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void
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ShaderConfigOGL::SetComponentAlpha(bool aEnabled)
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{
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SetFeature(ENABLE_TEXTURE_COMPONENT_ALPHA, aEnabled);
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}
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void
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ShaderConfigOGL::SetColorMatrix(bool aEnabled)
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{
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SetFeature(ENABLE_COLOR_MATRIX, aEnabled);
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}
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void
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ShaderConfigOGL::SetBlur(bool aEnabled)
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{
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SetFeature(ENABLE_BLUR, aEnabled);
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}
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void
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ShaderConfigOGL::SetMask2D(bool aEnabled)
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{
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SetFeature(ENABLE_MASK_2D, aEnabled);
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}
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void
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ShaderConfigOGL::SetMask3D(bool aEnabled)
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{
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SetFeature(ENABLE_MASK_3D, aEnabled);
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}
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void
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ShaderConfigOGL::SetNoPremultipliedAlpha()
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{
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SetFeature(ENABLE_NO_PREMUL_ALPHA, true);
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}
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void
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ShaderConfigOGL::SetDEAA(bool aEnabled)
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{
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SetFeature(ENABLE_DEAA, aEnabled);
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}
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void
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ShaderConfigOGL::SetCompositionOp(CompositionOp aOp)
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{
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mCompositionOp = aOp;
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}
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/* static */ ProgramProfileOGL
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ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
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{
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ProgramProfileOGL result;
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ostringstream fs, vs;
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AddUniforms(result);
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CompositionOp blendOp = aConfig.mCompositionOp;
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vs << "#ifdef GL_ES" << endl;
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vs << "#define EDGE_PRECISION mediump" << endl;
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vs << "#else" << endl;
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vs << "#define EDGE_PRECISION" << endl;
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vs << "#endif" << endl;
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vs << "uniform mat4 uMatrixProj;" << endl;
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vs << "uniform vec4 uLayerRects[4];" << endl;
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vs << "uniform mat4 uLayerTransform;" << endl;
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if (aConfig.mFeatures & ENABLE_DEAA) {
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vs << "uniform mat4 uLayerTransformInverse;" << endl;
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vs << "uniform EDGE_PRECISION vec3 uSSEdges[4];" << endl;
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vs << "uniform vec2 uVisibleCenter;" << endl;
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vs << "uniform vec2 uViewportSize;" << endl;
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}
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vs << "uniform vec2 uRenderTargetOffset;" << endl;
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vs << "attribute vec4 aCoord;" << endl;
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if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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vs << "uniform mat4 uTextureTransform;" << endl;
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vs << "uniform vec4 uTextureRects[4];" << endl;
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vs << "varying vec2 vTexCoord;" << endl;
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}
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if (BlendOpIsMixBlendMode(blendOp)) {
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vs << "uniform mat4 uBackdropTransform;" << endl;
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vs << "varying vec2 vBackdropCoord;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_MASK_2D ||
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aConfig.mFeatures & ENABLE_MASK_3D) {
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vs << "uniform mat4 uMaskTransform;" << endl;
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vs << "varying vec3 vMaskCoord;" << endl;
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}
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vs << "void main() {" << endl;
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vs << " int vertexID = int(aCoord.w);" << endl;
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vs << " vec4 layerRect = uLayerRects[vertexID];" << endl;
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vs << " vec4 finalPosition = vec4(aCoord.xy * layerRect.zw + layerRect.xy, 0.0, 1.0);" << endl;
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vs << " finalPosition = uLayerTransform * finalPosition;" << endl;
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if (aConfig.mFeatures & ENABLE_DEAA) {
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// XXX kip - The DEAA shader could be made simpler if we switch to
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// using dynamic vertex buffers instead of sending everything
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// in through uniforms. This would enable passing information
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// about how to dilate each vertex explicitly and eliminate the
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// need to extrapolate this with the sub-pixel coverage
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// calculation in the vertex shader.
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// Calculate the screen space position of this vertex, in screen pixels
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vs << " vec4 ssPos = finalPosition;" << endl;
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vs << " ssPos.xy -= uRenderTargetOffset * finalPosition.w;" << endl;
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vs << " ssPos = uMatrixProj * ssPos;" << endl;
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vs << " ssPos.xy = ((ssPos.xy/ssPos.w)*0.5+0.5)*uViewportSize;" << endl;
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if (aConfig.mFeatures & ENABLE_MASK_2D ||
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aConfig.mFeatures & ENABLE_MASK_3D ||
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!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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vs << " vec4 coordAdjusted;" << endl;
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vs << " coordAdjusted.xy = aCoord.xy;" << endl;
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}
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// It is necessary to dilate edges away from uVisibleCenter to ensure that
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// fragments with less than 50% sub-pixel coverage will be shaded.
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// This offset is applied when the sub-pixel coverage of the vertex is
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// less than 100%. Expanding by 0.5 pixels in screen space is sufficient
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// to include these pixels.
