gecko-dev/gfx/webrender/res/ps_text_run.glsl
Kartikaya Gupta ca48941951 Bug 1463416 - Update webrender to cset 63c71ca9bbe4dec0ebc9c9bc8ab65b06a6b40641. r=Gankro
MozReview-Commit-ID: 21gmlBlV8En

--HG--
extra : rebase_source : 89e3746c4254b9a20ca811be6419eb3901b4f319
2018-05-26 11:09:20 -04:00

216 lines
7.5 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
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
VertexInfo write_text_vertex(vec2 clamped_local_pos,
RectWithSize local_clip_rect,
float z,
ClipScrollNode scroll_node,
PictureTask task,
RectWithSize snap_rect,
vec2 snap_bias) {
#if defined(WR_FEATURE_GLYPH_TRANSFORM) || !defined(WR_FEATURE_TRANSFORM)
// Ensure the transform does not contain a subpixel translation to ensure
// that glyph snapping is stable for equivalent glyph subpixel positions.
scroll_node.transform[3].xy = floor(scroll_node.transform[3].xy + 0.5);
#endif
// Transform the current vertex to world space.
vec4 world_pos = scroll_node.transform * vec4(clamped_local_pos, 0.0, 1.0);
// Convert the world positions to device pixel space.
vec2 device_pos = world_pos.xy / world_pos.w * uDevicePixelRatio;
// 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;
#ifdef WR_FEATURE_GLYPH_TRANSFORM
// For transformed subpixels, we just need to align the glyph origin to a device pixel.
final_pos += floor(snap_rect.p0 + snap_bias) - snap_rect.p0;
#elif !defined(WR_FEATURE_TRANSFORM)
// Compute the snapping offset only if the scroll node transform is axis-aligned.
final_pos += compute_snap_offset(
clamped_local_pos,
scroll_node.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) {
Primitive prim = load_primitive();
TextRun text = fetch_text_run(prim.specific_prim_address);
int glyph_index = prim.user_data0;
int resource_address = prim.user_data1;
int subpx_dir = prim.user_data2 >> 16;
int color_mode = prim.user_data2 & 0xffff;
if (color_mode == COLOR_MODE_FROM_PASS) {
color_mode = uMode;
}
Glyph glyph = fetch_glyph(prim.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 transform = mat2(prim.scroll_node.transform) * uDevicePixelRatio;
// Compute the glyph rect in glyph space.
RectWithSize glyph_rect = RectWithSize(res.offset + transform * (text.offset + glyph.offset),
res.uv_rect.zw - res.uv_rect.xy);
// Transform the glyph rect back to local space.
mat2 inv = inverse(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, prim.local_clip_rect) ?
inv * (glyph_rect.p0 + glyph_rect.size * aPosition.xy) :
clamp_rect(local_pos, prim.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, prim.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,
prim.local_clip_rect,
prim.z,
prim.scroll_node,
prim.task,
glyph_rect,
snap_bias);
#ifdef WR_FEATURE_GLYPH_TRANSFORM
vec2 f = (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, prim.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