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Bug 1809855 - Extract the composite shaders into another struct. r=gfx-reviewers,lsalzman
Differential Revision: https://phabricator.services.mozilla.com/D166684
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@ -629,22 +629,7 @@ pub struct Shaders {
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pub ps_clear: LazilyCompiledShader,
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pub ps_copy: LazilyCompiledShader,
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// Composite shaders. These are very simple shaders used to composite
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// picture cache tiles into the framebuffer on platforms that do not have an
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// OS Compositor (or we cannot use it). Such an OS Compositor (such as
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// DirectComposite or CoreAnimation) handles the composition of the picture
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// cache tiles at a lower level (e.g. in DWM for Windows); in that case we
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// directly hand the picture cache surfaces over to the OS Compositor, and
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// our own Composite shaders below never run.
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// To composite external (RGB) surfaces we need various permutations of
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// shaders with WR_FEATURE flags on or off based on the type of image
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// buffer we're sourcing from (see IMAGE_BUFFER_KINDS).
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pub composite_rgba: Vec<Option<LazilyCompiledShader>>,
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// A faster set of rgba composite shaders that do not support UV clamping
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// or color modulation.
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pub composite_rgba_fast_path: Vec<Option<LazilyCompiledShader>>,
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// The same set of composite shaders but with WR_FEATURE_YUV added.
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pub composite_yuv: Vec<Option<LazilyCompiledShader>>,
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pub composite: CompositorShaders,
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}
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impl Shaders {
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@ -669,16 +654,7 @@ impl Shaders {
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} else {
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TextureExternalVersion::ESSL1
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};
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let mut shader_flags = match gl_type {
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GlType::Gl => ShaderFeatureFlags::GL,
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GlType::Gles => {
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let texture_external_flag = match texture_external_version {
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TextureExternalVersion::ESSL3 => ShaderFeatureFlags::TEXTURE_EXTERNAL,
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TextureExternalVersion::ESSL1 => ShaderFeatureFlags::TEXTURE_EXTERNAL_ESSL1,
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};
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ShaderFeatureFlags::GLES | texture_external_flag
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}
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};
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let mut shader_flags = get_shader_feature_flags(gl_type, texture_external_version);
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shader_flags.set(ShaderFeatureFlags::ADVANCED_BLEND_EQUATION, use_advanced_blend_equation);
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shader_flags.set(ShaderFeatureFlags::DUAL_SOURCE_BLENDING, use_dual_source_blending);
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shader_flags.set(ShaderFeatureFlags::DITHERING, options.enable_dithering);
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@ -974,15 +950,9 @@ impl Shaders {
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let mut fast_path_features = Vec::new();
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let yuv_shader_num = IMAGE_BUFFER_KINDS.len();
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let mut brush_yuv_image = Vec::new();
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let mut composite_yuv = Vec::new();
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let mut composite_rgba = Vec::new();
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let mut composite_rgba_fast_path = Vec::new();
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// PrimitiveShader is not clonable. Use push() to initialize the vec.
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for _ in 0 .. yuv_shader_num {
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brush_yuv_image.push(None);
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composite_yuv.push(None);
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composite_rgba.push(None);
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composite_rgba_fast_path.push(None);
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}
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for image_buffer_kind in &IMAGE_BUFFER_KINDS {
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if has_platform_support(*image_buffer_kind, &gl_type) {
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@ -1017,45 +987,8 @@ impl Shaders {
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profile,
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)?;
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brush_yuv_image[index] = Some(brush_shader);
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let composite_yuv_shader = LazilyCompiledShader::new(
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ShaderKind::Composite,
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"composite",
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&yuv_features,
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device,
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options.precache_flags,
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&shader_list,
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profile,
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)?;
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composite_yuv[index] = Some(composite_yuv_shader);
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}
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let composite_rgba_shader = LazilyCompiledShader::new(
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ShaderKind::Composite,
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"composite",
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&rgba_features,
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device,
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options.precache_flags,
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&shader_list,
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profile,
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)?;
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let composite_rgba_fast_path_shader = LazilyCompiledShader::new(
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ShaderKind::Composite,
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"composite",
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&fast_path_features,
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device,
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options.precache_flags,
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&shader_list,
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profile,
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)?;
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let index = Self::get_compositing_shader_index(
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*image_buffer_kind,
