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/* 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
#define VECS_PER_SPECIFIC_BRUSH 3
#include shared,prim_shared,brush
// Interpolated UV coordinates to sample.
varying highp vec2 v_uv;
#ifdef WR_FEATURE_ALPHA_PASS
flat varying mediump vec4 v_color;
flat varying mediump vec2 v_mask_swizzle;
flat varying mediump vec2 v_tile_repeat_bounds;
#endif
// Normalized bounds of the source image in the texture.
flat varying highp vec4 v_uv_bounds;
// Normalized bounds of the source image in the texture, adjusted to avoid
// sampling artifacts.
flat varying highp vec4 v_uv_sample_bounds;
// Flag to allow perspective interpolation of UV.
flat varying mediump vec2 v_perspective;
#ifdef WR_VERTEX_SHADER
// Must match the AlphaType enum.
#define BLEND_MODE_ALPHA 0
#define BLEND_MODE_PREMUL_ALPHA 1
struct ImageBrushData {
vec4 color;
vec4 background_color;
vec2 stretch_size;
};
ImageBrushData fetch_image_data(int address) {
vec4[3] raw_data = fetch_from_gpu_cache_3(address);
ImageBrushData data = ImageBrushData(
raw_data[0],
raw_data[1],
raw_data[2].xy
);
return data;
}
vec2 modf2(vec2 x, vec2 y) {
return x - y * floor(x/y);
}
void brush_vs(
VertexInfo vi,
int prim_address,
RectWithEndpoint prim_rect,
RectWithEndpoint segment_rect,
ivec4 prim_user_data,
int specific_resource_address,
mat4 transform,
PictureTask pic_task,
int brush_flags,
vec4 segment_data
) {
ImageBrushData image_data = fetch_image_data(prim_address);
// If this is in WR_FEATURE_TEXTURE_RECT mode, the rect and size use
// non-normalized texture coordinates.
#ifdef WR_FEATURE_TEXTURE_RECT
vec2 texture_size = vec2(1, 1);
#else
vec2 texture_size = vec2(TEX_SIZE(sColor0));
#endif
ImageSource res = fetch_image_source(specific_resource_address);
vec2 uv0 = res.uv_rect.p0;
vec2 uv1 = res.uv_rect.p1;
RectWithEndpoint local_rect = prim_rect;
vec2 stretch_size = image_data.stretch_size;
if (stretch_size.x < 0.0) {
stretch_size = rect_size(local_rect);
}
// If this segment should interpolate relative to the
// segment, modify the parameters for that.
if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) {
local_rect = segment_rect;
stretch_size = rect_size(local_rect);
if ((brush_flags & BRUSH_FLAG_TEXEL_RECT) != 0) {
// If the extra data is a texel rect, modify the UVs.
vec2 uv_size = res.uv_rect.p1 - res.uv_rect.p0;
uv0 = res.uv_rect.p0 + segment_data.xy * uv_size;
uv1 = res.uv_rect.p0 + segment_data.zw * uv_size;
}
#ifdef WR_FEATURE_REPETITION
// branchiness in this shader.
if ((brush_flags & BRUSH_FLAG_TEXEL_RECT) != 0) {
// Value of the stretch size with repetition. We have to compute it for
// both axis even if we only repeat on one axis because the value for
// each axis depends on what the repeated value would have been for the
// other axis.
vec2 repeated_stretch_size = stretch_size;
// Size of the uv rect of the segment we are considering when computing
// the repetitions. For the fill area it is a tad more complicated as we
// have to use the uv size of the top-middle segment to drive horizontal
// repetitions, and the size of the left-middle segment to drive vertical
// repetitions. So we track the reference sizes for both axis separately
// even though in the common case (the border segments) they are the same.
vec2 horizontal_uv_size = uv1 - uv0;
vec2 vertical_uv_size = uv1 - uv0;
// We use top and left sizes by default and fall back to bottom and right
// when a size is empty.