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vs << " if (dot(uSSEdges[0], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl;
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vs << " dot(uSSEdges[1], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl;
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vs << " dot(uSSEdges[2], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl;
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vs << " dot(uSSEdges[3], vec3(ssPos.xy, 1.0)) < 1.5) {" << endl;
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// If the shader reaches this branch, then this vertex is on the edge of
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// the layer's visible rect and should be dilated away from the center of
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// the visible rect. We don't want to hit this for inner facing
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// edges between tiles, as the pixels may be covered twice without clipping
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// against uSSEdges. If all edges were dilated, it would result in
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// artifacts visible within semi-transparent layers with multiple tiles.
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vs << " vec4 visibleCenter = uLayerTransform * vec4(uVisibleCenter, 0.0, 1.0);" << endl;
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vs << " vec2 dilateDir = finalPosition.xy / finalPosition.w - visibleCenter.xy / visibleCenter.w;" << endl;
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vs << " vec2 offset = sign(dilateDir) * 0.5;" << endl;
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vs << " finalPosition.xy += offset * finalPosition.w;" << endl;
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if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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// We must adjust the texture coordinates to compensate for the dilation
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vs << " coordAdjusted = uLayerTransformInverse * finalPosition;" << endl;
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vs << " coordAdjusted /= coordAdjusted.w;" << endl;
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vs << " coordAdjusted.xy -= layerRect.xy;" << endl;
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vs << " coordAdjusted.xy /= layerRect.zw;" << endl;
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}
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vs << " }" << endl;
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if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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vs << " vec4 textureRect = uTextureRects[vertexID];" << endl;
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vs << " vec2 texCoord = coordAdjusted.xy * textureRect.zw + textureRect.xy;" << endl;
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vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;" << endl;
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}
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} else if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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vs << " vec4 textureRect = uTextureRects[vertexID];" << endl;
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vs << " vec2 texCoord = aCoord.xy * textureRect.zw + textureRect.xy;" << endl;
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vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_MASK_2D ||
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aConfig.mFeatures & ENABLE_MASK_3D) {
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vs << " vMaskCoord.xy = (uMaskTransform * (finalPosition / finalPosition.w)).xy;" << endl;
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if (aConfig.mFeatures & ENABLE_MASK_3D) {
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// correct for perspective correct interpolation, see comment in D3D10 shader
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vs << " vMaskCoord.z = 1.0;" << endl;
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vs << " vMaskCoord *= finalPosition.w;" << endl;
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}
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}
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vs << " finalPosition.xy -= uRenderTargetOffset * finalPosition.w;" << endl;
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vs << " finalPosition = uMatrixProj * finalPosition;" << endl;
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if (BlendOpIsMixBlendMode(blendOp)) {
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// Translate from clip space (-1, 1) to (0..1), apply the backdrop
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// transform, then invert the y-axis.
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vs << " vBackdropCoord.x = (finalPosition.x + 1.0) / 2.0;" << endl;
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vs << " vBackdropCoord.y = 1.0 - (finalPosition.y + 1.0) / 2.0;" << endl;
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vs << " vBackdropCoord = (uBackdropTransform * vec4(vBackdropCoord.xy, 0.0, 1.0)).xy;" << endl;
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vs << " vBackdropCoord.y = 1.0 - vBackdropCoord.y;" << endl;
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}
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vs << " gl_Position = finalPosition;" << endl;
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vs << "}" << endl;
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if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
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fs << "#extension GL_ARB_texture_rectangle : require" << endl;
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}
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if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) {
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fs << "#extension GL_OES_EGL_image_external : require" << endl;
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}
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fs << "#ifdef GL_ES" << endl;
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fs << "precision mediump float;" << endl;
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fs << "#define COLOR_PRECISION lowp" << endl;
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fs << "#define EDGE_PRECISION mediump" << endl;
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fs << "#else" << endl;
