gecko-dev/gfx/wr/webrender/res/brush_blend.glsl

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10 KiB
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/. */
#define VECS_PER_SPECIFIC_BRUSH 3
#define COMPONENT_TRANSFER_IDENTITY 0
#define COMPONENT_TRANSFER_TABLE 1
#define COMPONENT_TRANSFER_DISCRETE 2
#define COMPONENT_TRANSFER_LINEAR 3
#define COMPONENT_TRANSFER_GAMMA 4
#include shared,prim_shared,brush
// Interpolated UV coordinates to sample.
varying vec2 vUv;
// X = layer index to sample, Y = flag to allow perspective interpolation of UV.
flat varying vec2 vLayerAndPerspective;
flat varying float vAmount;
flat varying int vOp;
flat varying mat3 vColorMat;
flat varying vec3 vColorOffset;
flat varying vec4 vUvClipBounds;
flat varying int vTableAddress;
flat varying int vFuncs[4];
#ifdef WR_VERTEX_SHADER
void brush_vs(
VertexInfo vi,
int prim_address,
RectWithSize local_rect,
RectWithSize segment_rect,
ivec4 user_data,
mat4 transform,
PictureTask pic_task,
int brush_flags,
vec4 unused
) {
ImageResource res = fetch_image_resource(user_data.x);
vec2 uv0 = res.uv_rect.p0;
vec2 uv1 = res.uv_rect.p1;
// PictureTask src_task = fetch_picture_task(user_data.x);
vec2 texture_size = vec2(textureSize(sColor0, 0).xy);
vec2 f = (vi.local_pos - local_rect.p0) / local_rect.size;
f = get_image_quad_uv(user_data.x, f);
vec2 uv = mix(uv0, uv1, f);
float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0;
vUv = uv / texture_size * mix(vi.world_pos.w, 1.0, perspective_interpolate);
vLayerAndPerspective = vec2(res.layer, perspective_interpolate);
vUvClipBounds = vec4(uv0, uv1) / texture_size.xyxy;
float lumR = 0.2126;
float lumG = 0.7152;
float lumB = 0.0722;
float oneMinusLumR = 1.0 - lumR;
float oneMinusLumG = 1.0 - lumG;
float oneMinusLumB = 1.0 - lumB;
float amount = float(user_data.z) / 65536.0;
float invAmount = 1.0 - amount;
vOp = user_data.y & 0xffff;
vAmount = amount;
// This assignment is only used for component transfer filters but this
// assignment has to be done here and not in the component transfer case
// below because it doesn't get executed on Windows because of a suspected
// miscompile of this shader on Windows. See
// https://github.com/servo/webrender/wiki/Driver-issues#bug-1505871---assignment-to-varying-flat-arrays-inside-switch-statement-of-vertex-shader-suspected-miscompile-on-windows
// default: just to satisfy angle_shader_validation.rs which needs one
// default: for every switch, even in comments.
vFuncs[0] = (user_data.y >> 28) & 0xf; // R
vFuncs[1] = (user_data.y >> 24) & 0xf; // G
vFuncs[2] = (user_data.y >> 20) & 0xf; // B
vFuncs[3] = (user_data.y >> 16) & 0xf; // A
switch (vOp) {
case 2: {
// Grayscale
vColorMat = mat3(
vec3(lumR + oneMinusLumR * invAmount, lumR - lumR * invAmount, lumR - lumR * invAmount),
vec3(lumG - lumG * invAmount, lumG + oneMinusLumG * invAmount, lumG - lumG * invAmount),
vec3(lumB - lumB * invAmount, lumB - lumB * invAmount, lumB + oneMinusLumB * invAmount)
);
vColorOffset = vec3(0.0);
break;
}
case 3: {
// HueRotate
float c = cos(amount);
float s = sin(amount);
vColorMat = mat3(
vec3(lumR + oneMinusLumR * c - lumR * s, lumR - lumR * c + 0.143 * s, lumR - lumR * c - oneMinusLumR * s),
vec3(lumG - lumG * c - lumG * s, lumG + oneMinusLumG * c + 0.140 * s, lumG - lumG * c + lumG * s),
vec3(lumB - lumB * c + oneMinusLumB * s, lumB - lumB * c - 0.283 * s, lumB + oneMinusLumB * c + lumB * s)
);
vColorOffset = vec3(0.0);
break;
}
case 5: {
// Saturate
vColorMat = mat3(
vec3(invAmount * lumR + amount, invAmount * lumR, invAmount * lumR),
vec3(invAmount * lumG, invAmount * lumG + amount, invAmount * lumG),
vec3(invAmount * lumB, invAmount * lumB, invAmount * lumB + amount)
);
vColorOffset = vec3(0.0);
break;
}
case 6: {
// Sepia
vColorMat = mat3(
vec3(0.393 + 0.607 * invAmount, 0.349 - 0.349 * invAmount, 0.272 - 0.272 * invAmount),
vec3(0.769 - 0.769 * invAmount, 0.686 + 0.314 * invAmount, 0.534 - 0.534 * invAmount),
vec3(0.189 - 0.189 * invAmount, 0.168 - 0.168 * invAmount, 0.131 + 0.869 * invAmount)
);
vColorOffset = vec3(0.0);
break;
}
case 10: {
// Color Matrix
vec4 mat_data[3] = fetch_from_gpu_cache_3(user_data.z);
vec4 offset_data = fetch_from_gpu_cache_1(user_data.z + 4);
vColorMat = mat3(mat_data[0].xyz, mat_data[1].xyz, mat_data[2].xyz);
vColorOffset = offset_data.rgb;
break;
}
case 13: {
// Component Transfer
vTableAddress = user_data.z;
break;
}
default: break;
}
}
#endif
#ifdef WR_FRAGMENT_SHADER
vec3 Contrast(vec3 Cs, float amount) {
return Cs.rgb * amount - 0.5 * amount + 0.5;
}
vec3 Invert(vec3 Cs, float amount) {
return mix(Cs.rgb, vec3(1.0) - Cs.rgb, amount);
}
vec3 Brightness(vec3 Cs, float amount) {
// Apply the brightness factor.
