Update WR - stride support, remove deprecated / unused shaders.

This commit is contained in:
Glenn Watson 2016-11-09 13:35:14 +10:00
parent 3ba56df73f
commit 1f00931045
16 changed files with 16 additions and 799 deletions

View file

@ -323,7 +323,11 @@ fn get_placeholder_image(webrender_api: &webrender_traits::RenderApi) -> io::Res
let format = convert_format(image.format);
let mut bytes = Vec::new();
bytes.extend_from_slice(&*image.bytes);
image.id = Some(webrender_api.add_image(image.width, image.height, format, bytes));
image.id = Some(webrender_api.add_image(image.width,
image.height,
None,
format,
bytes));
Ok(Arc::new(image))
}
@ -478,7 +482,11 @@ impl ImageCache {
let format = convert_format(image.format);
let mut bytes = Vec::new();
bytes.extend_from_slice(&*image.bytes);
image.id = Some(self.webrender_api.add_image(image.width, image.height, format, bytes));
image.id = Some(self.webrender_api.add_image(image.width,
image.height,
None,
format,
bytes));
}
LoadResult::PlaceholderLoaded(..) | LoadResult::None => {}
}

View file

@ -2833,11 +2833,12 @@ dependencies = [
[[package]]
name = "webrender"
version = "0.8.0"
source = "git+https://github.com/servo/webrender#13e06df7906b71aaa2aa621a012678cae1f88052"
source = "git+https://github.com/servo/webrender#a0b6ea0b51a170caf591fb281f5aba25e566158f"
dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bit-set 0.4.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bitflags 0.7.0 (registry+https://github.com/rust-lang/crates.io-index)",
"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",
"core-graphics 0.4.2 (registry+https://github.com/rust-lang/crates.io-index)",
"core-text 2.0.0 (registry+https://github.com/rust-lang/crates.io-index)",
@ -2858,7 +2859,7 @@ dependencies = [
[[package]]
name = "webrender_traits"
version = "0.8.0"
source = "git+https://github.com/servo/webrender#13e06df7906b71aaa2aa621a012678cae1f88052"
source = "git+https://github.com/servo/webrender#a0b6ea0b51a170caf591fb281f5aba25e566158f"
dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",

5
ports/cef/Cargo.lock generated
View file

@ -2691,11 +2691,12 @@ dependencies = [
[[package]]
name = "webrender"
version = "0.8.0"
source = "git+https://github.com/servo/webrender#13e06df7906b71aaa2aa621a012678cae1f88052"
source = "git+https://github.com/servo/webrender#a0b6ea0b51a170caf591fb281f5aba25e566158f"
dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bit-set 0.4.0 (registry+https://github.com/rust-lang/crates.io-index)",
"bitflags 0.7.0 (registry+https://github.com/rust-lang/crates.io-index)",
"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",
"core-graphics 0.4.2 (registry+https://github.com/rust-lang/crates.io-index)",
"core-text 2.0.0 (registry+https://github.com/rust-lang/crates.io-index)",
@ -2716,7 +2717,7 @@ dependencies = [
[[package]]
name = "webrender_traits"
version = "0.8.0"
source = "git+https://github.com/servo/webrender#13e06df7906b71aaa2aa621a012678cae1f88052"
source = "git+https://github.com/servo/webrender#a0b6ea0b51a170caf591fb281f5aba25e566158f"
dependencies = [
"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",

