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/* 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 rect,render_task,gpu_cache,transform
#ifdef WR_VERTEX_SHADER
PER_INSTANCE in vec4 aClipDeviceArea;
PER_INSTANCE in vec4 aClipOrigins;
PER_INSTANCE in float aDevicePixelScale;
PER_INSTANCE in ivec2 aTransformIds;
struct ClipMaskInstanceCommon {
RectWithEndpoint sub_rect;
vec2 task_origin;
vec2 screen_origin;
float device_pixel_scale;
int clip_transform_id;
int prim_transform_id;
};
ClipMaskInstanceCommon fetch_clip_item_common() {
ClipMaskInstanceCommon cmi;
cmi.sub_rect = RectWithEndpoint(aClipDeviceArea.xy, aClipDeviceArea.zw);
cmi.task_origin = aClipOrigins.xy;
cmi.screen_origin = aClipOrigins.zw;
cmi.device_pixel_scale = aDevicePixelScale;
cmi.clip_transform_id = aTransformIds.x;
cmi.prim_transform_id = aTransformIds.y;
return cmi;
}
struct ClipVertexInfo {
vec4 local_pos;
RectWithEndpoint clipped_local_rect;
};
// The transformed vertex function that always covers the whole clip area,
// which is the intersection of all clip instances of a given primitive
ClipVertexInfo write_clip_tile_vertex(RectWithEndpoint local_clip_rect,
Transform prim_transform,
Transform clip_transform,
RectWithEndpoint sub_rect,
vec2 task_origin,
vec2 screen_origin,
float device_pixel_scale) {
vec2 device_pos = screen_origin + mix(sub_rect.p0, sub_rect.p1, aPosition.xy);
vec2 world_pos = device_pos / device_pixel_scale;
vec4 pos = prim_transform.m * vec4(world_pos, 0.0, 1.0);
pos.xyz /= pos.w;
vec4 p = get_node_pos(pos.xy, clip_transform);
vec4 local_pos = p * pos.w;
//TODO: Interpolate in clip space, where "local_pos.w" contains
// the W of the homogeneous transform *from* clip space into the world.
// float interpolate_w = 1.0 / local_pos.w;
// This is problematic today, because the W<=0 hemisphere is going to be
// clipped, while we currently want this shader to fill out the whole rect.
// We can therefore simplify this when the clip construction is rewritten
// to only affect the areas touched by a clip.
vec4 vertex_pos = vec4(
task_origin + mix(sub_rect.p0, sub_rect.p1, aPosition.xy),
0.0,
1.0
);
gl_Position = uTransform * vertex_pos;
rectangle_aa_vertex(vec4(local_clip_rect.p0, local_clip_rect.p1));
ClipVertexInfo vi = ClipVertexInfo(local_pos, local_clip_rect);
return vi;
}
#endif //WR_VERTEX_SHADER