// Resulting color needs to be clamped to output range
// since we are pre-multiplying alpha in the shader.
return clamp(Cs.rgb * amount, vec3(0.0), vec3(1.0));
}
// Based on the Gecko's implementation in
// https://hg.mozilla.org/mozilla-central/file/91b4c3687d75/gfx/src/FilterSupport.cpp#l24
// These could be made faster by sampling a lookup table stored in a float texture
// with linear interpolation.
vec3 SrgbToLinear(vec3 color) {
vec3 c1 = color / 12.92;
vec3 c2 = pow(color / 1.055 + vec3(0.055 / 1.055), vec3(2.4));
return if_then_else(lessThanEqual(color, vec3(0.04045)), c1, c2);
}
vec3 LinearToSrgb(vec3 color) {
vec3 c1 = color * 12.92;
vec3 c2 = vec3(1.055) * pow(color, vec3(1.0 / 2.4)) - vec3(0.055);
return if_then_else(lessThanEqual(color, vec3(0.0031308)), c1, c2);
}
Fragment brush_fs() {
float perspective_divisor = mix(gl_FragCoord.w, 1.0, vLayerAndPerspective.y);
vec2 uv = vUv * perspective_divisor;
vec4 Cs = texture(sColor0, vec3(uv, vLayerAndPerspective.x));
// Un-premultiply the input.
float alpha = Cs.a;
vec3 color = alpha != 0.0 ? Cs.rgb / alpha : Cs.rgb;
switch (vOp) {
case 0:
break;
case 1:
color = Contrast(color, vAmount);
break;
case 4:
color = Invert(color, vAmount);
break;
case 7:
color = Brightness(color, vAmount);
break;
case 8: // Opacity
alpha *= vAmount;
break;
case 11:
color = SrgbToLinear(color);
break;
case 12:
color = LinearToSrgb(color);
break;
case 13: // Component Transfer
int offset = 0;
vec4 texel;
int k;
// We push a different amount of data to the gpu cache depending
// on the function type.
// Identity => 0 blocks
// Table/Discrete => 64 blocks (256 values)
// Linear => 1 block (2 values)
// Gamma => 1 block (3 values)
// We loop through the color components and increment the offset
// (for the next color component) into the gpu cache based on how
// many blocks that function type put into the gpu cache.
// Table/Discrete use a 256 entry look up table.
// Linear/Gamma are a simple calculation.
vec4 colora = alpha != 0.0 ? Cs / alpha : Cs;
for (int i = 0; i < 4; i++) {
switch (vFuncs[i]) {
case COMPONENT_TRANSFER_IDENTITY:
break;
case COMPONENT_TRANSFER_TABLE:
case COMPONENT_TRANSFER_DISCRETE:
// fetch value from lookup table
k = int(floor(colora[i]*255.0));
texel = fetch_from_gpu_cache_1(vTableAddress + offset + k/4);
colora[i] = clamp(texel[k % 4], 0.0, 1.0);
// offset plus 256/4 blocks
offset = offset + 64;
break;
case COMPONENT_TRANSFER_LINEAR:
// fetch the two values for use in the linear equation
texel = fetch_from_gpu_cache_1(vTableAddress + offset);
colora[i] = clamp(texel[0] * colora[i] + texel[1], 0.0, 1.0);
// offset plus 1 block
offset = offset + 1;
break;
case COMPONENT_TRANSFER_GAMMA:
// fetch the three values for use in the gamma equation
texel = fetch_from_gpu_cache_1(vTableAddress + offset);
colora[i] = clamp(texel[0] * pow(colora[i], texel[1]) + texel[2], 0.0, 1.0);
// offset plus 1 block
offset = offset + 1;
break;
default:
// shouldn't happen
break;
}
}
color = colora.rgb;
alpha = colora.a;
break;
default:
color = vColorMat * color + vColorOffset;
}
// Fail-safe to ensure that we don't sample outside the rendered
// portion of a blend source.
alpha *= point_inside_rect(uv, vUvClipBounds.xy, vUvClipBounds.zw);
// Pre-multiply the alpha into the output value.
return Fragment(alpha * vec4(color, 1.0));
}
#endif