View file

@ -1,193 +0,0 @@
/* 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/. */
vec3 Multiply(vec3 Cb, vec3 Cs) {
return Cb * Cs;
}
vec3 Screen(vec3 Cb, vec3 Cs) {
return Cb + Cs - (Cb * Cs);
}
vec3 HardLight(vec3 Cb, vec3 Cs) {
vec3 m = Multiply(Cb, 2.0 * Cs);
vec3 s = Screen(Cb, 2.0 * Cs - 1.0);
vec3 edge = vec3(0.5, 0.5, 0.5);
return mix(m, s, step(edge, Cs));
}
// TODO: Worth doing with mix/step? Check GLSL output.
float ColorDodge(float Cb, float Cs) {
if (Cb == 0.0)
return 0.0;
else if (Cs == 1.0)
return 1.0;
else
return min(1.0, Cb / (1.0 - Cs));
}
// TODO: Worth doing with mix/step? Check GLSL output.
float ColorBurn(float Cb, float Cs) {
if (Cb == 1.0)
return 1.0;
else if (Cs == 0.0)
return 0.0;
else
return 1.0 - min(1.0, (1.0 - Cb) / Cs);
}
float SoftLight(float Cb, float Cs) {
if (Cs <= 0.5) {
return Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb);
} else {
float D;
if (Cb <= 0.25)
D = ((16.0 * Cb - 12.0) * Cb + 4.0) * Cb;
else
D = sqrt(Cb);
return Cb + (2.0 * Cs - 1.0) * (D - Cb);
}
}
vec3 Difference(vec3 Cb, vec3 Cs) {
return abs(Cb - Cs);
}
vec3 Exclusion(vec3 Cb, vec3 Cs) {
return Cb + Cs - 2.0 * Cb * Cs;
}
// These functions below are taken from the spec.
// There's probably a much quicker way to implement
// them in GLSL...
float Sat(vec3 c) {
return max(c.r, max(c.g, c.b)) - min(c.r, min(c.g, c.b));
}
float Lum(vec3 c) {
vec3 f = vec3(0.3, 0.59, 0.11);
return dot(c, f);
}
vec3 ClipColor(vec3 C) {
float L = Lum(C);
float n = min(C.r, min(C.g, C.b));
float x = max(C.r, max(C.g, C.b));
if (n < 0.0)
C = L + (((C - L) * L) / (L - n));
if (x > 1.0)
C = L + (((C - L) * (1.0 - L)) / (x - L));
return C;
}
vec3 SetLum(vec3 C, float l) {
float d = l - Lum(C);
return ClipColor(C + d);
}
void SetSatInner(inout float Cmin, inout float Cmid, inout float Cmax, float s) {
if (Cmax > Cmin) {
Cmid = (((Cmid - Cmin) * s) / (Cmax - Cmin));
Cmax = s;
} else {
Cmid = 0.0;
Cmax = 0.0;
}
Cmin = 0.0;
}
vec3 SetSat(vec3 C, float s) {
if (C.r <= C.g) {