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fs << "#define COLOR_PRECISION" << endl;
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fs << "#define EDGE_PRECISION" << endl;
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fs << "#endif" << endl;
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if (aConfig.mFeatures & ENABLE_RENDER_COLOR) {
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fs << "uniform COLOR_PRECISION vec4 uRenderColor;" << endl;
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} else {
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// for tiling, texcoord can be greater than the lowfp range
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fs << "varying vec2 vTexCoord;" << endl;
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if (aConfig.mFeatures & ENABLE_BLUR) {
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fs << "uniform bool uBlurAlpha;" << endl;
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fs << "uniform vec2 uBlurRadius;" << endl;
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fs << "uniform vec2 uBlurOffset;" << endl;
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fs << "uniform float uBlurGaussianKernel[" << GAUSSIAN_KERNEL_HALF_WIDTH << "];" << endl;
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}
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if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) {
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fs << "uniform mat4 uColorMatrix;" << endl;
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fs << "uniform vec4 uColorMatrixVector;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_OPACITY) {
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fs << "uniform COLOR_PRECISION float uLayerOpacity;" << endl;
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}
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}
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if (BlendOpIsMixBlendMode(blendOp)) {
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fs << "varying vec2 vBackdropCoord;" << endl;
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}
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const char *sampler2D = "sampler2D";
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const char *texture2D = "texture2D";
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if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
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fs << "uniform vec2 uTexCoordMultiplier;" << endl;
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if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR ||
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aConfig.mFeatures & ENABLE_TEXTURE_NV12) {
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fs << "uniform vec2 uCbCrTexCoordMultiplier;" << endl;
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}
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sampler2D = "sampler2DRect";
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texture2D = "texture2DRect";
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}
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if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) {
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sampler2D = "samplerExternalOES";
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}
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if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) {
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fs << "uniform sampler2D uYTexture;" << endl;
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fs << "uniform sampler2D uCbTexture;" << endl;
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fs << "uniform sampler2D uCrTexture;" << endl;
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} else if (aConfig.mFeatures & ENABLE_TEXTURE_NV12) {
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fs << "uniform " << sampler2D << " uYTexture;" << endl;
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fs << "uniform " << sampler2D << " uCbTexture;" << endl;
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} else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) {
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fs << "uniform sampler2D uBlackTexture;" << endl;
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fs << "uniform sampler2D uWhiteTexture;" << endl;
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fs << "uniform bool uTexturePass2;" << endl;
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} else {
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fs << "uniform " << sampler2D << " uTexture;" << endl;
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}
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if (BlendOpIsMixBlendMode(blendOp)) {
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// Component alpha should be flattened away inside blend containers.
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MOZ_ASSERT(!(aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA));
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fs << "uniform sampler2D uBackdropTexture;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_MASK_2D ||
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aConfig.mFeatures & ENABLE_MASK_3D) {
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fs << "varying vec3 vMaskCoord;" << endl;
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fs << "uniform sampler2D uMaskTexture;" << endl;
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}
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if (aConfig.mFeatures & ENABLE_DEAA) {
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fs << "uniform EDGE_PRECISION vec3 uSSEdges[4];" << endl;
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}
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if (BlendOpIsMixBlendMode(blendOp)) {
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BuildMixBlender(aConfig, fs);
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}
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if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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fs << "vec4 sample(vec2 coord) {" << endl;
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fs << " vec4 color;" << endl;
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if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR ||
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aConfig.mFeatures & ENABLE_TEXTURE_NV12) {
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if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) {