if ((brush_flags & BRUSH_FLAG_SEGMENT_NINEPATCH_MIDDLE) != 0) {
repeated_stretch_size = segment_rect.p0 - prim_rect.p0;
float epsilon = 0.001;
// Adjust the the referecne uv size to compute vertical repetitions for
// the fill area.
vertical_uv_size.x = uv0.x - res.uv_rect.p0.x;
if (vertical_uv_size.x < epsilon || repeated_stretch_size.x < epsilon) {
vertical_uv_size.x = res.uv_rect.p1.x - uv1.x;
repeated_stretch_size.x = prim_rect.p1.x - segment_rect.p1.x;
}
// Adjust the the referecne uv size to compute horizontal repetitions
// for the fill area.
horizontal_uv_size.y = uv0.y - res.uv_rect.p0.y;
if (horizontal_uv_size.y < epsilon || repeated_stretch_size.y < epsilon) {
horizontal_uv_size.y = res.uv_rect.p1.y - uv1.y;
repeated_stretch_size.y = prim_rect.p1.y - segment_rect.p1.y;
}
}
if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X) != 0) {
float uv_ratio = horizontal_uv_size.x / horizontal_uv_size.y;
stretch_size.x = repeated_stretch_size.y * uv_ratio;
}
if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y) != 0) {
float uv_ratio = vertical_uv_size.y / vertical_uv_size.x;
stretch_size.y = repeated_stretch_size.x * uv_ratio;
}
} else {
if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X) != 0) {
stretch_size.x = segment_data.z - segment_data.x;
}
if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y) != 0) {
stretch_size.y = segment_data.w - segment_data.y;
}
}
if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X_ROUND) != 0) {
float segment_rect_width = segment_rect.p1.x - segment_rect.p0.x;
float nx = max(1.0, round(segment_rect_width / stretch_size.x));
stretch_size.x = segment_rect_width / nx;
}
if ((brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y_ROUND) != 0) {
float segment_rect_height = segment_rect.p1.y - segment_rect.p0.y;
float ny = max(1.0, round(segment_rect_height / stretch_size.y));
stretch_size.y = segment_rect_height / ny;
}
#endif
}
float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0;
v_perspective.x = perspective_interpolate;
// We deliberately use mix() here rather than scaling the UVs in an if
// statement. The latter caused issues in the REPETITION variant of this
// shader on some Adreno devices. Perhaps due to the excessive number of
// branches in the repetition code, and this one broke the camel's back?
vec2 uv_scale = mix(vec2(1.0), texture_size,
bvec2((brush_flags & BRUSH_FLAG_NORMALIZED_UVS) != 0));
uv0 *= uv_scale;
uv1 *= uv_scale;
// Handle case where the UV coords are inverted (e.g. from an
// external image).
vec2 min_uv = min(uv0, uv1);
vec2 max_uv = max(uv0, uv1);
v_uv_sample_bounds = vec4(
min_uv + vec2(0.5),
max_uv - vec2(0.5)
) / texture_size.xyxy;
vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect);
#ifdef WR_FEATURE_ALPHA_PASS
int color_mode = prim_user_data.x & 0xffff;
int blend_mode = prim_user_data.x >> 16;
#endif
// Derive the texture coordinates for this image, based on
// whether the source image is a local-space or screen-space
// image.
int raster_space = prim_user_data.y;
if (raster_space == RASTER_SCREEN) {
// Since the screen space UVs specify an arbitrary quad, do
// a bilinear interpolation to get the correct UV for this
// local position.
f = get_image_quad_uv(specific_resource_address, f);
}
// Offset and scale v_uv here to avoid doing it in the fragment shader.
vec2 repeat = rect_size(local_rect) / stretch_size;
v_uv = mix(uv0, uv1, f) - min_uv;
v_uv *= repeat.xy;
vec2 normalized_offset = vec2(0.0);
#ifdef WR_FEATURE_REPETITION
// In the case of border-image-repeat: repeat, we must apply an offset so that
// the first tile is centered.