if (C.g <= C.b) {
SetSatInner(C.r, C.g, C.b, s);
} else {
if (C.r <= C.b) {
SetSatInner(C.r, C.b, C.g, s);
} else {
SetSatInner(C.b, C.r, C.g, s);
}
}
} else {
if (C.r <= C.b) {
SetSatInner(C.g, C.r, C.b, s);
} else {
if (C.g <= C.b) {
SetSatInner(C.g, C.b, C.r, s);
} else {
SetSatInner(C.b, C.g, C.r, s);
}
}
}
return C;
}
vec3 Hue(vec3 Cb, vec3 Cs) {
return SetLum(SetSat(Cs, Sat(Cb)), Lum(Cb));
}
vec3 Saturation(vec3 Cb, vec3 Cs) {
return SetLum(SetSat(Cb, Sat(Cs)), Lum(Cb));
}
vec3 Color(vec3 Cb, vec3 Cs) {
return SetLum(Cs, Lum(Cb));
}
vec3 Luminosity(vec3 Cb, vec3 Cs) {
return SetLum(Cb, Lum(Cs));
}
void main(void)
{
vec3 Cs = Texture(sDiffuse, vColorTexCoord).xyz;
vec3 Cb = Texture(sMask, vMaskTexCoord).xyz;
// TODO: Relies on the ordering of MixBlendMode enum!
// TODO: May be best to have separate shaders (esp. on Tegra)
int blend_mode = int(uBlendParams.x);
// Return yellow if none of the branches match (shouldn't happen).
vec3 result = vec3(1.0, 1.0, 0.0);
if (blend_mode == 2) {
result = Screen(Cb, Cs);
} else if (blend_mode == 3) {
result = HardLight(Cs, Cb); // Overlay is inverse of Hardlight
} else if (blend_mode == 6) {
result.r = ColorDodge(Cb.r, Cs.r);
result.g = ColorDodge(Cb.g, Cs.g);
result.b = ColorDodge(Cb.b, Cs.b);
} else if (blend_mode == 7) {
result.r = ColorBurn(Cb.r, Cs.r);
result.g = ColorBurn(Cb.g, Cs.g);
result.b = ColorBurn(Cb.b, Cs.b);
} else if (blend_mode == 8) {
result = HardLight(Cb, Cs);
} else if (blend_mode == 9) {
result.r = SoftLight(Cb.r, Cs.r);
result.g = SoftLight(Cb.g, Cs.g);
result.b = SoftLight(Cb.b, Cs.b);
} else if (blend_mode == 10) {
result = Difference(Cb, Cs);
} else if (blend_mode == 11) {
result = Exclusion(Cb, Cs);
} else if (blend_mode == 12) {
result = Hue(Cb, Cs);
} else if (blend_mode == 13) {
result = Saturation(Cb, Cs);
} else if (blend_mode == 14) {
result = Color(Cb, Cs);
} else if (blend_mode == 15) {
result = Luminosity(Cb, Cs);
}
// TODO: Handle output alpha correctly.
SetFragColor(vec4(result, 1.0));
}