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);
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composite_rgba[index] = Some(composite_rgba_shader);
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composite_rgba_fast_path[index] = Some(composite_rgba_fast_path_shader);
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yuv_features.clear();
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rgba_features.clear();
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fast_path_features.clear();
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@ -1132,6 +1065,8 @@ impl Shaders {
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profile,
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)?;
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let composite = CompositorShaders::new(device, options.precache_flags, gl_type)?;
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Ok(Shaders {
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cs_blur_a8,
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cs_blur_rgba8,
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@ -1162,9 +1097,7 @@ impl Shaders {
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ps_split_composite,
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ps_clear,
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ps_copy,
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composite_rgba,
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composite_rgba_fast_path,
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composite_yuv,
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composite,
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})
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}
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@ -1178,29 +1111,7 @@ impl Shaders {
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buffer_kind: ImageBufferKind,
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features: CompositeFeatures,
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) -> &mut LazilyCompiledShader {
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match format {
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CompositeSurfaceFormat::Rgba => {
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if features.contains(CompositeFeatures::NO_UV_CLAMP)
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&& features.contains(CompositeFeatures::NO_COLOR_MODULATION)
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{
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let shader_index = Self::get_compositing_shader_index(buffer_kind);
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self.composite_rgba_fast_path[shader_index]
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.as_mut()
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.expect("bug: unsupported rgba fast path shader requested")
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} else {
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let shader_index = Self::get_compositing_shader_index(buffer_kind);
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self.composite_rgba[shader_index]
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.as_mut()
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.expect("bug: unsupported rgba shader requested")
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}
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}
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CompositeSurfaceFormat::Yuv => {
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let shader_index = Self::get_compositing_shader_index(buffer_kind);
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self.composite_yuv[shader_index]
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.as_mut()
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.expect("bug: unsupported yuv shader requested")
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}
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}
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self.composite.get(format, buffer_kind, features)
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}
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pub fn get_scale_shader(
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@ -1302,7 +1213,7 @@ impl Shaders {
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}
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}
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pub fn deinit(self, device: &mut Device) {
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pub fn deinit(mut self, device: &mut Device) {
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for shader in self.cs_scale {
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if let Some(shader) = shader {
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shader.deinit(device);
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@ -1350,18 +1261,177 @@ impl Shaders {
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self.ps_split_composite.deinit(device);
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self.ps_clear.deinit(device);
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self.ps_copy.deinit(device);
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self.composite.deinit(device);
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}
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}
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for shader in self.composite_rgba {
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pub type SharedShaders = Rc<RefCell<Shaders>>;
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pub struct CompositorShaders {
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// Composite shaders. These are very simple shaders used to composite
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// picture cache tiles into the framebuffer on platforms that do not have an
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// OS Compositor (or we cannot use it). Such an OS Compositor (such as
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// DirectComposite or CoreAnimation) handles the composition of the picture
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// cache tiles at a lower level (e.g. in DWM for Windows); in that case we
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// directly hand the picture cache surfaces over to the OS Compositor, and
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// our own Composite shaders below never run.
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// To composite external (RGB) surfaces we need various permutations of
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// shaders with WR_FEATURE flags on or off based on the type of image
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// buffer we're sourcing from (see IMAGE_BUFFER_KINDS).
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rgba: Vec<Option<LazilyCompiledShader>>,
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// A faster set of rgba composite shaders that do not support UV clamping
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// or color modulation.
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rgba_fast_path: Vec<Option<LazilyCompiledShader>>,
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// The same set of composite shaders but with WR_FEATURE_YUV added.
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yuv: Vec<Option<LazilyCompiledShader>>,
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}
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impl CompositorShaders {
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pub fn new(
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device: &mut Device,
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precache_flags: ShaderPrecacheFlags,
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gl_type: GlType,
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) -> Result<Self, ShaderError> {
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// We have to pass a profile around a bunch but we aren't recording the initialization
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// so use a dummy one.
