Source code

Revision control

Copy as Markdown

Other Tools

/* 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/. */
#define VECS_PER_SPECIFIC_BRUSH 1
#include shared,prim_shared,brush,yuv
varying highp vec2 vUv_Y;
flat varying highp vec4 vUvBounds_Y;
varying highp vec2 vUv_U;
flat varying highp vec4 vUvBounds_U;
varying highp vec2 vUv_V;
flat varying highp vec4 vUvBounds_V;
flat varying YUV_PRECISION vec3 vYcbcrBias;
flat varying YUV_PRECISION mat3 vRgbFromDebiasedYcbcr;
// YUV format. Packed in to vector to work around bug 1630356.
flat varying mediump ivec2 vFormat;
#ifdef SWGL_DRAW_SPAN
flat varying mediump int vRescaleFactor;
#endif
#ifdef WR_VERTEX_SHADER
YuvPrimitive fetch_yuv_primitive(int address) {
vec4 data = fetch_from_gpu_cache_1(address);
// From YuvImageData.write_prim_gpu_blocks:
int channel_bit_depth = int(data.x);
int color_space = int(data.y);
int yuv_format = int(data.z);
return YuvPrimitive(channel_bit_depth, color_space, yuv_format);
}
void brush_vs(
VertexInfo vi,
int prim_address,
RectWithEndpoint local_rect,
RectWithEndpoint segment_rect,
ivec4 prim_user_data,
int specific_resource_address,
mat4 transform,
PictureTask pic_task,
int brush_flags,
vec4 unused
) {
vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect);
YuvPrimitive prim = fetch_yuv_primitive(prim_address);
#ifdef SWGL_DRAW_SPAN
// swgl_commitTextureLinearYUV needs to know the color space specifier and
// also needs to know how many bits of scaling are required to normalize
// HDR textures. Note that MSB HDR formats don't need renormalization.
vRescaleFactor = 0;
if (prim.channel_bit_depth > 8 && prim.yuv_format != YUV_FORMAT_P010) {
vRescaleFactor = 16 - prim.channel_bit_depth;
}
#endif
YuvColorMatrixInfo mat_info = get_rgb_from_ycbcr_info(prim);
vYcbcrBias = mat_info.ycbcr_bias;
vRgbFromDebiasedYcbcr = mat_info.rgb_from_debiased_ycbrc;
vFormat.x = prim.yuv_format;
// The additional test for 99 works around a gen6 shader compiler bug: 1708937
if (vFormat.x == YUV_FORMAT_PLANAR || vFormat.x == 99) {
ImageSource res_y = fetch_image_source(prim_user_data.x);
ImageSource res_u = fetch_image_source(prim_user_data.y);
ImageSource res_v = fetch_image_source(prim_user_data.z);
write_uv_rect(res_y.uv_rect.p0, res_y.uv_rect.p1, f, TEX_SIZE_YUV(sColor0), vUv_Y, vUvBounds_Y);
write_uv_rect(res_u.uv_rect.p0, res_u.uv_rect.p1, f, TEX_SIZE_YUV(sColor1), vUv_U, vUvBounds_U);
write_uv_rect(res_v.uv_rect.p0, res_v.uv_rect.p1, f, TEX_SIZE_YUV(sColor2), vUv_V, vUvBounds_V);
} else if (vFormat.x == YUV_FORMAT_NV12 || vFormat.x == YUV_FORMAT_P010) {
ImageSource res_y = fetch_image_source(prim_user_data.x);
ImageSource res_u = fetch_image_source(prim_user_data.y);
write_uv_rect(res_y.uv_rect.p0, res_y.uv_rect.p1, f, TEX_SIZE_YUV(sColor0), vUv_Y, vUvBounds_Y);
write_uv_rect(res_u.uv_rect.p0, res_u.uv_rect.p1, f, TEX_SIZE_YUV(sColor1), vUv_U, vUvBounds_U);
} else if (vFormat.x == YUV_FORMAT_INTERLEAVED) {
ImageSource res_y = fetch_image_source(prim_user_data.x);
write_uv_rect(res_y.uv_rect.p0, res_y.uv_rect.p1, f, TEX_SIZE_YUV(sColor0), vUv_Y, vUvBounds_Y);
}
}
#endif
#ifdef WR_FRAGMENT_SHADER
Fragment brush_fs() {
vec4 color = sample_yuv(
vFormat.x,
vYcbcrBias,
vRgbFromDebiasedYcbcr,
vUv_Y,
vUv_U,
vUv_V,
vUvBounds_Y,
vUvBounds_U,
vUvBounds_V
);
#ifdef WR_FEATURE_ALPHA_PASS
color *= antialias_brush();
#endif
//color.r = float(100+vFormat) / 255.0;
//color.g = vYcbcrBias.x;
//color.b = vYcbcrBias.y;
return Fragment(color);
}
#ifdef SWGL_DRAW_SPAN
void swgl_drawSpanRGBA8() {
if (vFormat.x == YUV_FORMAT_PLANAR) {
swgl_commitTextureLinearYUV(sColor0, vUv_Y, vUvBounds_Y,
sColor1, vUv_U, vUvBounds_U,
sColor2, vUv_V, vUvBounds_V,
vYcbcrBias,
vRgbFromDebiasedYcbcr,
vRescaleFactor);
} else if (vFormat.x == YUV_FORMAT_NV12 || vFormat.x == YUV_FORMAT_P010) {
swgl_commitTextureLinearYUV(sColor0, vUv_Y, vUvBounds_Y,
sColor1, vUv_U, vUvBounds_U,
vYcbcrBias,
vRgbFromDebiasedYcbcr,
vRescaleFactor);
} else if (vFormat.x == YUV_FORMAT_INTERLEAVED) {
swgl_commitTextureLinearYUV(sColor0, vUv_Y, vUvBounds_Y,
vYcbcrBias,
vRgbFromDebiasedYcbcr,
vRescaleFactor);
}
}
#endif
#endif