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if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
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fs << " COLOR_PRECISION float y = texture2D(uYTexture, coord * uTexCoordMultiplier).r;" << endl;
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fs << " COLOR_PRECISION float cb = texture2D(uCbTexture, coord * uCbCrTexCoordMultiplier).r;" << endl;
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fs << " COLOR_PRECISION float cr = texture2D(uCrTexture, coord * uCbCrTexCoordMultiplier).r;" << endl;
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} else {
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fs << " COLOR_PRECISION float y = texture2D(uYTexture, coord).r;" << endl;
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fs << " COLOR_PRECISION float cb = texture2D(uCbTexture, coord).r;" << endl;
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fs << " COLOR_PRECISION float cr = texture2D(uCrTexture, coord).r;" << endl;
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}
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} else {
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if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
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fs << " COLOR_PRECISION float y = " << texture2D << "(uYTexture, coord * uTexCoordMultiplier).r;" << endl;
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fs << " COLOR_PRECISION float cb = " << texture2D << "(uCbTexture, coord * uCbCrTexCoordMultiplier).r;" << endl;
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fs << " COLOR_PRECISION float cr = " << texture2D << "(uCbTexture, coord * uCbCrTexCoordMultiplier).a;" << endl;
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} else {
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fs << " COLOR_PRECISION float y = " << texture2D << "(uYTexture, coord).r;" << endl;
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fs << " COLOR_PRECISION float cb = " << texture2D << "(uCbTexture, coord).r;" << endl;
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fs << " COLOR_PRECISION float cr = " << texture2D << "(uCbTexture, coord).a;" << endl;
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}
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}
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/* From Rec601:
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[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
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[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
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[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
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For [0,1] instead of [0,255], and to 5 places:
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[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
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[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
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[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
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*/
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fs << " y = (y - 0.06275) * 1.16438;" << endl;
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fs << " cb = cb - 0.50196;" << endl;
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fs << " cr = cr - 0.50196;" << endl;
|
|
fs << " color.r = y + 1.59603*cr;" << endl;
|
|
fs << " color.g = y - 0.39176*cb - 0.81297*cr;" << endl;
|
|
fs << " color.b = y + 2.01723*cb;" << endl;
|
|
fs << " color.a = 1.0;" << endl;
|
|
} else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) {
|
|
fs << " COLOR_PRECISION vec3 onBlack = texture2D(uBlackTexture, coord).rgb;" << endl;
|
|
fs << " COLOR_PRECISION vec3 onWhite = texture2D(uWhiteTexture, coord).rgb;" << endl;
|
|
fs << " COLOR_PRECISION vec4 alphas = (1.0 - onWhite + onBlack).rgbg;" << endl;
|
|
fs << " if (uTexturePass2)" << endl;
|
|
fs << " color = vec4(onBlack, alphas.a);" << endl;
|
|
fs << " else" << endl;
|
|
fs << " color = alphas;" << endl;
|
|
} else {
|
|
if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) {
|
|
fs << " color = " << texture2D << "(uTexture, coord * uTexCoordMultiplier);" << endl;
|
|
} else {
|
|
fs << " color = " << texture2D << "(uTexture, coord);" << endl;
|
|
}
|
|
}
|
|
if (aConfig.mFeatures & ENABLE_TEXTURE_RB_SWAP) {
|
|
fs << " color = color.bgra;" << endl;
|
|
}
|
|
if (aConfig.mFeatures & ENABLE_TEXTURE_NO_ALPHA) {
|
|
fs << " color = vec4(color.rgb, 1.0);" << endl;
|
|
}
|
|
fs << " return color;" << endl;
|
|
fs << "}" << endl;
|
|
if (aConfig.mFeatures & ENABLE_BLUR) {
|
|
fs << "vec4 sampleAtRadius(vec2 coord, float radius) {" << endl;
|
|
fs << " coord += uBlurOffset;" << endl;
|
|
fs << " coord += radius * uBlurRadius;" << endl;
|
|
fs << " if (coord.x < 0. || coord.y < 0. || coord.x > 1. || coord.y > 1.)" << endl;
|
|
fs << " return vec4(0, 0, 0, 0);" << endl;
|
|
fs << " return sample(coord);" << endl;
|
|
fs << "}" << endl;
|
|
fs << "vec4 blur(vec4 color, vec2 coord) {" << endl;
|
|
fs << " vec4 total = color * uBlurGaussianKernel[0];" << endl;
|
|
fs << " for (int i = 1; i < " << GAUSSIAN_KERNEL_HALF_WIDTH << "; ++i) {" << endl;
|
|
fs << " float r = float(i) * " << GAUSSIAN_KERNEL_STEP << ";" << endl;
|
|
fs << " float k = uBlurGaussianKernel[i];" << endl;
|
|
fs << " total += sampleAtRadius(coord, r) * k;" << endl;
|
|
fs << " total += sampleAtRadius(coord, -r) * k;" << endl;
|
|
fs << " }" << endl;
|
|
fs << " if (uBlurAlpha) {" << endl;
|
|
fs << " color *= total.a;" << endl;
|
|
fs << " } else {" << endl;
|
|
fs << " color = total;" << endl;
|
|
fs << " }" << endl;
|
|
fs << " return color;" << endl;
|
|
fs << "}" << endl;
|
|
}
|
|
}
|
|
fs << "void main() {" << endl;
|
|
if (aConfig.mFeatures & ENABLE_RENDER_COLOR) {
|
|
fs << " vec4 color = uRenderColor;" << endl;
|
|
} else {
|
|
fs << " vec4 color = sample(vTexCoord);" << endl;
|
|
if (aConfig.mFeatures & ENABLE_BLUR) {
|
|
fs << " color = blur(color, vTexCoord);" << endl;
|
|
}
|
|
if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) {
|
|
fs << " color = uColorMatrix * vec4(color.rgb / color.a, color.a) + uColorMatrixVector;" << endl;
|
|
fs << " color.rgb *= color.a;" << endl;
|
|
}
|
|
if (aConfig.mFeatures & ENABLE_OPACITY) {
|
|
fs << " color *= uLayerOpacity;" << endl;
|
|
}
|
|
}
|
|
if (aConfig.mFeatures & ENABLE_DEAA) {
|
|
// Calculate the sub-pixel coverage of the pixel and modulate its opacity
|
|
// by that amount to perform DEAA.