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@ -1,10 +0,0 @@
/* 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/. */
void main(void)
{
vColorTexCoord = aColorTexCoordRectTop.xy;
vMaskTexCoord = aMaskTexCoordRectTop.xy / 65535.0;
gl_Position = uTransform * vec4(aPosition, 1.0);
}

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@ -1,148 +0,0 @@
/* 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/. */
// See http://asciimath.org to render the equations here.
// The Gaussian function used for blurring:
//
// G_sigma(x) = 1/sqrt(2 pi sigma^2) e^(-x^2/(2 sigma^2))
float gauss(float x, float sigma) {
float sigmaPow2 = sigma * sigma;
return 1.0 / sqrt(6.283185307179586 * sigmaPow2) * exp(-(x * x) / (2.0 * sigmaPow2));
}
// An approximation of the error function, which is related to the integral of the Gaussian
// function:
//
// "erf"(x) = 2/sqrt(pi) int_0^x e^(-t^2) dt
// ~~ 1 - 1 / (1 + a_1 x + a_2 x^2 + a_3 x^3 + a_4 x^4)^4
//
// where:
//
// a_1 = 0.278393, a_2 = 0.230389, a_3 = 0.000972, a_4 = 0.078108
//
// This approximation is accurate to `5 xx 10^-4`, more than accurate enough for our purposes.
//
// See: https://en.wikipedia.org/wiki/Error_function#Approximation_with_elementary_functions
float erf(float x) {
bool negative = x < 0.0;
if (negative)
x = -x;
float x2 = x * x;
float x3 = x2 * x;
float x4 = x2 * x2;
float denom = 1.0 + 0.278393 * x + 0.230389 * x2 + 0.000972 * x3 + 0.078108 * x4;
float result = 1.0 - 1.0 / (denom * denom * denom * denom);
return negative ? -result : result;
}
// A useful helper for calculating integrals of the Gaussian function via the error function:
//
// "erf"_sigma(x) = 2 int 1/sqrt(2 pi sigma^2) e^(-x^2/(2 sigma^2)) dx
// = "erf"(x/(sigma sqrt(2)))
float erfSigma(float x, float sigma) {
return erf(x / (sigma * 1.4142135623730951));
}
// Returns the blurred color value from the box itself (not counting any rounded corners). `p_0` is
// the vector distance to the top left corner of the box; `p_1` is the vector distance to its
// bottom right corner.
//
// "colorFromRect"_sigma(p_0, p_1)
// = int_{p_{0_y}}^{p_{1_y}} int_{p_{1_x}}^{p_{0_x}} G_sigma(y) G_sigma(x) dx dy
// = 1/4 ("erf"_sigma(p_{1_x}) - "erf"_sigma(p_{0_x}))
// ("erf"_sigma(p_{1_y}) - "erf"_sigma(p_{0_y}))
float colorFromRect(vec2 p0, vec2 p1, float sigma) {
return (erfSigma(p1.x, sigma) - erfSigma(p0.x, sigma)) *
(erfSigma(p1.y, sigma) - erfSigma(p0.y, sigma)) / 4.0;
}
// Returns the `x` coordinate on the ellipse with the given radii for the given `y` coordinate:
//
// "ellipsePoint"(y, y_0, a, b) = a sqrt(1 - ((y - y_0) / b)^2)
float ellipsePoint(float y, float y0, vec2 radii) {
float bStep = (y - y0) / radii.y;
return radii.x * sqrt(1.0 - bStep * bStep);
}
// A helper function to compute the value that needs to be subtracted to accommodate the border
// corners.
//
// "colorCutout"_sigma(x_{0_l}, x_{0_r}, y_0, y_{min}, y_{max}, a, b)
