зеркало из https://github.com/mozilla/gecko-dev.git
198 строки
7.3 KiB
GLSL
198 строки
7.3 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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#include shared,prim_shared
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// If this is in WR_FEATURE_TEXTURE_RECT mode, the rect and size use non-normalized
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// texture coordinates. Otherwise, it uses normalized texture coordinates. Please
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// check GL_TEXTURE_RECTANGLE.
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flat varying vec2 vTextureOffsetY; // Offset of the y plane into the texture atlas.
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flat varying vec2 vTextureOffsetU; // Offset of the u plane into the texture atlas.
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flat varying vec2 vTextureOffsetV; // Offset of the v plane into the texture atlas.
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flat varying vec2 vTextureSizeY; // Size of the y plane in the texture atlas.
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flat varying vec2 vTextureSizeUv; // Size of the u and v planes in the texture atlas.
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flat varying vec2 vStretchSize;
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flat varying vec2 vHalfTexelY; // Normalized length of the half of a Y texel.
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flat varying vec2 vHalfTexelUv; // Normalized length of the half of u and v texels.
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flat varying vec3 vLayers;
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#ifdef WR_FEATURE_TRANSFORM
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flat varying vec4 vLocalRect;
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#endif
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varying vec2 vLocalPos;
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#ifdef WR_VERTEX_SHADER
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struct YuvImage {
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vec2 size;
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};
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YuvImage fetch_yuv_image(int address) {
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vec4 data = fetch_from_resource_cache_1(address);
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return YuvImage(data.xy);
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}
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void main(void) {
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Primitive prim = load_primitive();
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#ifdef WR_FEATURE_TRANSFORM
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VertexInfo vi = write_transform_vertex_primitive(prim);
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vLocalPos = vi.local_pos;
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vLocalRect = vec4(prim.local_rect.p0, prim.local_rect.p0 + prim.local_rect.size);
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#else
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VertexInfo vi = write_vertex(prim.local_rect,
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prim.local_clip_rect,
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prim.z,
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prim.scroll_node,
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prim.task,
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prim.local_rect);
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vLocalPos = vi.local_pos - prim.local_rect.p0;
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#endif
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write_clip(vi.screen_pos, prim.clip_area);
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ImageResource y_rect = fetch_image_resource(prim.user_data0);
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vLayers = vec3(y_rect.layer, 0.0, 0.0);
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#ifndef WR_FEATURE_INTERLEAVED_Y_CB_CR // only 1 channel
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ImageResource u_rect = fetch_image_resource(prim.user_data1);
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vLayers.y = u_rect.layer;
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#ifndef WR_FEATURE_NV12 // 2 channel
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ImageResource v_rect = fetch_image_resource(prim.user_data2);
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vLayers.z = v_rect.layer;
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#endif
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#endif
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// If this is in WR_FEATURE_TEXTURE_RECT mode, the rect and size use
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// non-normalized texture coordinates.
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#ifdef WR_FEATURE_TEXTURE_RECT
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vec2 y_texture_size_normalization_factor = vec2(1, 1);
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#else
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vec2 y_texture_size_normalization_factor = vec2(textureSize(sColor0, 0));
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#endif
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vec2 y_st0 = y_rect.uv_rect.xy / y_texture_size_normalization_factor;
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vec2 y_st1 = y_rect.uv_rect.zw / y_texture_size_normalization_factor;
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vTextureSizeY = y_st1 - y_st0;
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vTextureOffsetY = y_st0;
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#ifndef WR_FEATURE_INTERLEAVED_Y_CB_CR
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// This assumes the U and V surfaces have the same size.
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#ifdef WR_FEATURE_TEXTURE_RECT
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vec2 uv_texture_size_normalization_factor = vec2(1, 1);
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#else
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vec2 uv_texture_size_normalization_factor = vec2(textureSize(sColor1, 0));
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#endif
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vec2 u_st0 = u_rect.uv_rect.xy / uv_texture_size_normalization_factor;
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vec2 u_st1 = u_rect.uv_rect.zw / uv_texture_size_normalization_factor;
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#ifndef WR_FEATURE_NV12
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vec2 v_st0 = v_rect.uv_rect.xy / uv_texture_size_normalization_factor;
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#endif
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vTextureSizeUv = u_st1 - u_st0;
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vTextureOffsetU = u_st0;
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#ifndef WR_FEATURE_NV12
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vTextureOffsetV = v_st0;
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#endif
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#endif
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YuvImage image = fetch_yuv_image(prim.specific_prim_address);
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vStretchSize = image.size;
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vHalfTexelY = vec2(0.5) / y_texture_size_normalization_factor;
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#ifndef WR_FEATURE_INTERLEAVED_Y_CB_CR
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vHalfTexelUv = vec2(0.5) / uv_texture_size_normalization_factor;
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#endif
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}
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#endif
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#ifdef WR_FRAGMENT_SHADER
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#if !defined(WR_FEATURE_YUV_REC601) && !defined(WR_FEATURE_YUV_REC709)
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#define WR_FEATURE_YUV_REC601
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#endif
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// The constants added to the Y, U and V components are applied in the fragment shader.