|
|
fs << " vec3 ssPos = vec3(gl_FragCoord.xy, 1.0);" << endl;
|
|
fs << " float deaaCoverage = clamp(dot(uSSEdges[0], ssPos), 0.0, 1.0);" << endl;
|
|
fs << " deaaCoverage *= clamp(dot(uSSEdges[1], ssPos), 0.0, 1.0);" << endl;
|
|
fs << " deaaCoverage *= clamp(dot(uSSEdges[2], ssPos), 0.0, 1.0);" << endl;
|
|
fs << " deaaCoverage *= clamp(dot(uSSEdges[3], ssPos), 0.0, 1.0);" << endl;
|
|
fs << " color *= deaaCoverage;" << endl;
|
|
}
|
|
if (BlendOpIsMixBlendMode(blendOp)) {
|
|
fs << " vec4 backdrop = texture2D(uBackdropTexture, vBackdropCoord);" << endl;
|
|
fs << " color = mixAndBlend(backdrop, color);" << endl;
|
|
}
|
|
if (aConfig.mFeatures & ENABLE_MASK_3D) {
|
|
fs << " vec2 maskCoords = vMaskCoord.xy / vMaskCoord.z;" << endl;
|
|
fs << " COLOR_PRECISION float mask = texture2D(uMaskTexture, maskCoords).r;" << endl;
|
|
fs << " color *= mask;" << endl;
|
|
} else if (aConfig.mFeatures & ENABLE_MASK_2D) {
|
|
fs << " COLOR_PRECISION float mask = texture2D(uMaskTexture, vMaskCoord.xy).r;" << endl;
|
|
fs << " color *= mask;" << endl;
|
|
} else {
|
|
fs << " COLOR_PRECISION float mask = 1.0;" << endl;
|
|
fs << " color *= mask;" << endl;
|
|
}
|
|
fs << " gl_FragColor = color;" << endl;
|
|
fs << "}" << endl;
|
|
|
|
result.mVertexShaderString = vs.str();
|
|
result.mFragmentShaderString = fs.str();
|
|
|
|
if (aConfig.mFeatures & ENABLE_RENDER_COLOR) {
|
|
result.mTextureCount = 0;
|
|
} else {
|
|
if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) {
|
|
result.mTextureCount = 3;
|
|
} else if (aConfig.mFeatures & ENABLE_TEXTURE_NV12) {
|
|
result.mTextureCount = 2;
|
|
} else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) {
|
|
result.mTextureCount = 2;
|
|
} else {
|
|
result.mTextureCount = 1;
|
|
}
|
|
}
|
|
if (aConfig.mFeatures & ENABLE_MASK_2D ||
|
|
aConfig.mFeatures & ENABLE_MASK_3D) {
|
|
result.mTextureCount = 1;
|
|
}
|
|
if (BlendOpIsMixBlendMode(blendOp)) {
|
|
result.mTextureCount += 1;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void
|
|
ProgramProfileOGL::BuildMixBlender(const ShaderConfigOGL& aConfig, std::ostringstream& fs)
|
|
{
|
|
// From the "Compositing and Blending Level 1" spec.
|
|
// Generate helper functions first.
|
|
switch (aConfig.mCompositionOp) {
|
|
case gfx::CompositionOp::OP_OVERLAY:
|
|
case gfx::CompositionOp::OP_HARD_LIGHT:
|
|
// Note: we substitute (2*src-1) into the screen formula below.
|
|
fs << "float hardlight(float dest, float src) {" << endl;
|
|
fs << " if (src <= 0.5) {" << endl;
|
|
fs << " return dest * (2.0 * src);" << endl;
|
|
fs << " } else {" << endl;
|
|
fs << " return 2.0*dest + 2.0*src - 1.0 - 2.0*dest*src;" << endl;
|
|
fs << " }" << endl;
|
|
fs << "}" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_COLOR_DODGE:
|
|
fs << "float dodge(float dest, float src) {" << endl;
|
|
fs << " if (dest == 0.0) {" << endl;
|
|
fs << " return 0.0;" << endl;
|
|
fs << " } else if (src == 1.0) {" << endl;
|
|
fs << " return 1.0;" << endl;
|
|
fs << " } else {" << endl;
|
|
fs << " return min(1.0, dest / (1.0 - src));" << endl;
|
|
fs << " }" << endl;
|
|
fs << "}" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_COLOR_BURN:
|
|
fs << "float burn(float dest, float src) {" << endl;
|
|
fs << " if (dest == 1.0) {" << endl;
|
|
fs << " return 1.0;" << endl;
|
|
fs << " } else if (src == 0.0) {" << endl;