// = int_{y_{min}}^{y_{max}}
// int_{x_{0_r} + "ellipsePoint"(y, y_0, a, b)}^{x_{0_r} + a} G_sigma(y) G_sigma(x) dx
// + int_{x_{0_l} - a}^{x_{0_l} - "ellipsePoint"(y, y_0, a, b)} G_sigma(y) G_sigma(x)
// dx dy
// = int_{y_{min}}^{y_{max}} 1/2 G_sigma(y)
// ("erf"_sigma(x_{0_r} + a) - "erf"_sigma(x_{0_r} + "ellipsePoint"(y, y_0, a, b)) +
// "erf"_sigma(x_{0_l} - "ellipsePoint"(y, y_0, a, b)) - "erf"_sigma(x_{0_l} - a))
//
// with the outer integral evaluated numerically.
float colorCutoutGeneral(float x0l,
float x0r,
float y0,
float yMin,
float yMax,
vec2 radii,
float sigma) {
float sum = 0.0;
for (float y = yMin; y <= yMax; y += 1.0) {
float xEllipsePoint = ellipsePoint(y, y0, radii);
sum += gauss(y, sigma) *
(erfSigma(x0r + radii.x, sigma) - erfSigma(x0r + xEllipsePoint, sigma) +
erfSigma(x0l - xEllipsePoint, sigma) - erfSigma(x0l - radii.x, sigma));
}
return sum / 2.0;
}
// The value that needs to be subtracted to accommodate the top border corners.
float colorCutoutTop(float x0l, float x0r, float y0, vec2 radii, float sigma) {
return colorCutoutGeneral(x0l, x0r, y0, y0, y0 + radii.y, radii, sigma);
}
// The value that needs to be subtracted to accommodate the bottom border corners.
float colorCutoutBottom(float x0l, float x0r, float y0, vec2 radii, float sigma) {
return colorCutoutGeneral(x0l, x0r, y0, y0 - radii.y, y0, radii, sigma);
}
// The blurred color value for the point at `pos` with the top left corner of the box at
// `p_{0_"rect"}` and the bottom right corner of the box at `p_{1_"rect"}`.
float color(vec2 pos, vec2 p0Rect, vec2 p1Rect, vec2 radii, float sigma) {
// Compute the vector distances `p_0` and `p_1`.
vec2 p0 = p0Rect - pos, p1 = p1Rect - pos;
// Compute the basic color `"colorFromRect"_sigma(p_0, p_1)`. This is all we have to do if
// the box is unrounded.
float cRect = colorFromRect(p0, p1, sigma);
if (radii.x == 0.0 || radii.y == 0.0)
return cRect;
// Compute the inner corners of the box, taking border radii into account: `x_{0_l}`,
// `y_{0_t}`, `x_{0_r}`, and `y_{0_b}`.
float x0l = p0.x + radii.x;
float y0t = p1.y - radii.y;
float x0r = p1.x - radii.x;
float y0b = p0.y + radii.y;
// Compute the final color:
//
// "colorFromRect"_sigma(p_0, p_1) -
// ("colorCutoutTop"_sigma(x_{0_l}, x_{0_r}, y_{0_t}, a, b) +
// "colorCutoutBottom"_sigma(x_{0_l}, x_{0_r}, y_{0_b}, a, b))
float cCutoutTop = colorCutoutTop(x0l, x0r, y0t, radii, sigma);
float cCutoutBottom = colorCutoutBottom(x0l, x0r, y0b, radii, sigma);
return cRect - (cCutoutTop + cCutoutBottom);
}
void main(void) {
vec2 pos = vPosition.xy;
vec2 p0Rect = vBorderPosition.xy, p1Rect = vBorderPosition.zw;
vec2 radii = vBorderRadii.xy;
float sigma = vBlurRadius / 2.0;
float value = color(pos, p0Rect, p1Rect, radii, sigma);
value = max(value, 0.0);
SetFragColor(vec4(vColor.rgb, vColor.a == 0.0 ? 1.0 - value : value));
}

