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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/. */
#define WR_FEATURE_TEXTURE_2D
#include shared,prim_shared
// interpolated UV coordinates to sample.
varying highp vec2 vUv;
// Flag to allow perspective interpolation of UV.
// Packed in to a vector to work around bug 1630356.
flat varying mediump vec2 vPerspective;
flat varying highp vec4 vUvSampleBounds;
#ifdef WR_VERTEX_SHADER
struct SplitGeometry {
vec2 local[4];
};
SplitGeometry fetch_split_geometry(int address) {
ivec2 uv = get_gpu_cache_uv(address);
vec4 data0 = TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0));
vec4 data1 = TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0));
SplitGeometry geo;
geo.local = vec2[4](
data0.xy,
data0.zw,
data1.xy,
data1.zw
);
return geo;
}
vec2 bilerp(vec2 a, vec2 b, vec2 c, vec2 d, float s, float t) {
vec2 x = mix(a, b, t);
vec2 y = mix(c, d, t);
return mix(x, y, s);
}
struct SplitCompositeInstance {
int prim_header_index;
int polygons_address;
float z;
int render_task_index;
};
SplitCompositeInstance fetch_composite_instance() {
SplitCompositeInstance ci;
ci.prim_header_index = aData.x;
ci.polygons_address = aData.y;
ci.z = float(aData.z);
ci.render_task_index = aData.w;
return ci;
}
void main(void) {
SplitCompositeInstance ci = fetch_composite_instance();
SplitGeometry geometry = fetch_split_geometry(ci.polygons_address);
PrimitiveHeader ph = fetch_prim_header(ci.prim_header_index);
PictureTask dest_task = fetch_picture_task(ci.render_task_index);
Transform transform = fetch_transform(ph.transform_id);
ImageSource res = fetch_image_source(ph.user_data.x);
ClipArea clip_area = fetch_clip_area(ph.user_data.w);
vec2 dest_origin = dest_task.task_rect.p0 -
dest_task.content_origin;
vec2 local_pos = bilerp(geometry.local[0], geometry.local[1],
geometry.local[3], geometry.local[2],
aPosition.y, aPosition.x);
vec4 world_pos = transform.m * vec4(local_pos, 0.0, 1.0);
vec4 final_pos = vec4(
dest_origin * world_pos.w + world_pos.xy * dest_task.device_pixel_scale,
world_pos.w * ci.z,
world_pos.w
);
write_clip(
world_pos,
clip_area,
dest_task
);
gl_Position = uTransform * final_pos;
vec2 texture_size = vec2(TEX_SIZE(sColor0));
vec2 uv0 = res.uv_rect.p0;
vec2 uv1 = res.uv_rect.p1;
vec2 min_uv = min(uv0, uv1);
vec2 max_uv = max(uv0, uv1);
vUvSampleBounds = vec4(
min_uv + vec2(0.5),
max_uv - vec2(0.5)
) / texture_size.xyxy;
vec2 f = (local_pos - ph.local_rect.p0) / rect_size(ph.local_rect);
f = get_image_quad_uv(ph.user_data.x, f);
vec2 uv = mix(uv0, uv1, f);
float perspective_interpolate = float(ph.user_data.y);
vUv = uv / texture_size * mix(gl_Position.w, 1.0, perspective_interpolate);
vPerspective.x = perspective_interpolate;
}
#endif
#ifdef WR_FRAGMENT_SHADER
void main(void) {
float alpha = do_clip();
float perspective_divisor = mix(gl_FragCoord.w, 1.0, vPerspective.x);
vec2 uv = clamp(vUv * perspective_divisor, vUvSampleBounds.xy, vUvSampleBounds.zw);
write_output(alpha * texture(sColor0, uv));
}
#ifdef SWGL_DRAW_SPAN
void swgl_drawSpanRGBA8() {
float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, vPerspective.x);
vec2 uv = vUv * perspective_divisor;
swgl_commitTextureRGBA8(sColor0, uv, vUvSampleBounds);
}
#endif
#endif