зеркало из https://github.com/mozilla/gecko-dev.git
184 строки
5.7 KiB
GLSL
184 строки
5.7 KiB
GLSL
/* 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifdef WR_VERTEX_SHADER
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void brush_vs(
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int prim_address,
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vec2 local_pos,
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RectWithSize local_rect,
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ivec2 user_data,
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PictureTask pic_task
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);
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#define VECS_PER_BRUSH_PRIM 2
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#define VECS_PER_SEGMENT 2
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struct BrushInstance {
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int picture_address;
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int prim_address;
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int clip_chain_rect_index;
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int scroll_node_id;
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int clip_address;
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int z;
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int segment_index;
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ivec2 user_data;
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};
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BrushInstance load_brush() {
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BrushInstance bi;
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bi.picture_address = aData0.x;
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bi.prim_address = aData0.y;
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bi.clip_chain_rect_index = aData0.z / 65536;
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bi.scroll_node_id = aData0.z % 65536;
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bi.clip_address = aData0.w;
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bi.z = aData1.x;
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bi.segment_index = aData1.y;
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bi.user_data = aData1.zw;
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return bi;
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}
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struct BrushPrimitive {
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RectWithSize local_rect;
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RectWithSize local_clip_rect;
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};
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BrushPrimitive fetch_brush_primitive(int address, int clip_chain_rect_index) {
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vec4 data[2] = fetch_from_resource_cache_2(address);
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RectWithSize clip_chain_rect = fetch_clip_chain_rect(clip_chain_rect_index);
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RectWithSize brush_clip_rect = RectWithSize(data[1].xy, data[1].zw);
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RectWithSize clip_rect = intersect_rects(clip_chain_rect, brush_clip_rect);
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BrushPrimitive prim = BrushPrimitive(RectWithSize(data[0].xy, data[0].zw), clip_rect);
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return prim;
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}
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void main(void) {
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// Load the brush instance from vertex attributes.
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BrushInstance brush = load_brush();
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// Load the geometry for this brush. For now, this is simply the
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// local rect of the primitive. In the future, this will support
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// loading segment rects, and other rect formats (glyphs).
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BrushPrimitive brush_prim =
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fetch_brush_primitive(brush.prim_address, brush.clip_chain_rect_index);
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// Fetch the segment of this brush primitive we are drawing.
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int segment_address = brush.prim_address +
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VECS_PER_BRUSH_PRIM +
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VECS_PER_SPECIFIC_BRUSH +
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brush.segment_index * VECS_PER_SEGMENT;
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vec4[2] segment_data = fetch_from_resource_cache_2(segment_address);
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RectWithSize local_segment_rect = RectWithSize(segment_data[0].xy, segment_data[0].zw);
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vec2 device_pos, local_pos;
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// Fetch the dynamic picture that we are drawing on.
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PictureTask pic_task = fetch_picture_task(brush.picture_address);
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ClipArea clip_area = fetch_clip_area(brush.clip_address);
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if (pic_task.pic_kind_and_raster_mode > 0.0) {
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local_pos = local_segment_rect.p0 + aPosition.xy * local_segment_rect.size;
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// Right now - pictures only support local positions. In the future, this
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// will be expanded to support transform picture types (the common kind).
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device_pos = pic_task.common_data.task_rect.p0 +
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uDevicePixelRatio * (local_pos - pic_task.content_origin);
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#ifdef WR_FEATURE_ALPHA_PASS
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write_clip(
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vec2(0.0),
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clip_area
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);
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#endif
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// Write the final position transformed by the orthographic device-pixel projection.
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gl_Position = uTransform * vec4(device_pos, 0.0, 1.0);
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} else {
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VertexInfo vi;
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ClipScrollNode scroll_node = fetch_clip_scroll_node(brush.scroll_node_id);
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// Write the normal vertex information out.
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if (scroll_node.is_axis_aligned) {
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vi = write_vertex(
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local_segment_rect,
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brush_prim.local_clip_rect,
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float(brush.z),
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scroll_node,
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pic_task,
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brush_prim.local_rect
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);
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// TODO(gw): vLocalBounds may be referenced by
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// the fragment shader when running in
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// the alpha pass, even on non-transformed
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// items. For now, just ensure it has no
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// effect. We can tidy this up as we move
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// more items to be brush shaders.
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#ifdef WR_FEATURE_ALPHA_PASS
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vLocalBounds = vec4(vec2(-1000000.0), vec2(1000000.0));
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#endif
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} else {
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bvec4 edge_mask = notEqual(int(segment_data[1].x) & ivec4(1, 2, 4, 8), ivec4(0));
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vi = write_transform_vertex(
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local_segment_rect,
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brush_prim.local_rect,
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brush_prim.local_clip_rect,
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mix(vec4(0.0), vec4(1.0), edge_mask),
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float(brush.z),
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scroll_node,
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pic_task
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);
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}
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local_pos = vi.local_pos;
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// For brush instances in the alpha pass, always write
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// out clip information.
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// TODO(gw): It's possible that we might want alpha
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// shaders that don't clip in the future,
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// but it's reasonable to assume that one
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// implies the other, for now.
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#ifdef WR_FEATURE_ALPHA_PASS
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write_clip(
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vi.screen_pos,
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clip_area
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);
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#endif
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}
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// Run the specific brush VS code to write interpolators.
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brush_vs(
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brush.prim_address + VECS_PER_BRUSH_PRIM,
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local_pos,
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brush_prim.local_rect,
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brush.user_data,
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pic_task
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);
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}
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#endif
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#ifdef WR_FRAGMENT_SHADER
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vec4 brush_fs();
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void main(void) {
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// Run the specific brush FS code to output the color.
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vec4 color = brush_fs();
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#ifdef WR_FEATURE_ALPHA_PASS
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// Apply the clip mask
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color *= do_clip();
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#endif
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// TODO(gw): Handle pre-multiply common code here as required.
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oFragColor = color;
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}
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#endif
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