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@ -1,14 +0,0 @@
/* 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/. */
void main(void)
{
vPosition = aPosition.xy;
vColor = aColorRectTL;
vBorderPosition = aBorderPosition;
vBorderRadii = aBorderRadii;
vBlurRadius = aBlurRadius;
gl_Position = uTransform * vec4(aPosition, 1.0);
}

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@ -1,42 +0,0 @@
/* 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/. */
#version 110
#define SERVO_ES2
precision highp float;
uniform sampler2D sDiffuse;
uniform sampler2D sMask;
uniform vec4 uBlendParams;
uniform vec4 uAtlasParams;
uniform vec2 uDirection;
uniform vec4 uFilterParams;
varying vec2 vPosition;
varying vec4 vColor;
varying vec2 vColorTexCoord;
varying vec2 vMaskTexCoord;
varying vec4 vBorderPosition;
varying vec4 vBorderRadii;
varying vec2 vDestTextureSize;
varying vec2 vSourceTextureSize;
varying float vBlurRadius;
varying vec4 vTileParams;
varying vec4 vClipInRect;
varying vec4 vClipOutRect;
vec4 Texture(sampler2D sampler, vec2 texCoord) {
return texture2D(sampler, texCoord);
}
float GetAlphaFromMask(vec4 mask) {
return mask.a;
}
void SetFragColor(vec4 color) {
gl_FragColor = color;
}

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@ -1,70 +0,0 @@
/* 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/. */
#version 110
#define SERVO_ES2
uniform mat4 uTransform;
uniform vec4 uOffsets[32];
uniform vec4 uClipRects[64];
uniform mat4 uMatrixPalette[32];
uniform vec2 uDirection;
uniform vec4 uBlendParams;
uniform vec4 uFilterParams;
uniform float uDevicePixelRatio;
uniform vec4 uTileParams[64];
attribute vec3 aPosition;
attribute vec4 aPositionRect; // Width can be negative to flip horizontally (for border corners).
attribute vec4 aColorRectTL;
attribute vec4 aColorRectTR;
attribute vec4 aColorRectBR;
attribute vec4 aColorRectBL;
attribute vec4 aColorTexCoordRectTop;
attribute vec4 aColorTexCoordRectBottom;
attribute vec4 aMaskTexCoordRectTop;
attribute vec4 aMaskTexCoordRectBottom;
attribute vec4 aBorderPosition;
attribute vec4 aBorderRadii;
attribute vec2 aSourceTextureSize;
attribute vec2 aDestTextureSize;
attribute float aBlurRadius;
// x = matrix index; y = clip-in rect; z = clip-out rect; w = tile params index.
//
// A negative w value activates border corner mode. In this mode, the TR and BL colors are ignored,
// the color of the top left corner applies to all vertices of the top left triangle, and the color
// of the bottom right corner applies to all vertices of the bottom right triangle.
attribute vec4 aMisc;
varying vec2 vPosition;
varying vec4 vColor;
varying vec2 vColorTexCoord;
varying vec2 vMaskTexCoord;
varying vec4 vBorderPosition;
varying vec4 vBorderRadii;
varying vec2 vDestTextureSize;
varying vec2 vSourceTextureSize;
varying float vBlurRadius;
varying vec4 vTileParams;
varying vec4 vClipInRect;
varying vec4 vClipOutRect;
int Bottom7Bits(int value) {
return value % 0x80;
}
bool IsBottomTriangle() {
// FIXME(pcwalton): No gl_VertexID in OpenGL ES 2. We'll need some extra data.
return false;
}
vec2 SnapToPixels(vec2 pos)
{
// Snap the vertex to pixel position to guarantee correct texture
// sampling when using bilinear filtering.
// TODO(gw): ES2 doesn't have round(). Do we ever get negative coords here?
return floor(0.5 + pos * uDevicePixelRatio) / uDevicePixelRatio;
}