|
|
fs << " return 0.0;" << endl;
|
|
fs << " } else {" << endl;
|
|
fs << " return 1.0 - min(1.0, (1.0 - dest) / src);" << endl;
|
|
fs << " }" << endl;
|
|
fs << "}" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_SOFT_LIGHT:
|
|
fs << "float darken(float dest) {" << endl;
|
|
fs << " if (dest <= 0.25) {" << endl;
|
|
fs << " return ((16.0 * dest - 12.0) * dest + 4.0) * dest;" << endl;
|
|
fs << " } else {" << endl;
|
|
fs << " return sqrt(dest);" << endl;
|
|
fs << " }" << endl;
|
|
fs << "}" << endl;
|
|
fs << "float softlight(float dest, float src) {" << endl;
|
|
fs << " if (src <= 0.5) {" << endl;
|
|
fs << " return dest - (1.0 - 2.0 * src) * dest * (1.0 - dest);" << endl;
|
|
fs << " } else {" << endl;
|
|
fs << " return dest + (2.0 * src - 1.0) * (darken(dest) - dest);" << endl;
|
|
fs << " }" << endl;
|
|
fs << "}" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_HUE:
|
|
case gfx::CompositionOp::OP_SATURATION:
|
|
case gfx::CompositionOp::OP_COLOR:
|
|
case gfx::CompositionOp::OP_LUMINOSITY:
|
|
fs << "float Lum(vec3 c) {" << endl;
|
|
fs << " return dot(vec3(0.3, 0.59, 0.11), c);" << endl;
|
|
fs << "}" << endl;
|
|
fs << "vec3 ClipColor(vec3 c) {" << endl;
|
|
fs << " float L = Lum(c);" << endl;
|
|
fs << " float n = min(min(c.r, c.g), c.b);" << endl;
|
|
fs << " float x = max(max(c.r, c.g), c.b);" << endl;
|
|
fs << " if (n < 0.0) {" << endl;
|
|
fs << " c = L + (((c - L) * L) / (L - n));" << endl;
|
|
fs << " }" << endl;
|
|
fs << " if (x > 1.0) {" << endl;
|
|
fs << " c = L + (((c - L) * (1.0 - L)) / (x - L));" << endl;
|
|
fs << " }" << endl;
|
|
fs << " return c;" << endl;
|
|
fs << "}" << endl;
|
|
fs << "vec3 SetLum(vec3 c, float L) {" << endl;
|
|
fs << " float d = L - Lum(c);" << endl;
|
|
fs << " return ClipColor(vec3(" << endl;
|
|
fs << " c.r + d," << endl;
|
|
fs << " c.g + d," << endl;
|
|
fs << " c.b + d));" << endl;
|
|
fs << "}" << endl;
|
|
fs << "float Sat(vec3 c) {" << endl;
|
|
fs << " return max(max(c.r, c.g), c.b) - min(min(c.r, c.g), c.b);" << endl;
|
|
fs << "}" << endl;
|
|
|
|
// To use this helper, re-arrange rgb such that r=min, g=mid, and b=max.
|
|
fs << "vec3 SetSatInner(vec3 c, float s) {" << endl;
|
|
fs << " if (c.b > c.r) {" << endl;
|
|
fs << " c.g = (((c.g - c.r) * s) / (c.b - c.r));" << endl;
|
|
fs << " c.b = s;" << endl;
|
|
fs << " } else {" << endl;
|
|
fs << " c.gb = vec2(0.0, 0.0);" << endl;
|
|
fs << " }" << endl;
|
|
fs << " return vec3(0.0, c.gb);" << endl;
|
|
fs << "}" << endl;
|
|
|
|
fs << "vec3 SetSat(vec3 c, float s) {" << endl;
|
|
fs << " if (c.r <= c.g) {" << endl;
|
|
fs << " if (c.g <= c.b) {" << endl;
|
|
fs << " c.rgb = SetSatInner(c.rgb, s);" << endl;
|
|
fs << " } else if (c.r <= c.b) {" << endl;
|
|
fs << " c.rbg = SetSatInner(c.rbg, s);" << endl;
|
|
fs << " } else {" << endl;
|
|
fs << " c.brg = SetSatInner(c.brg, s);" << endl;
|
|
fs << " }" << endl;
|
|
fs << " } else if (c.r <= c.b) {" << endl;
|
|
fs << " c.grb = SetSatInner(c.grb, s);" << endl;
|
|
fs << " } else if (c.g <= c.b) {" << endl;
|
|
fs << " c.gbr = SetSatInner(c.gbr, s);" << endl;
|
|
fs << " } else {" << endl;
|
|
fs << " c.bgr = SetSatInner(c.bgr, s);" << endl;
|
|
fs << " }" << endl;
|
|
fs << " return c;" << endl;
|
|
fs << "}" << endl;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Generate the main blending helper.