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#if defined(WR_FEATURE_YUV_REC601)
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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 [U - 128]
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// [B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [V - 128]
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//
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// For the range [0,1] instead of [0,255].
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//
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// The matrix is stored in column-major.
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const mat3 YuvColorMatrix = mat3(
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1.16438, 1.16438, 1.16438,
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0.0, -0.39176, 2.01723,
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1.59603, -0.81297, 0.0
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);
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#elif defined(WR_FEATURE_YUV_REC709)
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// From Rec709:
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// [R] [1.1643835616438356, 4.2781193979771426e-17, 1.7927410714285714] [Y - 16]
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// [G] = [1.1643835616438358, -0.21324861427372963, -0.532909328559444 ] x [U - 128]
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// [B] [1.1643835616438356, 2.1124017857142854, 0.0 ] [V - 128]
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//
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// For the range [0,1] instead of [0,255]:
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//
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// The matrix is stored in column-major.
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const mat3 YuvColorMatrix = mat3(
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1.16438, 1.16438, 1.16438,
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0.0 , -0.21325, 2.11240,
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1.79274, -0.53291, 0.0
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);
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#endif
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void main(void) {
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#ifdef WR_FEATURE_TRANSFORM
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float alpha = init_transform_fs(vLocalPos);
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// We clamp the texture coordinate calculation here to the local rectangle boundaries,
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// which makes the edge of the texture stretch instead of repeat.
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vec2 relative_pos_in_rect = clamp(vLocalPos, vLocalRect.xy, vLocalRect.zw) - vLocalRect.xy;
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#else
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float alpha = 1.0;;
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vec2 relative_pos_in_rect = vLocalPos;
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#endif
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alpha *= do_clip();
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// We clamp the texture coordinates to the half-pixel offset from the borders
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// in order to avoid sampling outside of the texture area.
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vec2 st_y = vTextureOffsetY + clamp(
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relative_pos_in_rect / vStretchSize * vTextureSizeY,
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vHalfTexelY, vTextureSizeY - vHalfTexelY);
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#ifndef WR_FEATURE_INTERLEAVED_Y_CB_CR
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vec2 uv_offset = clamp(
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relative_pos_in_rect / vStretchSize * vTextureSizeUv,
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vHalfTexelUv, vTextureSizeUv - vHalfTexelUv);
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// NV12 only uses 2 textures. The sColor0 is for y and sColor1 is for uv.
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// The texture coordinates of u and v are the same. So, we could skip the
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// st_v if the format is NV12.
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vec2 st_u = vTextureOffsetU + uv_offset;
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#endif
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vec3 yuv_value;
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#ifdef WR_FEATURE_INTERLEAVED_Y_CB_CR
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// "The Y, Cb and Cr color channels within the 422 data are mapped into
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// the existing green, blue and red color channels."
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// https://www.khronos.org/registry/OpenGL/extensions/APPLE/APPLE_rgb_422.txt
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yuv_value = TEX_SAMPLE(sColor0, vec3(st_y, vLayers.x)).gbr;
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#elif defined(WR_FEATURE_NV12)
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yuv_value.x = TEX_SAMPLE(sColor0, vec3(st_y, vLayers.x)).r;
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yuv_value.yz = TEX_SAMPLE(sColor1, vec3(st_u, vLayers.y)).rg;
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#else
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// The yuv_planar format should have this third texture coordinate.
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vec2 st_v = vTextureOffsetV + uv_offset;
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yuv_value.x = TEX_SAMPLE(sColor0, vec3(st_y, vLayers.x)).r;
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yuv_value.y = TEX_SAMPLE(sColor1, vec3(st_u, vLayers.y)).r;
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yuv_value.z = TEX_SAMPLE(sColor2, vec3(st_v, vLayers.z)).r;
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#endif
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// See the YuvColorMatrix definition for an explanation of where the constants come from.
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vec3 rgb = YuvColorMatrix * (yuv_value - vec3(0.06275, 0.50196, 0.50196));
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oFragColor = vec4(rgb * alpha, alpha);
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}
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#endif
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