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Update WR + shaders (switch to untyped UBO for CI).
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18 changed files with 375 additions and 197 deletions
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@ -27,6 +27,8 @@
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#define BORDER_STYLE_INSET uint(8)
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#define BORDER_STYLE_OUTSET uint(9)
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#define MAX_STOPS_PER_ANGLE_GRADIENT 8
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#ifdef WR_VERTEX_SHADER
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struct Layer {
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mat4 transform;
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@ -35,30 +37,89 @@ struct Layer {
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vec4 screen_vertices[4];
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};
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layout(std140) uniform Layers {
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Layer layers[WR_MAX_PRIM_LAYERS];
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layout(std140) uniform Data {
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vec4 data[WR_MAX_UBO_VECTORS];
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};
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layout(std140) uniform Tiles {
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vec4 tiles[WR_MAX_UBO_VECTORS];
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};
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layout(std140) uniform Layers {
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vec4 layers[WR_MAX_UBO_VECTORS];
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};
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Layer fetch_layer(int index) {
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Layer layer;
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int offset = index * 13;
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layer.transform[0] = layers[offset + 0];
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layer.transform[1] = layers[offset + 1];
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layer.transform[2] = layers[offset + 2];
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layer.transform[3] = layers[offset + 3];
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layer.inv_transform[0] = layers[offset + 4];
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layer.inv_transform[1] = layers[offset + 5];
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layer.inv_transform[2] = layers[offset + 6];
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layer.inv_transform[3] = layers[offset + 7];
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layer.local_clip_rect = layers[offset + 8];
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layer.screen_vertices[0] = layers[offset + 9];
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layer.screen_vertices[1] = layers[offset + 10];
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layer.screen_vertices[2] = layers[offset + 11];
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layer.screen_vertices[3] = layers[offset + 12];
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return layer;
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}
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struct Tile {
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vec4 actual_rect;
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vec4 target_rect;
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};
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layout(std140) uniform Tiles {
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Tile tiles[WR_MAX_PRIM_TILES];
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};
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Tile fetch_tile(int index) {
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Tile tile;
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int offset = index * 2;
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tile.actual_rect = tiles[offset + 0];
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tile.target_rect = tiles[offset + 1];
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return tile;
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}
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struct PrimitiveInfo {
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uvec4 layer_tile;
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vec4 layer_tile;
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vec4 local_clip_rect;
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vec4 local_rect;
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};
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PrimitiveInfo unpack_prim_info(int offset) {
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PrimitiveInfo info;
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info.layer_tile = data[offset + 0];
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info.local_clip_rect = data[offset + 1];
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info.local_rect = data[offset + 2];
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return info;
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}
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struct ClipCorner {
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vec4 rect;
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vec4 outer_inner_radius;
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};
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ClipCorner unpack_clip_corner(int offset) {
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ClipCorner corner;
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corner.rect = data[offset + 0];
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corner.outer_inner_radius = data[offset + 1];
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return corner;
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}
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struct Clip {
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vec4 rect;
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ClipCorner top_left;
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@ -67,6 +128,18 @@ struct Clip {
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ClipCorner bottom_right;
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};
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Clip unpack_clip(int offset) {
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Clip clip;
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clip.rect = data[offset + 0];
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clip.top_left = unpack_clip_corner(offset + 1);
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clip.top_right = unpack_clip_corner(offset + 3);
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clip.bottom_left = unpack_clip_corner(offset + 5);
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clip.bottom_right = unpack_clip_corner(offset + 7);
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return clip;
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}
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bool ray_plane(vec3 normal, vec3 point, vec3 ray_origin, vec3 ray_dir, out float t)
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{
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float denom = dot(normal, ray_dir);
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@ -91,8 +164,7 @@ vec4 untransform(vec2 ref, vec3 n, vec3 a, mat4 inv_transform) {
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return r;
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}
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vec3 get_layer_pos(vec2 pos, uint layer_index) {
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Layer layer = layers[layer_index];
