gfx/webrender/res/shared.glsl
author Jeff Muizelaar <jmuizelaar@mozilla.com>
Tue, 14 Aug 2018 09:47:58 -0400
changeset 431390 7846bdd3762cf494ec24efc9cfc3472dc715ce4f
parent 421235 a3f7b4a6d494ff6da9511350ad3754c4b7810319
child 434988 ef1988b6f9b8a85dfff8ceaeccbedbf02bca81ce
permissions -rw-r--r--
Bug 1481570. Update webrender to commit 890f3746b798538d201e54b66d2711a70447b781

/* 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/. */

#ifdef WR_FEATURE_TEXTURE_EXTERNAL
// Please check https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external_essl3.txt
// for this extension.
#extension GL_OES_EGL_image_external_essl3 : require
#endif

#ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
#extension GL_ARB_explicit_attrib_location : require
#endif

#include base

#if defined(WR_FEATURE_TEXTURE_EXTERNAL) || defined(WR_FEATURE_TEXTURE_RECT) || defined(WR_FEATURE_TEXTURE_2D)
#define TEX_SAMPLE(sampler, tex_coord) texture(sampler, tex_coord.xy)
#else
#define TEX_SAMPLE(sampler, tex_coord) texture(sampler, tex_coord)
#endif

//======================================================================================
// Vertex shader attributes and uniforms
//======================================================================================
#ifdef WR_VERTEX_SHADER
    // A generic uniform that shaders can optionally use to configure
    // an operation mode for this batch.
    uniform int uMode;

    // Uniform inputs
    uniform mat4 uTransform;       // Orthographic projection
    uniform float uDevicePixelRatio;

    // Attribute inputs
    in vec3 aPosition;

    // get_fetch_uv is a macro to work around a macOS Intel driver parsing bug.
    // TODO: convert back to a function once the driver issues are resolved, if ever.
    // https://github.com/servo/webrender/pull/623
    // https://github.com/servo/servo/issues/13953
    // Do the division with unsigned ints because that's more efficient with D3D
    #define get_fetch_uv(i, vpi)  ivec2(int(uint(vpi) * (uint(i) % uint(WR_MAX_VERTEX_TEXTURE_WIDTH/vpi))), int(uint(i) / uint(WR_MAX_VERTEX_TEXTURE_WIDTH/vpi)))
#endif

//======================================================================================
// Fragment shader attributes and uniforms
//======================================================================================
#ifdef WR_FRAGMENT_SHADER
    // Uniform inputs

    // Fragment shader outputs
    #ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
        layout(location = 0, index = 0) out vec4 oFragColor;
        layout(location = 0, index = 1) out vec4 oFragBlend;
    #else
        out vec4 oFragColor;
    #endif

    #define EPSILON                     0.0001

    // "Show Overdraw" color. Premultiplied.
    #define WR_DEBUG_OVERDRAW_COLOR     vec4(0.110, 0.077, 0.027, 0.125)

    float distance_to_line(vec2 p0, vec2 perp_dir, vec2 p) {
        vec2 dir_to_p0 = p0 - p;
        return dot(normalize(perp_dir), dir_to_p0);
    }

    /// Find the appropriate half range to apply the AA approximation over.
    /// This range represents a coefficient to go from one CSS pixel to half a device pixel.
    float compute_aa_range(vec2 position) {
        // The constant factor is chosen to compensate for the fact that length(fw) is equal
        // to sqrt(2) times the device pixel ratio in the typical case. 0.5/sqrt(2) = 0.35355.
        //
        // This coefficient is chosen to ensure that any sample 0.5 pixels or more inside of
        // the shape has no anti-aliasing applied to it (since pixels are sampled at their center,
        // such a pixel (axis aligned) is fully inside the border). We need this so that antialiased
        // curves properly connect with non-antialiased vertical or horizontal lines, among other things.
        //
        // Lines over a half-pixel away from the pixel center *can* intersect with the pixel square;
        // indeed, unless they are horizontal or vertical, they are guaranteed to. However, choosing
        // a nonzero area for such pixels causes noticeable artifacts at the junction between an anti-
        // aliased corner and a straight edge.
        //
        // We may want to adjust this constant in specific scenarios (for example keep the principled
        // value for straight edges where we want pixel-perfect equivalence with non antialiased lines
        // when axis aligned, while selecting a larger and smoother aa range on curves).
        return 0.35355 * length(fwidth(position));
    }

    /// Return the blending coefficient for distance antialiasing.
    ///
    /// 0.0 means inside the shape, 1.0 means outside.
    ///
    /// This cubic polynomial approximates the area of a 1x1 pixel square under a
    /// line, given the signed Euclidean distance from the center of the square to
    /// that line. Calculating the *exact* area would require taking into account
    /// not only this distance but also the angle of the line. However, in
    /// practice, this complexity is not required, as the area is roughly the same
    /// regardless of the angle.
    ///
    /// The coefficients of this polynomial were determined through least-squares
    /// regression and are accurate to within 2.16% of the total area of the pixel
    /// square 95% of the time, with a maximum error of 3.53%.
    ///
    /// See the comments in `compute_aa_range()` for more information on the
    /// cutoff values of -0.5 and 0.5.
    float distance_aa(float aa_range, float signed_distance) {
        float dist = 0.5 * signed_distance / aa_range;
        if (dist <= -0.5 + EPSILON)
            return 1.0;
        if (dist >= 0.5 - EPSILON)
            return 0.0;
        return 0.5 + dist * (0.8431027 * dist * dist - 1.14453603);
    }
#endif

//======================================================================================
// Shared shader uniforms
//======================================================================================
#ifdef WR_FEATURE_TEXTURE_2D
uniform sampler2D sColor0;
uniform sampler2D sColor1;
uniform sampler2D sColor2;
#elif defined WR_FEATURE_TEXTURE_RECT
uniform sampler2DRect sColor0;
uniform sampler2DRect sColor1;
uniform sampler2DRect sColor2;
#elif defined WR_FEATURE_TEXTURE_EXTERNAL
uniform samplerExternalOES sColor0;
uniform samplerExternalOES sColor1;
uniform samplerExternalOES sColor2;
#else
uniform sampler2DArray sColor0;
uniform sampler2DArray sColor1;
uniform sampler2DArray sColor2;
#endif

#ifdef WR_FEATURE_DITHERING
uniform sampler2D sDither;
#endif

//======================================================================================
// Interpolator definitions
//======================================================================================

//======================================================================================
// VS only types and UBOs
//======================================================================================

//======================================================================================
// VS only functions
//======================================================================================