//
// This is derived from:
// uv_size = max_uv - min_uv
// repeat = local_rect.size / stetch_size
// layout_offset = local_rect.size / 2 - strecth_size / 2
// texel_offset = layout_offset * uv_size / stretch_size
// texel_offset = uv_size / 2 * (local_rect.size / stretch_size - stretch_size / stretch_size)
// texel_offset = uv_size / 2 * (repeat - 1)
//
// The offset is then adjusted so that it loops in the [0, uv_size] range.
// In principle this is simply a modulo:
//
// adjusted_offset = fact((repeat - 1)/2) * uv_size
//
// However we don't want fract's behavior with negative numbers which happens when the pattern
// is larger than the local rect (repeat is between 0 and 1), so we shift the content by 1 to
// remain positive.
//
// adjusted_offset = fract(repeat/2 - 1/2 + 1) * uv_size
//
// `uv - offset` will go through another modulo in the fragment shader for which we again don't
// want the behavior for nagative numbers. We rearrange this here in the form
// `uv + (uv_size - offset)` to prevent that.
//
// adjusted_offset = (1 - fract(repeat/2 - 1/2 + 1)) * uv_size
//
// We then separate the normalized part of the offset which we also need elsewhere.
bvec2 centered = bvec2(brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_X_CENTERED,
brush_flags & BRUSH_FLAG_SEGMENT_REPEAT_Y_CENTERED);
normalized_offset = mix(vec2(0.0), 1.0 - fract(repeat * 0.5 + 0.5), centered);
v_uv += normalized_offset * (max_uv - min_uv);
#endif
v_uv /= texture_size;
if (perspective_interpolate == 0.0) {
v_uv *= vi.world_pos.w;
}
#ifdef WR_FEATURE_TEXTURE_RECT
v_uv_bounds = vec4(0.0, 0.0, vec2(textureSize(sColor0)));
#else
v_uv_bounds = vec4(min_uv, max_uv) / texture_size.xyxy;
#endif
#ifdef WR_FEATURE_REPETITION
// Normalize UV to 0..1 scale only if using repetition. Otherwise, leave
// UVs unnormalized since we won't compute a modulus without repetition
// enabled.
v_uv /= (v_uv_bounds.zw - v_uv_bounds.xy);
#endif
#ifdef WR_FEATURE_ALPHA_PASS
v_tile_repeat_bounds = repeat.xy + normalized_offset;
float opacity = float(prim_user_data.z) / 65535.0;
switch (blend_mode) {
case BLEND_MODE_ALPHA:
image_data.color.a *= opacity;
break;
case BLEND_MODE_PREMUL_ALPHA:
default:
image_data.color *= opacity;
break;
}
switch (color_mode) {
case COLOR_MODE_ALPHA:
case COLOR_MODE_BITMAP_SHADOW:
#ifdef SWGL_BLEND
swgl_blendDropShadow(image_data.color);
v_mask_swizzle = vec2(1.0, 0.0);
v_color = vec4(1.0);
#else
v_mask_swizzle = vec2(0.0, 1.0);
v_color = image_data.color;
#endif
break;
case COLOR_MODE_IMAGE:
v_mask_swizzle = vec2(1.0, 0.0);
v_color = image_data.color;
break;
case COLOR_MODE_COLOR_BITMAP:
v_mask_swizzle = vec2(1.0, 0.0);
v_color = vec4(image_data.color.a);
break;
case COLOR_MODE_SUBPX_DUAL_SOURCE:
v_mask_swizzle = vec2(image_data.color.a, 0.0);
v_color = image_data.color;
break;
case COLOR_MODE_MULTIPLY_DUAL_SOURCE:
v_mask_swizzle = vec2(-image_data.color.a, image_data.color.a);
v_color = image_data.color;
break;
default:
v_mask_swizzle = vec2(0.0);
v_color = vec4(1.0);
}
#endif
}
#endif
#ifdef WR_FRAGMENT_SHADER
vec2 compute_repeated_uvs(float perspective_divisor) {
#ifdef WR_FEATURE_REPETITION
vec2 uv_size = v_uv_bounds.zw - v_uv_bounds.xy;
#ifdef WR_FEATURE_ALPHA_PASS
vec2 local_uv = v_uv * perspective_divisor;
// This prevents the uv on the top and left parts of the primitive that was inflated
// for anti-aliasing purposes from going beyound the range covered by the regular
// (non-inflated) primitive.
local_uv = max(local_uv, vec2(0.0));
// Handle horizontal and vertical repetitions.
vec2 repeated_uv = fract(local_uv) * uv_size + v_uv_bounds.xy;
// This takes care of the bottom and right inflated parts.