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vec3 get_layer_pos(vec2 pos, Layer layer) {
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vec3 a = layer.screen_vertices[0].xyz / layer.screen_vertices[0].w;
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vec3 b = layer.screen_vertices[3].xyz / layer.screen_vertices[3].w;
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vec3 c = layer.screen_vertices[2].xyz / layer.screen_vertices[2].w;
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@ -113,8 +185,8 @@ struct VertexInfo {
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};
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VertexInfo write_vertex(PrimitiveInfo info) {
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Layer layer = layers[info.layer_tile.x];
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Tile tile = tiles[info.layer_tile.y];
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Layer layer = fetch_layer(int(info.layer_tile.x));
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Tile tile = fetch_tile(int(info.layer_tile.y));
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vec2 p0 = floor(0.5 + info.local_rect.xy * uDevicePixelRatio) / uDevicePixelRatio;
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vec2 p1 = floor(0.5 + (info.local_rect.xy + info.local_rect.zw) * uDevicePixelRatio) / uDevicePixelRatio;
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@ -155,8 +227,8 @@ struct TransformVertexInfo {
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};
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TransformVertexInfo write_transform_vertex(PrimitiveInfo info) {
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Layer layer = layers[info.layer_tile.x];
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Tile tile = tiles[info.layer_tile.y];
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Layer layer = fetch_layer(int(info.layer_tile.x));
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Tile tile = fetch_tile(int(info.layer_tile.y));
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vec2 lp0 = info.local_rect.xy;
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vec2 lp1 = info.local_rect.xy + info.local_rect.zw;
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@ -200,7 +272,7 @@ TransformVertexInfo write_transform_vertex(PrimitiveInfo info) {
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max_pos_clamped,
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aPosition.xy);
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vec3 layer_pos = get_layer_pos(clamped_pos / uDevicePixelRatio, info.layer_tile.x);
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vec3 layer_pos = get_layer_pos(clamped_pos / uDevicePixelRatio, layer);
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vec2 final_pos = clamped_pos + vec2(tile.target_rect.xy) - vec2(tile.actual_rect.xy);
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@ -208,6 +280,257 @@ TransformVertexInfo write_transform_vertex(PrimitiveInfo info) {
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return TransformVertexInfo(layer_pos, clipped_local_rect);
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}
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struct Rectangle {
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PrimitiveInfo info;
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vec4 color;
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};
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Rectangle fetch_rectangle(int index) {
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Rectangle rect;
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int offset = index * 4;
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rect.info = unpack_prim_info(offset);
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rect.color = data[offset + 3];
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return rect;
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}
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struct RectangleClip {
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PrimitiveInfo info;
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vec4 color;
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Clip clip;
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};
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RectangleClip fetch_rectangle_clip(int index) {
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RectangleClip rect;
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int offset = index * 13;
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rect.info = unpack_prim_info(offset);
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rect.color = data[offset + 3];
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rect.clip = unpack_clip(offset + 4);
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return rect;
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}
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struct Glyph {
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PrimitiveInfo info;
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vec4 color;
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vec4 uv_rect;
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};
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Glyph fetch_glyph(int index) {
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Glyph glyph;
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int offset = index * 5;
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glyph.info = unpack_prim_info(offset);
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glyph.color = data[offset + 3];
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glyph.uv_rect = data[offset + 4];
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return glyph;
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}
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struct TextRunGlyph {
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vec4 local_rect;
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vec4 uv_rect;
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};
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struct TextRun {
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PrimitiveInfo info;
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vec4 color;
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TextRunGlyph glyphs[WR_GLYPHS_PER_TEXT_RUN];
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};
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PrimitiveInfo fetch_text_run_glyph(int index, out vec4 color, out vec4 uv_rect) {
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int offset = 20 * (index / WR_GLYPHS_PER_TEXT_RUN);
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int glyph_index = index % WR_GLYPHS_PER_TEXT_RUN;
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int glyph_offset = offset + 4 + 2 * glyph_index;
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PrimitiveInfo info;
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info.layer_tile = data[offset + 0];
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info.local_clip_rect = data[offset + 1];
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info.local_rect = data[glyph_offset + 0];
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color = data[offset + 3];
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uv_rect = data[glyph_offset + 1];
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return info;
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}
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struct Image {
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PrimitiveInfo info;
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vec4 st_rect; // Location of the image texture in the texture atlas.
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vec4 stretch_size_uvkind; // Size of the actual image.