|
|
fs << "vec3 blend(vec3 dest, vec3 src) {" << endl;
|
|
switch (aConfig.mCompositionOp) {
|
|
case gfx::CompositionOp::OP_MULTIPLY:
|
|
fs << " return dest * src;" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_SCREEN:
|
|
fs << " return dest + src - (dest * src);" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_OVERLAY:
|
|
fs << " return vec3(" << endl;
|
|
fs << " hardlight(src.r, dest.r)," << endl;
|
|
fs << " hardlight(src.g, dest.g)," << endl;
|
|
fs << " hardlight(src.b, dest.b));" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_DARKEN:
|
|
fs << " return min(dest, src);" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_LIGHTEN:
|
|
fs << " return max(dest, src);" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_COLOR_DODGE:
|
|
fs << " return vec3(" << endl;
|
|
fs << " dodge(dest.r, src.r)," << endl;
|
|
fs << " dodge(dest.g, src.g)," << endl;
|
|
fs << " dodge(dest.b, src.b));" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_COLOR_BURN:
|
|
fs << " return vec3(" << endl;
|
|
fs << " burn(dest.r, src.r)," << endl;
|
|
fs << " burn(dest.g, src.g)," << endl;
|
|
fs << " burn(dest.b, src.b));" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_HARD_LIGHT:
|
|
fs << " return vec3(" << endl;
|
|
fs << " hardlight(dest.r, src.r)," << endl;
|
|
fs << " hardlight(dest.g, src.g)," << endl;
|
|
fs << " hardlight(dest.b, src.b));" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_SOFT_LIGHT:
|
|
fs << " return vec3(" << endl;
|
|
fs << " softlight(dest.r, src.r)," << endl;
|
|
fs << " softlight(dest.g, src.g)," << endl;
|
|
fs << " softlight(dest.b, src.b));" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_DIFFERENCE:
|
|
fs << " return abs(dest - src);" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_EXCLUSION:
|
|
fs << " return dest + src - 2.0*dest*src;" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_HUE:
|
|
fs << " return SetLum(SetSat(src, Sat(dest)), Lum(dest));" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_SATURATION:
|
|
fs << " return SetLum(SetSat(dest, Sat(src)), Lum(dest));" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_COLOR:
|
|
fs << " return SetLum(src, Lum(dest));" << endl;
|
|
break;
|
|
case gfx::CompositionOp::OP_LUMINOSITY:
|
|
fs << " return SetLum(dest, Lum(src));" << endl;
|
|
break;
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("unknown blend mode");
|
|
}
|
|
fs << "}" << endl;
|
|
|
|
// Generate the mix-blend function the fragment shader will call.
|
|
fs << "vec4 mixAndBlend(vec4 backdrop, vec4 color) {" << endl;
|
|
|
|
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
|
|
// Infinity into the blend function and return incorrect results.
|
|
fs << " if (backdrop.a == 0.0) {" << endl;
|
|
fs << " return color;" << endl;
|
|
fs << " }" << endl;
|
|
fs << " if (color.a == 0.0) {" << endl;
|
|
fs << " return backdrop;" << endl;
|
|
fs << " }" << endl;
|
|
|
|
// The spec assumes there is no premultiplied alpha. The backdrop is always
|
|
// premultiplied, so undo the premultiply. If the source is premultiplied we
|
|
// must fix that as well.
|
|
fs << " backdrop.rgb /= backdrop.a;" << endl;
|
|
if (!(aConfig.mFeatures & ENABLE_NO_PREMUL_ALPHA)) {
|
|
fs << " color.rgb /= color.a;" << endl;
|
|
}
|
|
fs << " vec3 blended = blend(backdrop.rgb, color.rgb);" << endl;
|
|
fs << " color.rgb = (1.0 - backdrop.a) * color.rgb + backdrop.a * blended.rgb;" << endl;
|
|
fs << " color.rgb *= color.a;" << endl;
|
|
fs << " return color;" << endl;
|
|
fs << "}" << endl;
|
|
}
|
|
|
|
ShaderProgramOGL::ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile)
|
|
: mGL(aGL)
|
|
, mProgram(0)
|
|
, mProfile(aProfile)
|
|
, mProgramState(STATE_NEW)
|
|
{
|
|
}
|
|
|
|
ShaderProgramOGL::~ShaderProgramOGL()
|
|
{
|
|
if (mProgram <= 0) {
|
|
return;
|
|
}
|
|
|
|
RefPtr<GLContext> ctx = mGL->GetSharedContext();
|
|
if (!ctx) {
|
|
ctx = mGL;
|
|
}
|
|
ctx->MakeCurrent();
|
|
ctx->fDeleteProgram(mProgram);
|
|
}
|
|
|
|
bool
|
|
ShaderProgramOGL::Initialize()
|
|
{
|
|
NS_ASSERTION(mProgramState == STATE_NEW, "Shader program has already been initialised");
|
|
|
|
ostringstream vs, fs;
|
|
for (uint32_t i = 0; i < mProfile.mDefines.Length(); ++i) {
|
|
vs << mProfile.mDefines[i] << endl;
|
|
fs << mProfile.mDefines[i] << endl;
|
|
}
|
|
vs << mProfile.mVertexShaderString << endl;
|
|
fs << mProfile.mFragmentShaderString << endl;
|
|
|
|
if (!CreateProgram(vs.str().c_str(), fs.str().c_str())) {
|
|
mProgramState = STATE_ERROR;
|
|
return false;
|
|
}
|
|
|
|
mProgramState = STATE_OK;
|
|
|
|
for (uint32_t i = 0; i < KnownUniform::KnownUniformCount; ++i) {
|
|
mProfile.mUniforms[i].mLocation =
|
|
mGL->fGetUniformLocation(mProgram, mProfile.mUniforms[i].mNameString);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
GLint
|
|
ShaderProgramOGL::CreateShader(GLenum aShaderType, const char *aShaderSource)
|
|
{
|
|
GLint success, len = 0;
|
|
|
|
GLint sh = mGL->fCreateShader(aShaderType);
|
|
mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, nullptr);
|
|
mGL->fCompileShader(sh);
|
|
mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
|
|
mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
|
|
/* Even if compiling is successful, there may still be warnings. Print them
|
|
* in a debug build. The > 10 is to catch silly compilers that might put
|
|
* some whitespace in the log but otherwise leave it empty.
