gecko-dev/gfx/webrender/res/ps_text_run.glsl
shindli c83eb1f34f Backed out 3 changesets (bug 1470125) for force-cargo-library-build bustages on a CLOSED TREE
Backed out changeset c6ef35a760ae (bug 1470125)
Backed out changeset cb8bed4a7691 (bug 1470125)
Backed out changeset 82527f62f249 (bug 1470125)
2018-06-28 21:25:33 +03:00

283 lines
9.7 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/. */
#include shared,prim_shared
flat varying vec4 vColor;
varying vec3 vUv;
flat varying vec4 vUvBorder;
flat varying vec2 vMaskSwizzle;
#ifdef WR_FEATURE_GLYPH_TRANSFORM
varying vec4 vUvClip;
#endif
#ifdef WR_VERTEX_SHADER
#define VECS_PER_TEXT_RUN 3
struct Glyph {
vec2 offset;
};
Glyph fetch_glyph(int specific_prim_address,
int glyph_index) {
// Two glyphs are packed in each texel in the GPU cache.
int glyph_address = specific_prim_address +
VECS_PER_TEXT_RUN +
glyph_index / 2;
vec4 data = fetch_from_resource_cache_1(glyph_address);
// Select XY or ZW based on glyph index.
// We use "!= 0" instead of "== 1" here in order to work around a driver
// bug with equality comparisons on integers.
vec2 glyph = mix(data.xy, data.zw, bvec2(glyph_index % 2 != 0));
return Glyph(glyph);
}
struct GlyphResource {
vec4 uv_rect;
float layer;
vec2 offset;
float scale;
};
GlyphResource fetch_glyph_resource(int address) {
vec4 data[2] = fetch_from_resource_cache_2(address);
return GlyphResource(data[0], data[1].x, data[1].yz, data[1].w);
}
struct TextRun {
vec4 color;
vec4 bg_color;
vec2 offset;
};
TextRun fetch_text_run(int address) {
vec4 data[3] = fetch_from_resource_cache_3(address);
return TextRun(data[0], data[1], data[2].xy);
}
VertexInfo write_text_vertex(vec2 clamped_local_pos,
RectWithSize local_clip_rect,
float z,
Transform transform,
PictureTask task,
vec2 text_offset,
RectWithSize snap_rect,
vec2 snap_bias) {
// Transform the current vertex to world space.
vec4 world_pos = transform.m * vec4(clamped_local_pos, 0.0, 1.0);
// Convert the world positions to device pixel space.
float device_scale = uDevicePixelRatio / world_pos.w;
vec2 device_pos = world_pos.xy * device_scale;
// Apply offsets for the render task to get correct screen location.
vec2 final_pos = device_pos -
task.content_origin +
task.common_data.task_rect.p0;
#if defined(WR_FEATURE_GLYPH_TRANSFORM)
bool remove_subpx_offset = true;
#else
// Compute the snapping offset only if the scroll node transform is axis-aligned.
bool remove_subpx_offset = transform.is_axis_aligned;
#endif
if (remove_subpx_offset) {
// Ensure the transformed text offset does not contain a subpixel translation
// such that glyph snapping is stable for equivalent glyph subpixel positions.
vec2 world_text_offset = mat2(transform.m) * text_offset;
vec2 device_text_pos = (transform.m[3].xy + world_text_offset) * device_scale;
final_pos += floor(device_text_pos + 0.5) - device_text_pos;
#ifdef WR_FEATURE_GLYPH_TRANSFORM
// For transformed subpixels, we just need to align the glyph origin to a device pixel.
// The transformed text offset has already been snapped, so remove it from the glyph
// origin when snapping the glyph.
vec2 snap_offset = snap_rect.p0 - world_text_offset * device_scale;
final_pos += floor(snap_offset + snap_bias) - snap_offset;
#else
// The transformed text offset has already been snapped, so remove it from the transform
// when snapping the glyph.
mat4 snap_transform = transform.m;
snap_transform[3].xy = -world_text_offset;
final_pos += compute_snap_offset(
clamped_local_pos,
snap_transform,
snap_rect,
snap_bias
);
#endif
}
gl_Position = uTransform * vec4(final_pos, z, 1.0);
VertexInfo vi = VertexInfo(
clamped_local_pos,
device_pos,
world_pos.w,
final_pos
);
return vi;
}
void main(void) {
int prim_header_address = aData.x;
int glyph_index = aData.y;
int resource_address = aData.z;
int subpx_dir = aData.w >> 16;
int color_mode = aData.w & 0xffff;
PrimitiveHeader ph = fetch_prim_header(prim_header_address);
Transform transform = fetch_transform(ph.transform_id);
ClipArea clip_area = fetch_clip_area(ph.clip_task_index);
PictureTask task = fetch_picture_task(ph.render_task_index);
TextRun text = fetch_text_run(ph.specific_prim_address);
if (color_mode == COLOR_MODE_FROM_PASS) {
color_mode = uMode;
}
Glyph glyph = fetch_glyph(ph.specific_prim_address, glyph_index);
GlyphResource res = fetch_glyph_resource(resource_address);
#ifdef WR_FEATURE_GLYPH_TRANSFORM
// Transform from local space to glyph space.
mat2 glyph_transform = mat2(transform.m) * uDevicePixelRatio;
// Compute the glyph rect in glyph space.