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let mut profile = TransactionProfile::new();
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let mut yuv_features = Vec::new();
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let mut rgba_features = Vec::new();
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let mut fast_path_features = Vec::new();
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let mut rgba = Vec::new();
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let mut rgba_fast_path = Vec::new();
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let mut yuv = Vec::new();
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let texture_external_version = if device.get_capabilities().supports_image_external_essl3 {
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TextureExternalVersion::ESSL3
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} else {
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TextureExternalVersion::ESSL1
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};
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let feature_flags = get_shader_feature_flags(gl_type, texture_external_version);
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let shader_list = get_shader_features(feature_flags);
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for _ in 0..IMAGE_BUFFER_KINDS.len() {
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yuv.push(None);
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rgba.push(None);
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rgba_fast_path.push(None);
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}
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for image_buffer_kind in &IMAGE_BUFFER_KINDS {
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if !has_platform_support(*image_buffer_kind, &gl_type) {
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continue;
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}
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yuv_features.push("YUV");
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fast_path_features.push("FAST_PATH");
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let index = Self::get_shader_index(*image_buffer_kind);
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let feature_string = get_feature_string(
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*image_buffer_kind,
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texture_external_version,
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);
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if feature_string != "" {
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yuv_features.push(feature_string);
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rgba_features.push(feature_string);
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fast_path_features.push(feature_string);
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}
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// YUV shaders are not compatible with ESSL1
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if *image_buffer_kind != ImageBufferKind::TextureExternal ||
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texture_external_version == TextureExternalVersion::ESSL3 {
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yuv[index] = Some(LazilyCompiledShader::new(
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ShaderKind::Composite,
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"composite",
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&yuv_features,
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device,
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precache_flags,
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&shader_list,
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&mut profile,
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)?);
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}
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rgba[index] = Some(LazilyCompiledShader::new(
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ShaderKind::Composite,
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"composite",
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&rgba_features,
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device,
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precache_flags,
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&shader_list,
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&mut profile,
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)?);
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rgba_fast_path[index] = Some(LazilyCompiledShader::new(
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ShaderKind::Composite,
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"composite",
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&fast_path_features,
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device,
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precache_flags,
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&shader_list,
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&mut profile,
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)?);
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yuv_features.clear();
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rgba_features.clear();
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fast_path_features.clear();
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}
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Ok(CompositorShaders {
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rgba,
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rgba_fast_path,
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yuv,
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})
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}
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pub fn get(
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&mut self,
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format: CompositeSurfaceFormat,
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buffer_kind: ImageBufferKind,
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features: CompositeFeatures,
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) -> &mut LazilyCompiledShader {
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match format {
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CompositeSurfaceFormat::Rgba => {
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if features.contains(CompositeFeatures::NO_UV_CLAMP)
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&& features.contains(CompositeFeatures::NO_COLOR_MODULATION)
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{
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let shader_index = Self::get_shader_index(buffer_kind);
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self.rgba_fast_path[shader_index]
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.as_mut()
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.expect("bug: unsupported rgba fast path shader requested")
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} else {
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let shader_index = Self::get_shader_index(buffer_kind);
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self.rgba[shader_index]
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.as_mut()
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.expect("bug: unsupported rgba shader requested")
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}
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}
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CompositeSurfaceFormat::Yuv => {
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let shader_index = Self::get_shader_index(buffer_kind);
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self.yuv[shader_index]
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.as_mut()
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.expect("bug: unsupported yuv shader requested")
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}
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}
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}
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fn get_shader_index(buffer_kind: ImageBufferKind) -> usize {
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buffer_kind as usize
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}
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pub fn deinit(&mut self, device: &mut Device) {
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for shader in self.rgba.drain(..) {
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if let Some(shader) = shader {
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shader.deinit(device);
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}
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}
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for shader in self.composite_rgba_fast_path {
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for shader in self.rgba_fast_path.drain(..) {
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if let Some(shader) = shader {
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shader.deinit(device);
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}
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}
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for shader in self.composite_yuv {
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for shader in self.yuv.drain(..) {
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if let Some(shader) = shader {
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shader.deinit(device);
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}
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@ -1369,4 +1439,15 @@ impl Shaders {
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}
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}
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pub type SharedShaders = Rc<RefCell<Shaders>>;
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fn get_shader_feature_flags(gl_type: GlType, texture_external_version: TextureExternalVersion) -> ShaderFeatureFlags {
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match gl_type {
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GlType::Gl => ShaderFeatureFlags::GL,
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GlType::Gles => {
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let texture_external_flag = match texture_external_version {
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TextureExternalVersion::ESSL3 => ShaderFeatureFlags::TEXTURE_EXTERNAL,
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TextureExternalVersion::ESSL1 => ShaderFeatureFlags::TEXTURE_EXTERNAL_ESSL1,
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};
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ShaderFeatureFlags::GLES | texture_external_flag
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}
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}
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}
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