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@ -1,148 +0,0 @@
/* 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/. */
vec3 rgbToHsv(vec3 c) {
float value = max(max(c.r, c.g), c.b);
float chroma = value - min(min(c.r, c.g), c.b);
if (chroma == 0.0) {
return vec3(0.0);
}
float saturation = chroma / value;
float hue;
if (c.r == value)
hue = (c.g - c.b) / chroma;
else if (c.g == value)
hue = 2.0 + (c.b - c.r) / chroma;
else // if (c.b == value)
hue = 4.0 + (c.r - c.g) / chroma;
hue *= 1.0/6.0;
if (hue < 0.0)
hue += 1.0;
return vec3(hue, saturation, value);
}
vec3 hsvToRgb(vec3 c) {
if (c.s == 0.0) {
return vec3(c.z);
}
float hue = c.x * 6.0;
int sector = int(hue);
float residualHue = hue - float(sector);
vec3 pqt = c.z * vec3(1.0 - c.y, 1.0 - c.y * residualHue, 1.0 - c.y * (1.0 - residualHue));
if (sector == 0)
return vec3(c.z, pqt.z, pqt.x);
if (sector == 1)
return vec3(pqt.y, c.z, pqt.x);
if (sector == 2)
return vec3(pqt.x, c.z, pqt.z);
if (sector == 3)
return vec3(pqt.x, pqt.y, c.z);
if (sector == 4)
return vec3(pqt.z, pqt.x, c.z);
return vec3(c.z, pqt.x, pqt.y);
}
float gauss(float x, float sigma) {
if (sigma == 0.0)
return 1.0;
return (1.0 / sqrt(6.283185307179586 * sigma * sigma)) * exp(-(x * x) / (2.0 * sigma * sigma));
}
vec4 Blur(float radius, vec2 direction) {
#ifdef SERVO_ES2
// TODO(gw): for loops have to be unrollable on es2.
return vec4(1.0, 0.0, 0.0, 1.0);
#else
int range = int(radius) * 3;
float sigma = radius / 2.0;
vec4 color = vec4(0.0);
for (int offset = -range; offset <= range; offset++) {
float offsetF = float(offset);
// Here, we use the vMaskTexCoord.xy (i.e. the muv) to store the texture size.
vec2 texCoord = vColorTexCoord.xy + vec2(offsetF) / vMaskTexCoord.xy * direction;
vec4 x = texCoord.x >= 0.0 &&
texCoord.x <= 1.0 &&
texCoord.y >= 0.0 &&
texCoord.y <= 1.0 ?
Texture(sDiffuse, texCoord) :
vec4(0.0);
color += x * gauss(offsetF, sigma);
}
return color;
#endif
}
vec4 Contrast(vec4 Cs, float amount) {
return vec4(Cs.rgb * amount - 0.5 * amount + 0.5, 1.0);
}
vec4 Grayscale(vec4 Cs, float amount) {
float ia = 1.0 - amount;
return mat4(vec4(0.2126 + 0.7874 * ia, 0.2126 - 0.2126 * ia, 0.2126 - 0.2126 * ia, 0.0),
vec4(0.7152 - 0.7152 * ia, 0.7152 + 0.2848 * ia, 0.7152 - 0.7152 * ia, 0.0),
vec4(0.0722 - 0.0722 * ia, 0.0722 - 0.0722 * ia, 0.0722 + 0.9278 * ia, 0.0),
vec4(0.0, 0.0, 0.0, 1.0)) * Cs;
}
vec4 HueRotate(vec4 Cs, float amount) {
vec3 CsHsv = rgbToHsv(Cs.rgb);
CsHsv.x = mod(CsHsv.x + amount / 6.283185307179586, 1.0);
return vec4(hsvToRgb(CsHsv), Cs.a);
}
vec4 Invert(vec4 Cs, float amount) {
return mix(Cs, vec4(1.0, 1.0, 1.0, Cs.a) - vec4(Cs.rgb, 0.0), amount);
}
vec4 Saturate(vec4 Cs, float amount) {
return vec4(hsvToRgb(min(vec3(1.0, amount, 1.0) * rgbToHsv(Cs.rgb), vec3(1.0))), Cs.a);
}
vec4 Sepia(vec4 Cs, float amount) {
float ia = 1.0 - amount;
return mat4(vec4(0.393 + 0.607 * ia, 0.349 - 0.349 * ia, 0.272 - 0.272 * ia, 0.0),
vec4(0.769 - 0.769 * ia, 0.686 + 0.314 * ia, 0.534 - 0.534 * ia, 0.0),
vec4(0.189 - 0.189 * ia, 0.168 - 0.168 * ia, 0.131 + 0.869 * ia, 0.0),
vec4(0.0, 0.0, 0.0, 1.0)) * Cs;
}
void main(void)
{
// TODO: May be best to have separate shaders (esp. on Tegra)
int filterOp = int(uFilterParams.x);
float amount = uFilterParams.y;
// Return yellow if none of the branches match (shouldn't happen).
vec4 result = vec4(1.0, 1.0, 0.0, 1.0);
if (filterOp == 0) {
// Gaussian blur is specially handled:
result = Blur(amount, uFilterParams.zw);
} else {
vec4 Cs = Texture(sDiffuse, vColorTexCoord);
if (filterOp == 1) {
result = Contrast(Cs, amount);
} else if (filterOp == 2) {
result = Grayscale(Cs, amount);
} else if (filterOp == 3) {
result = HueRotate(Cs, amount);
} else if (filterOp == 4) {
result = Invert(Cs, amount);
} else if (filterOp == 5) {
result = Saturate(Cs, amount);
} else if (filterOp == 6) {
result = Sepia(Cs, amount);
}
}
SetFragColor(result);
}