RectWithSize glyph_rect = RectWithSize(res.offset + glyph_transform * (text.offset + glyph.offset),
res.uv_rect.zw - res.uv_rect.xy);
// Transform the glyph rect back to local space.
mat2 inv = inverse(glyph_transform);
RectWithSize local_rect = transform_rect(glyph_rect, inv);
// Select the corner of the glyph's local space rect that we are processing.
vec2 local_pos = local_rect.p0 + local_rect.size * aPosition.xy;
// If the glyph's local rect would fit inside the local clip rect, then select a corner from
// the device space glyph rect to reduce overdraw of clipped pixels in the fragment shader.
// Otherwise, fall back to clamping the glyph's local rect to the local clip rect.
local_pos = rect_inside_rect(local_rect, ph.local_clip_rect) ?
inv * (glyph_rect.p0 + glyph_rect.size * aPosition.xy) :
clamp_rect(local_pos, ph.local_clip_rect);
#else
// Scale from glyph space to local space.
float scale = res.scale / uDevicePixelRatio;
// Compute the glyph rect in local space.
RectWithSize glyph_rect = RectWithSize(scale * res.offset + text.offset + glyph.offset,
scale * (res.uv_rect.zw - res.uv_rect.xy));
// Select the corner of the glyph rect that we are processing.
vec2 local_pos = glyph_rect.p0 + glyph_rect.size * aPosition.xy;
// Clamp to the local clip rect.
local_pos = clamp_rect(local_pos, ph.local_clip_rect);
#endif
vec2 snap_bias;
// In subpixel mode, the subpixel offset has already been
// accounted for while rasterizing the glyph. However, we
// must still round with a subpixel bias rather than rounding
// to the nearest whole pixel, depending on subpixel direciton.
switch (subpx_dir) {
case SUBPX_DIR_NONE:
default:
snap_bias = vec2(0.5);
break;
case SUBPX_DIR_HORIZONTAL:
// Glyphs positioned [-0.125, 0.125] get a
// subpx position of zero. So include that
// offset in the glyph position to ensure
// we round to the correct whole position.
snap_bias = vec2(0.125, 0.5);
break;
case SUBPX_DIR_VERTICAL:
snap_bias = vec2(0.5, 0.125);
break;
case SUBPX_DIR_MIXED:
snap_bias = vec2(0.125);
break;
}
VertexInfo vi = write_text_vertex(local_pos,
ph.local_clip_rect,
ph.z,
transform,
task,
text.offset,
glyph_rect,
snap_bias);
#ifdef WR_FEATURE_GLYPH_TRANSFORM
vec2 f = (glyph_transform * vi.local_pos - glyph_rect.p0) / glyph_rect.size;
vUvClip = vec4(f, 1.0 - f);
#else
vec2 f = (vi.local_pos - glyph_rect.p0) / glyph_rect.size;
#endif
write_clip(vi.screen_pos, clip_area);
switch (color_mode) {
case COLOR_MODE_ALPHA:
case COLOR_MODE_BITMAP:
vMaskSwizzle = vec2(0.0, 1.0);
vColor = text.color;
break;
case COLOR_MODE_SUBPX_BG_PASS2:
case COLOR_MODE_SUBPX_DUAL_SOURCE:
vMaskSwizzle = vec2(1.0, 0.0);
vColor = text.color;
break;
case COLOR_MODE_SUBPX_CONST_COLOR:
case COLOR_MODE_SUBPX_BG_PASS0:
case COLOR_MODE_COLOR_BITMAP:
vMaskSwizzle = vec2(1.0, 0.0);
vColor = vec4(text.color.a);
break;
case COLOR_MODE_SUBPX_BG_PASS1:
vMaskSwizzle = vec2(-1.0, 1.0);
vColor = vec4(text.color.a) * text.bg_color;
break;
default:
vMaskSwizzle = vec2(0.0);
vColor = vec4(1.0);
}
vec2 texture_size = vec2(textureSize(sColor0, 0));
vec2 st0 = res.uv_rect.xy / texture_size;
vec2 st1 = res.uv_rect.zw / texture_size;
vUv = vec3(mix(st0, st1, f), res.layer);
vUvBorder = (res.uv_rect + vec4(0.5, 0.5, -0.5, -0.5)) / texture_size.xyxy;
}
#endif
#ifdef WR_FRAGMENT_SHADER
void main(void) {
vec3 tc = vec3(clamp(vUv.xy, vUvBorder.xy, vUvBorder.zw), vUv.z);
vec4 mask = texture(sColor0, tc);
mask.rgb = mask.rgb * vMaskSwizzle.x + mask.aaa * vMaskSwizzle.y;
float alpha = do_clip();
#ifdef WR_FEATURE_GLYPH_TRANSFORM
alpha *= float(all(greaterThanEqual(vUvClip, vec4(0.0))));
#endif
#ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
vec4 alpha_mask = mask * alpha;
oFragColor = vColor * alpha_mask;
oFragBlend = alpha_mask * vColor.a;
#else
oFragColor = vColor * mask * alpha;
#endif
}
#endif