gecko-dev/gfx/webrender/res/ps_split_composite.glsl
Kartikaya Gupta 7b9d5f0d04 Bug 1418315 - Update webrender to commit 81cfbcf0763205f25329adb9b2ff75d1cd56e3f1. r=nical
MozReview-Commit-ID: 8eGY2WPahzB

--HG--
extra : rebase_source : d22c8a51ef7b55d99e7213c218cecb407ede11c8
2017-11-21 10:40:43 -05:00

74 lines
2.5 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
varying vec3 vUv;
flat varying vec4 vUvTaskBounds;
flat varying vec4 vUvSampleBounds;
#ifdef WR_VERTEX_SHADER
struct SplitGeometry {
vec3 points[4];
};
SplitGeometry fetch_split_geometry(int address) {
ivec2 uv = get_resource_cache_uv(address);
vec4 data0 = TEXEL_FETCH(sResourceCache, uv, 0, ivec2(0, 0));
vec4 data1 = TEXEL_FETCH(sResourceCache, uv, 0, ivec2(1, 0));
vec4 data2 = TEXEL_FETCH(sResourceCache, uv, 0, ivec2(2, 0));
SplitGeometry geo;
geo.points = vec3[4](
data0.xyz, vec3(data0.w, data1.xy),
vec3(data1.zw, data2.x), data2.yzw
);
return geo;
}
vec3 bilerp(vec3 a, vec3 b, vec3 c, vec3 d, float s, float t) {
vec3 x = mix(a, b, t);
vec3 y = mix(c, d, t);
return mix(x, y, s);
}
void main(void) {
CompositeInstance ci = fetch_composite_instance();
SplitGeometry geometry = fetch_split_geometry(ci.user_data0);
PictureTask src_task = fetch_picture_task(ci.src_task_index);
PictureTask dest_task = fetch_picture_task(ci.render_task_index);
vec2 dest_origin = dest_task.common_data.task_rect.p0 -
dest_task.content_origin;
vec3 world_pos = bilerp(geometry.points[0], geometry.points[1],
geometry.points[3], geometry.points[2],
aPosition.y, aPosition.x);
vec4 final_pos = vec4((world_pos.xy + dest_origin) * uDevicePixelRatio, ci.z, 1.0);
gl_Position = uTransform * final_pos;
vec2 uv_origin = src_task.common_data.task_rect.p0;
vec2 uv_pos = uv_origin + world_pos.xy - src_task.content_origin;
vec2 texture_size = vec2(textureSize(sCacheRGBA8, 0));
vUv = vec3(uv_pos / texture_size, src_task.common_data.texture_layer_index);
vUvTaskBounds = vec4(uv_origin, uv_origin + src_task.common_data.task_rect.size) / texture_size.xyxy;
vUvSampleBounds = vec4(uv_origin + 0.5, uv_origin + src_task.common_data.task_rect.size - 0.5) / texture_size.xyxy;
}
#endif
#ifdef WR_FRAGMENT_SHADER
void main(void) {
bvec4 inside = lessThanEqual(vec4(vUvTaskBounds.xy, vUv.xy),
vec4(vUv.xy, vUvTaskBounds.zw));
if (all(inside)) {
vec2 uv = clamp(vUv.xy, vUvSampleBounds.xy, vUvSampleBounds.zw);
oFragColor = textureLod(sCacheRGBA8, vec3(uv, vUv.z), 0.0);
} else {
oFragColor = vec4(0.0);
}
}
#endif