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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/. */
void main(void)
{
vColorTexCoord = aColorTexCoordRectTop.xy;
vMaskTexCoord = aMaskTexCoordRectTop.xy;
vec4 pos = vec4(aPosition, 1.0);
pos.xy = SnapToPixels(pos.xy);
gl_Position = uTransform * pos;
}

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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 SERVO_GL3
precision highp float;
uniform sampler2D sDiffuse;
uniform sampler2D sMask;
uniform vec4 uBlendParams;
uniform vec2 uDirection;
uniform vec4 uFilterParams;
in vec2 vPosition;
in vec4 vColor;
in vec2 vColorTexCoord;
in vec2 vMaskTexCoord;
in vec4 vBorderPosition;
in vec4 vBorderRadii;
in vec2 vDestTextureSize;
in vec2 vSourceTextureSize;
in float vBlurRadius;
in vec4 vTileParams;
in vec4 vClipInRect;
in vec4 vClipOutRect;
out vec4 oFragColor;
vec4 Texture(sampler2D sampler, vec2 texCoord) {
return texture(sampler, texCoord);
}
float GetAlphaFromMask(vec4 mask) {
return mask.r;
}
void SetFragColor(vec4 color) {
oFragColor = color;
}

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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 SERVO_GL3
uniform mat4 uTransform;
uniform vec4 uOffsets[32];
uniform vec4 uClipRects[64];
uniform mat4 uMatrixPalette[32];
uniform vec2 uDirection;
uniform vec4 uBlendParams;
uniform vec4 uFilterParams;
uniform float uDevicePixelRatio;
uniform vec4 uTileParams[64];
uniform vec4 uAtlasParams;
in vec3 aPosition;
in vec4 aPositionRect; // Width can be negative to flip horizontally (for border corners).
in vec4 aColorRectTL;
in vec4 aColorRectTR;
in vec4 aColorRectBR;
in vec4 aColorRectBL;
in vec4 aColorTexCoordRectTop;
in vec4 aColorTexCoordRectBottom;
in vec4 aMaskTexCoordRectTop;
in vec4 aMaskTexCoordRectBottom;
in vec4 aBorderPosition;
in vec4 aBorderRadii;
in vec2 aSourceTextureSize;
in vec2 aDestTextureSize;
in float aBlurRadius;
// x = matrix index; y = clip-in rect; z = clip-out rect; w = tile params index.
//
// A negative w value activates border corner mode. In this mode, the TR and BL colors are ignored,
// the color of the top left corner applies to all vertices of the top left triangle, and the color
// of the bottom right corner applies to all vertices of the bottom right triangle.
in vec4 aMisc;
out vec2 vPosition;
out vec4 vColor;
out vec2 vColorTexCoord;
out vec2 vMaskTexCoord;
out vec4 vBorderPosition;
out vec4 vBorderRadii;
out vec2 vDestTextureSize;
out vec2 vSourceTextureSize;
out float vBlurRadius;
out vec4 vTileParams;
out vec4 vClipInRect;
out vec4 vClipOutRect;
int Bottom7Bits(int value) {
return value & 0x7f;
}
bool IsBottomTriangle() {
return gl_VertexID > 2;
}
vec2 SnapToPixels(vec2 pos)
{
// Snap the vertex to pixel position to guarantee correct texture
// sampling when using bilinear filtering.
return round(pos * uDevicePixelRatio) / uDevicePixelRatio;
}

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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/. */
void main(void) {
float a = texture(sDiffuse, vUv).a;
#ifdef WR_FEATURE_TRANSFORM
float alpha = 0.0;
init_transform_fs(vLocalPos, vLocalRect, alpha);
a *= alpha;
#endif
oFragColor = vec4(vColor.rgb, vColor.a * a);
}

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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/. */
flat varying vec4 vColor;
varying vec2 vUv;
#ifdef WR_FEATURE_TRANSFORM
varying vec3 vLocalPos;
flat varying vec4 vLocalRect;
#endif

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#line 1
/* 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/. */
void main(void) {
Glyph glyph = fetch_glyph(gl_InstanceID);
#ifdef WR_FEATURE_TRANSFORM
TransformVertexInfo vi = write_transform_vertex(glyph.info);
vLocalRect = vi.clipped_local_rect;
vLocalPos = vi.local_pos;
vec2 f = (vi.local_pos.xy / vi.local_pos.z - glyph.info.local_rect.xy) / glyph.info.local_rect.zw;
#else
VertexInfo vi = write_vertex(glyph.info);
vec2 f = (vi.local_clamped_pos - vi.local_rect.p0) / (vi.local_rect.p1 - vi.local_rect.p0);
#endif
vec2 texture_size = vec2(textureSize(sDiffuse, 0));
vec2 st0 = glyph.uv_rect.xy / texture_size;
vec2 st1 = glyph.uv_rect.zw / texture_size;
vColor = glyph.color;
vUv = mix(st0, st1, f);
}