|
|
*/
|
|
if (!success
|
|
#ifdef DEBUG
|
|
|| (len > 10 && gfxEnv::DebugShaders())
|
|
#endif
|
|
)
|
|
{
|
|
nsAutoCString log;
|
|
log.SetCapacity(len);
|
|
mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting());
|
|
log.SetLength(len);
|
|
|
|
if (!success) {
|
|
printf_stderr("=== SHADER COMPILATION FAILED ===\n");
|
|
} else {
|
|
printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
|
|
}
|
|
|
|
printf_stderr("=== Source:\n%s\n", aShaderSource);
|
|
printf_stderr("=== Log:\n%s\n", log.get());
|
|
printf_stderr("============\n");
|
|
|
|
if (!success) {
|
|
mGL->fDeleteShader(sh);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return sh;
|
|
}
|
|
|
|
bool
|
|
ShaderProgramOGL::CreateProgram(const char *aVertexShaderString,
|
|
const char *aFragmentShaderString)
|
|
{
|
|
GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString);
|
|
GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString);
|
|
|
|
if (!vertexShader || !fragmentShader)
|
|
return false;
|
|
|
|
GLint result = mGL->fCreateProgram();
|
|
mGL->fAttachShader(result, vertexShader);
|
|
mGL->fAttachShader(result, fragmentShader);
|
|
|
|
mGL->fLinkProgram(result);
|
|
|
|
GLint success, len;
|
|
mGL->fGetProgramiv(result, LOCAL_GL_LINK_STATUS, &success);
|
|
mGL->fGetProgramiv(result, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
|
|
/* Even if linking is successful, there may still be warnings. Print them
|
|
* in a debug build. The > 10 is to catch silly compilers that might put
|
|
* some whitespace in the log but otherwise leave it empty.
|
|
*/
|
|
if (!success
|
|
#ifdef DEBUG
|
|
|| (len > 10 && gfxEnv::DebugShaders())
|
|
#endif
|
|
)
|
|
{
|
|
nsAutoCString log;
|
|
log.SetCapacity(len);
|
|
mGL->fGetProgramInfoLog(result, len, (GLint*) &len, (char*) log.BeginWriting());
|
|
log.SetLength(len);
|
|
|
|
if (!success) {
|
|
printf_stderr("=== PROGRAM LINKING FAILED ===\n");
|
|
} else {
|
|
printf_stderr("=== PROGRAM LINKING WARNINGS ===\n");
|
|
}
|
|
printf_stderr("=== Log:\n%s\n", log.get());
|
|
printf_stderr("============\n");
|
|
}
|
|
|
|
// We can mark the shaders for deletion; they're attached to the program
|
|
// and will remain attached.
|
|
mGL->fDeleteShader(vertexShader);
|
|
mGL->fDeleteShader(fragmentShader);
|
|
|
|
if (!success) {
|
|
mGL->fDeleteProgram(result);
|
|
return false;
|
|
}
|
|
|
|
mProgram = result;
|
|
return true;
|
|
}
|
|
|
|
GLuint
|
|
ShaderProgramOGL::GetProgram()
|
|
{
|
|
if (mProgramState == STATE_NEW) {
|
|
if (!Initialize()) {
|
|
NS_WARNING("Shader could not be initialised");
|
|
}
|
|
}
|
|
MOZ_ASSERT(HasInitialized(), "Attempting to get a program that's not been initialized!");
|
|
return mProgram;
|
|
}
|
|
|
|
void
|
|
ShaderProgramOGL::SetBlurRadius(float aRX, float aRY)
|
|
{
|
|
float f[] = {aRX, aRY};
|
|
SetUniform(KnownUniform::BlurRadius, 2, f);
|
|
|
|
float gaussianKernel[GAUSSIAN_KERNEL_HALF_WIDTH];
|
|
float sum = 0.0f;
|
|
for (int i = 0; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) {
|
|
float x = i * GAUSSIAN_KERNEL_STEP;
|
|
float sigma = 1.0f;
|
|
gaussianKernel[i] = exp(-x * x / (2 * sigma * sigma)) / sqrt(2 * M_PI * sigma * sigma);
|
|
sum += gaussianKernel[i] * (i == 0 ? 1 : 2);
|
|
}
|
|
for (int i = 0; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) {
|
|
gaussianKernel[i] /= sum;
|
|
}
|
|
SetArrayUniform(KnownUniform::BlurGaussianKernel, GAUSSIAN_KERNEL_HALF_WIDTH, gaussianKernel);
|
|
}
|
|
|
|
} // namespace layers
|
|
} // namespace mozilla
|