// We do it after the modulo because the latter wraps around the values exactly on
// the right and bottom edges, which we do not want.
if (local_uv.x >= v_tile_repeat_bounds.x) {
repeated_uv.x = v_uv_bounds.z;
}
if (local_uv.y >= v_tile_repeat_bounds.y) {
repeated_uv.y = v_uv_bounds.w;
}
#else
vec2 repeated_uv = fract(v_uv * perspective_divisor) * uv_size + v_uv_bounds.xy;
#endif
return repeated_uv;
#else
return v_uv * perspective_divisor + v_uv_bounds.xy;
#endif
}
Fragment brush_fs() {
float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective.x);
vec2 repeated_uv = compute_repeated_uvs(perspective_divisor);
// Clamp the uvs to avoid sampling artifacts.
vec2 uv = clamp(repeated_uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw);
vec4 texel = TEX_SAMPLE(sColor0, uv);
Fragment frag;
#ifdef WR_FEATURE_ALPHA_PASS
#ifdef WR_FEATURE_ANTIALIASING
float alpha = antialias_brush();
#else
float alpha = 1.0;
#endif
#ifndef WR_FEATURE_DUAL_SOURCE_BLENDING
texel.rgb = texel.rgb * v_mask_swizzle.x + texel.aaa * v_mask_swizzle.y;
#endif
vec4 alpha_mask = texel * alpha;
frag.color = v_color * alpha_mask;
#ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
frag.blend = alpha_mask * v_mask_swizzle.x + alpha_mask.aaaa * v_mask_swizzle.y;
#endif
#else
frag.color = texel;
#endif
return frag;
}
#if defined(SWGL_DRAW_SPAN) && (!defined(WR_FEATURE_ALPHA_PASS) || !defined(WR_FEATURE_DUAL_SOURCE_BLENDING))
void swgl_drawSpanRGBA8() {
if (!swgl_isTextureRGBA8(sColor0)) {
return;
}
#ifdef WR_FEATURE_ALPHA_PASS
if (v_mask_swizzle != vec2(1.0, 0.0)) {
return;
}
#endif
float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, v_perspective.x);
#ifdef WR_FEATURE_REPETITION
// Get the UVs before any repetition, scaling, or offsetting has occurred...
vec2 uv = v_uv * perspective_divisor;
#else
vec2 uv = compute_repeated_uvs(perspective_divisor);
#endif
#ifdef WR_FEATURE_ALPHA_PASS
if (v_color != vec4(1.0)) {
#ifdef WR_FEATURE_REPETITION
swgl_commitTextureRepeatColorRGBA8(sColor0, uv, v_tile_repeat_bounds, v_uv_bounds, v_uv_sample_bounds, v_color);
#else
swgl_commitTextureColorRGBA8(sColor0, uv, v_uv_sample_bounds, v_color);
#endif
return;
}
// No color scaling required, so just fall through to a normal textured span...
#endif
#ifdef WR_FEATURE_REPETITION
#ifdef WR_FEATURE_ALPHA_PASS
swgl_commitTextureRepeatRGBA8(sColor0, uv, v_tile_repeat_bounds, v_uv_bounds, v_uv_sample_bounds);
#else
swgl_commitTextureRepeatRGBA8(sColor0, uv, vec2(0.0), v_uv_bounds, v_uv_sample_bounds);
#endif
#else
swgl_commitTextureRGBA8(sColor0, uv, v_uv_sample_bounds);
#endif
}
#endif
#endif