gecko-dev/gfx/webrender/res/brush.glsl

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GLSL

/* 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/. */
#ifdef WR_VERTEX_SHADER
void brush_vs(
VertexInfo vi,
int prim_address,
RectWithSize local_rect,
RectWithSize segment_rect,
ivec3 user_data,
mat4 transform,
PictureTask pic_task,
int brush_flags,
vec4 segment_data
);
#define VECS_PER_BRUSH_PRIM 2
#define VECS_PER_SEGMENT 2
#define BRUSH_FLAG_PERSPECTIVE_INTERPOLATION 1
#define BRUSH_FLAG_SEGMENT_RELATIVE 2
#define BRUSH_FLAG_SEGMENT_REPEAT_X 4
#define BRUSH_FLAG_SEGMENT_REPEAT_Y 8
//Note: these have to match `gpu_types` constants
#define INT_BITS (31)
#define CLIP_CHAIN_RECT_BITS (22)
#define SEGMENT_BITS (INT_BITS - CLIP_CHAIN_RECT_BITS)
#define EDGE_FLAG_BITS (4)
#define BRUSH_FLAG_BITS (4)
#define CLIP_SCROLL_INDEX_BITS (INT_BITS - EDGE_FLAG_BITS - BRUSH_FLAG_BITS)
struct BrushInstance {
int picture_address;
int prim_address;
int clip_chain_rect_index;
int scroll_node_id;
int clip_address;
int z;
int segment_index;
int edge_mask;
int flags;
ivec3 user_data;
};
BrushInstance load_brush() {
BrushInstance bi;
bi.picture_address = aData0.x & 0xffff;
bi.clip_address = aData0.x >> 16;
bi.prim_address = aData0.y;
bi.clip_chain_rect_index = aData0.z & ((1 << CLIP_CHAIN_RECT_BITS) - 1);
bi.segment_index = aData0.z >> CLIP_CHAIN_RECT_BITS;
bi.z = aData0.w;
bi.scroll_node_id = aData1.x & ((1 << CLIP_SCROLL_INDEX_BITS) - 1);
bi.edge_mask = (aData1.x >> CLIP_SCROLL_INDEX_BITS) & 0xf;
bi.flags = (aData1.x >> (CLIP_SCROLL_INDEX_BITS + EDGE_FLAG_BITS)) & 0xf;
bi.user_data = aData1.yzw;
return bi;
}
struct BrushPrimitive {
RectWithSize local_rect;
RectWithSize local_clip_rect;
};
BrushPrimitive fetch_brush_primitive(int address, int clip_chain_rect_index) {
vec4 data[2] = fetch_from_resource_cache_2(address);
RectWithSize clip_chain_rect = fetch_clip_chain_rect(clip_chain_rect_index);
RectWithSize brush_clip_rect = RectWithSize(data[1].xy, data[1].zw);
RectWithSize clip_rect = intersect_rects(clip_chain_rect, brush_clip_rect);
BrushPrimitive prim = BrushPrimitive(RectWithSize(data[0].xy, data[0].zw), clip_rect);
return prim;
}
void main(void) {
// Load the brush instance from vertex attributes.
BrushInstance brush = load_brush();
// Load the geometry for this brush. For now, this is simply the
// local rect of the primitive. In the future, this will support
// loading segment rects, and other rect formats (glyphs).
BrushPrimitive brush_prim =
fetch_brush_primitive(brush.prim_address, brush.clip_chain_rect_index);
// Fetch the segment of this brush primitive we are drawing.
int segment_address = brush.prim_address +
VECS_PER_BRUSH_PRIM +
VECS_PER_SPECIFIC_BRUSH +
brush.segment_index * VECS_PER_SEGMENT;
vec4[2] segment_data = fetch_from_resource_cache_2(segment_address);
RectWithSize local_segment_rect = RectWithSize(segment_data[0].xy, segment_data[0].zw);
VertexInfo vi;
// Fetch the dynamic picture that we are drawing on.
PictureTask pic_task = fetch_picture_task(brush.picture_address);
ClipArea clip_area = fetch_clip_area(brush.clip_address);
ClipScrollNode scroll_node = fetch_clip_scroll_node(brush.scroll_node_id);
// Write the normal vertex information out.
if (scroll_node.is_axis_aligned) {
vi = write_vertex(
local_segment_rect,
brush_prim.local_clip_rect,
float(brush.z),
scroll_node,
pic_task,
brush_prim.local_rect
);
// TODO(gw): transform bounds may be referenced by
// the fragment shader when running in
// the alpha pass, even on non-transformed
// items. For now, just ensure it has no
// effect. We can tidy this up as we move
// more items to be brush shaders.
#ifdef WR_FEATURE_ALPHA_PASS
init_transform_vs(vec4(vec2(-1000000.0), vec2(1000000.0)));
#endif
} else {
bvec4 edge_mask = notEqual(brush.edge_mask & ivec4(1, 2, 4, 8), ivec4(0));
bool do_perspective_interpolation = (brush.flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0;
vi = write_transform_vertex(
local_segment_rect,
brush_prim.local_rect,
brush_prim.local_clip_rect,
mix(vec4(0.0), vec4(1.0), edge_mask),
float(brush.z),
scroll_node,
pic_task,
do_perspective_interpolation
);
}
// For brush instances in the alpha pass, always write
// out clip information.
// TODO(gw): It's possible that we might want alpha
// shaders that don't clip in the future,
// but it's reasonable to assume that one
// implies the other, for now.
#ifdef WR_FEATURE_ALPHA_PASS
write_clip(
vi.screen_pos,
clip_area
);
#endif
// Run the specific brush VS code to write interpolators.
brush_vs(
vi,
brush.prim_address + VECS_PER_BRUSH_PRIM,
brush_prim.local_rect,
local_segment_rect,
brush.user_data,
scroll_node.transform,
pic_task,
brush.flags,
segment_data[1]
);
}
#endif
#ifdef WR_FRAGMENT_SHADER
struct Fragment {
vec4 color;
#ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
vec4 blend;
#endif
};
Fragment brush_fs();
void main(void) {
// Run the specific brush FS code to output the color.
Fragment frag = brush_fs();
#ifdef WR_FEATURE_ALPHA_PASS
// Apply the clip mask
float clip_alpha = do_clip();
frag.color *= clip_alpha;
#ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
oFragBlend = frag.blend * clip_alpha;
#endif
#endif
// TODO(gw): Handle pre-multiply common code here as required.
oFragColor = frag.color;
}
#endif