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};
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Image fetch_image(int index) {
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Image image;
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int offset = index * 5;
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image.info = unpack_prim_info(offset);
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image.st_rect = data[offset + 3];
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image.stretch_size_uvkind = data[offset + 4];
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return image;
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}
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struct ImageClip {
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PrimitiveInfo info;
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vec4 st_rect; // Location of the image texture in the texture atlas.
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vec4 stretch_size_uvkind; // Size of the actual image.
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Clip clip;
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};
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ImageClip fetch_image_clip(int index) {
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ImageClip image;
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int offset = index * 14;
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image.info = unpack_prim_info(offset);
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image.st_rect = data[offset + 3];
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image.stretch_size_uvkind = data[offset + 4];
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image.clip = unpack_clip(offset + 5);
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return image;
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}
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struct Border {
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PrimitiveInfo info;
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vec4 verticalColor;
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vec4 horizontalColor;
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vec4 radii;
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vec4 border_style_trbl;
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vec4 part;
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};
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Border fetch_border(int index) {
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Border border;
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int offset = index * 8;
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border.info = unpack_prim_info(offset);
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border.verticalColor = data[offset + 3];
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border.horizontalColor = data[offset + 4];
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border.radii = data[offset + 5];
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border.border_style_trbl = data[offset + 6];
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border.part = data[offset + 7];
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return border;
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}
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struct BoxShadow {
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PrimitiveInfo info;
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vec4 color;
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vec4 border_radii_blur_radius_inverted;
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vec4 bs_rect;
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vec4 src_rect;
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};
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BoxShadow fetch_boxshadow(int index) {
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BoxShadow bs;
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int offset = index * 7;
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bs.info = unpack_prim_info(offset);
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bs.color = data[offset + 3];
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bs.border_radii_blur_radius_inverted = data[offset + 4];
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bs.bs_rect = data[offset + 5];
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bs.src_rect = data[offset + 6];
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return bs;
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}
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struct AlignedGradient {
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PrimitiveInfo info;
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vec4 color0;
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vec4 color1;
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vec4 dir;
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Clip clip;
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};
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AlignedGradient fetch_aligned_gradient(int index) {
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AlignedGradient gradient;
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int offset = index * 15;
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gradient.info = unpack_prim_info(offset);
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gradient.color0 = data[offset + 3];
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gradient.color1 = data[offset + 4];
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gradient.dir = data[offset + 5];
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gradient.clip = unpack_clip(offset + 6);
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return gradient;
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}
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struct AngleGradient {
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PrimitiveInfo info;
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vec4 start_end_point;
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vec4 stop_count;
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vec4 colors[MAX_STOPS_PER_ANGLE_GRADIENT];
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vec4 offsets[MAX_STOPS_PER_ANGLE_GRADIENT/4];
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};
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AngleGradient fetch_angle_gradient(int index) {
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AngleGradient gradient;
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int offset = index * 15;
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gradient.info = unpack_prim_info(offset);
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gradient.start_end_point = data[offset + 3];
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gradient.stop_count = data[offset + 4];
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for (int i=0 ; i < MAX_STOPS_PER_ANGLE_GRADIENT ; ++i) {
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gradient.colors[i] = data[offset + 5 + i];
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}
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for (int i=0 ; i < MAX_STOPS_PER_ANGLE_GRADIENT/4 ; ++i) {
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gradient.offsets[i] = data[offset + 5 + MAX_STOPS_PER_ANGLE_GRADIENT + i];
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}
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return gradient;
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}
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struct Blend {
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vec4 target_rect;
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vec4 src_rect;
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vec4 opacity;
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};
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Blend fetch_blend(int index) {
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Blend blend;
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int offset = index * 3;
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blend.target_rect = data[offset + 0];
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blend.src_rect = data[offset + 1];
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blend.opacity = data[offset + 2];
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return blend;
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}
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struct Composite {
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vec4 src0;
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vec4 src1;
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vec4 target_rect;
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vec4 info_amount;
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};
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Composite fetch_composite(int index) {
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Composite composite;
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int offset = index * 4;
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composite.src0 = data[offset + 0];
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composite.src1 = data[offset + 1];
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composite.target_rect = data[offset + 2];
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composite.info_amount = data[offset + 3];
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return composite;
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}
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#endif
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#ifdef WR_FRAGMENT_SHADER
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