gecko-dev/gfx/webrender/res/resource_cache.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/. */
uniform HIGHP_SAMPLER_FLOAT sampler2D sResourceCache;
// TODO(gw): This is here temporarily while we have
// both GPU store and cache. When the GPU
// store code is removed, we can change the
// PrimitiveInstance instance structure to
// use 2x unsigned shorts as vertex attributes
// instead of an int, and encode the UV directly
// in the vertices.
ivec2 get_resource_cache_uv(int address) {
return ivec2(address % WR_MAX_VERTEX_TEXTURE_WIDTH,
address / WR_MAX_VERTEX_TEXTURE_WIDTH);
}
vec4[2] fetch_from_resource_cache_2_direct(ivec2 address) {
return vec4[2](
TEXEL_FETCH(sResourceCache, address, 0, ivec2(0, 0)),
TEXEL_FETCH(sResourceCache, address, 0, ivec2(1, 0))
);
}
vec4[2] fetch_from_resource_cache_2(int address) {
ivec2 uv = get_resource_cache_uv(address);
return vec4[2](
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(0, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(1, 0))
);
}
#ifdef WR_VERTEX_SHADER
vec4[8] fetch_from_resource_cache_8(int address) {
ivec2 uv = get_resource_cache_uv(address);
return vec4[8](
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(0, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(1, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(2, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(3, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(4, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(5, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(6, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(7, 0))
);
}
vec4[3] fetch_from_resource_cache_3(int address) {
ivec2 uv = get_resource_cache_uv(address);
return vec4[3](
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(0, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(1, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(2, 0))
);
}
vec4[3] fetch_from_resource_cache_3_direct(ivec2 address) {
return vec4[3](
TEXEL_FETCH(sResourceCache, address, 0, ivec2(0, 0)),
TEXEL_FETCH(sResourceCache, address, 0, ivec2(1, 0)),
TEXEL_FETCH(sResourceCache, address, 0, ivec2(2, 0))
);
}
vec4[4] fetch_from_resource_cache_4_direct(ivec2 address) {
return vec4[4](
TEXEL_FETCH(sResourceCache, address, 0, ivec2(0, 0)),
TEXEL_FETCH(sResourceCache, address, 0, ivec2(1, 0)),
TEXEL_FETCH(sResourceCache, address, 0, ivec2(2, 0)),
TEXEL_FETCH(sResourceCache, address, 0, ivec2(3, 0))
);
}
vec4[4] fetch_from_resource_cache_4(int address) {
ivec2 uv = get_resource_cache_uv(address);
return vec4[4](
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(0, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(1, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(2, 0)),
TEXEL_FETCH(sResourceCache, uv, 0, ivec2(3, 0))
);
}
vec4 fetch_from_resource_cache_1_direct(ivec2 address) {
return texelFetch(sResourceCache, address, 0);
}
vec4 fetch_from_resource_cache_1(int address) {
ivec2 uv = get_resource_cache_uv(address);
return texelFetch(sResourceCache, uv, 0);
}
//TODO: image resource is too specific for this module
struct ImageResource {
RectWithEndpoint uv_rect;
float layer;
vec3 user_data;
};
ImageResource fetch_image_resource(int address) {
//Note: number of blocks has to match `renderer::BLOCKS_PER_UV_RECT`
vec4 data[2] = fetch_from_resource_cache_2(address);
RectWithEndpoint uv_rect = RectWithEndpoint(data[0].xy, data[0].zw);
return ImageResource(uv_rect, data[1].x, data[1].yzw);
}
ImageResource fetch_image_resource_direct(ivec2 address) {
vec4 data[2] = fetch_from_resource_cache_2_direct(address);
RectWithEndpoint uv_rect = RectWithEndpoint(data[0].xy, data[0].zw);
return ImageResource(uv_rect, data[1].x, data[1].yzw);
}
#endif //WR_VERTEX_SHADER