tor-browser

The Tor Browser
git clone https://git.dasho.dev/tor-browser.git
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brush_blend.glsl (3973B)


      1 /* This Source Code Form is subject to the terms of the Mozilla Public
      2  * License, v. 2.0. If a copy of the MPL was not distributed with this
      3  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
      4 
      5 #define VECS_PER_SPECIFIC_BRUSH 3
      6 #define WR_FEATURE_TEXTURE_2D
      7 
      8 #include shared,prim_shared,brush,blend,image_source
      9 
     10 // Interpolated UV coordinates to sample.
     11 varying highp vec2 v_uv;
     12 
     13 // Normalized bounds of the source image in the texture, adjusted to avoid
     14 // sampling artifacts.
     15 flat varying highp vec4 v_uv_sample_bounds;
     16 
     17 // x: Flag to allow perspective interpolation of UV.
     18 // y: Filter-dependent "amount" parameter.
     19 // Packed in to a vector to work around bug 1630356.
     20 flat varying mediump vec2 v_perspective_amount;
     21 #define v_perspective v_perspective_amount.x
     22 #define v_amount v_perspective_amount.y
     23 
     24 // x: Blend op, y: Lookup table GPU cache address.
     25 // Packed in to a vector to work around bug 1630356.
     26 // Must be explicitly marked as highp, as the default integer precision in
     27 // fragment shaders is mediump which may only be 16 bits in ESSL 3, and GPU
     28 // cache address can exceed that maximum representable value.
     29 flat varying highp ivec2 v_op_table_address_vec;
     30 #define v_op v_op_table_address_vec.x
     31 #define v_table_address v_op_table_address_vec.y
     32 
     33 // We must keep this as highp as we encoutered shader compilation crashes on
     34 // Mali-T devices when mediump.
     35 flat varying highp mat4 v_color_mat;
     36 // The function to use for each component of a component transfer filter. Using a int[4]
     37 // or ivec4 (with each element or component containing the function for each component) has
     38 // ran in to bugs 1695912 and 1731758, so instead use a vec4 and cast the values to/from floats.
     39 flat varying mediump vec4 v_funcs;
     40 flat varying mediump vec4 v_color_offset;
     41 
     42 #ifdef WR_VERTEX_SHADER
     43 void brush_vs(
     44     VertexInfo vi,
     45     int prim_address,
     46     RectWithEndpoint local_rect,
     47     RectWithEndpoint segment_rect,
     48     ivec4 prim_user_data,
     49     int specific_resource_address,
     50     mat4 transform,
     51     PictureTask pic_task,
     52     int brush_flags,
     53     vec4 unused
     54 ) {
     55     ImageSource res = fetch_image_source(prim_user_data.x);
     56     vec2 uv0 = res.uv_rect.p0;
     57     vec2 uv1 = res.uv_rect.p1;
     58 
     59     vec2 inv_texture_size = vec2(1.0) / vec2(TEX_SIZE(sColor0).xy);
     60     vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect);
     61     f = get_image_quad_uv(prim_user_data.x, f);
     62     vec2 uv = mix(uv0, uv1, f);
     63     float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0;
     64 
     65     v_uv = uv * inv_texture_size * mix(vi.world_pos.w, 1.0, perspective_interpolate);
     66     v_perspective = perspective_interpolate;
     67 
     68     v_uv_sample_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) * inv_texture_size.xyxy;
     69 
     70     float amount = float(prim_user_data.z) / 65536.0;
     71 
     72     v_op = prim_user_data.y & 0xffff;
     73     v_amount = amount;
     74 
     75     v_funcs.r = float((prim_user_data.y >> 28) & 0xf);
     76     v_funcs.g = float((prim_user_data.y >> 24) & 0xf);
     77     v_funcs.b = float((prim_user_data.y >> 20) & 0xf);
     78     v_funcs.a = float((prim_user_data.y >> 16) & 0xf);
     79 
     80     SetupFilterParams(
     81         v_op,
     82         amount,
     83         prim_user_data.z,
     84         v_color_offset,
     85         v_color_mat,
     86         v_table_address
     87     );
     88 }
     89 #endif
     90 
     91 #ifdef WR_FRAGMENT_SHADER
     92 Fragment brush_fs() {
     93     float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective);
     94     vec2 uv = v_uv * perspective_divisor;
     95     // Clamp the uvs to avoid sampling artifacts.
     96     uv = clamp(uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw);
     97 
     98     vec4 Cs = texture(sColor0, uv);
     99 
    100     float alpha;
    101     vec3 color;
    102     CalculateFilter(
    103         Cs,
    104         v_op,
    105         v_amount,
    106         v_table_address,
    107         v_color_offset,
    108         v_color_mat,
    109         v_funcs,
    110         color,
    111         alpha
    112     );
    113 
    114     #ifdef WR_FEATURE_ALPHA_PASS
    115         alpha *= antialias_brush();
    116     #endif
    117 
    118     // Pre-multiply the alpha into the output value.
    119     return Fragment(alpha * vec4(color, 1.0));
    120 }
    121 #endif