Update WR/shaders (more AA, VTF mac fix, reftest fixes).

This commit is contained in:
Glenn Watson 2016-09-08 06:07:57 +10:00
parent 5b0a1990d5
commit 5a7004744a
7 changed files with 122 additions and 147 deletions

View file

@ -30,6 +30,8 @@
#define MAX_STOPS_PER_ANGLE_GRADIENT 8
#ifdef WR_VERTEX_SHADER
uniform sampler2D sLayers;
struct Layer {
mat4 transform;
mat4 inv_transform;
@ -45,31 +47,32 @@ layout(std140) uniform Tiles {
vec4 tiles[WR_MAX_UBO_VECTORS];
};
layout(std140) uniform Layers {
vec4 layers[WR_MAX_UBO_VECTORS];
};
Layer fetch_layer(int index) {
Layer layer;
int offset = index * 13;
// Create a UV base coord for each 8 texels.
// This is required because trying to use an offset
// of more than 8 texels doesn't work on some versions
// of OSX.
ivec2 uv0 = ivec2(0, index);
ivec2 uv1 = ivec2(8, index);
layer.transform[0] = layers[offset + 0];
layer.transform[1] = layers[offset + 1];
layer.transform[2] = layers[offset + 2];
layer.transform[3] = layers[offset + 3];
layer.transform[0] = texelFetchOffset(sLayers, uv0, 0, ivec2(0, 0));
layer.transform[1] = texelFetchOffset(sLayers, uv0, 0, ivec2(1, 0));
layer.transform[2] = texelFetchOffset(sLayers, uv0, 0, ivec2(2, 0));
layer.transform[3] = texelFetchOffset(sLayers, uv0, 0, ivec2(3, 0));
layer.inv_transform[0] = layers[offset + 4];
layer.inv_transform[1] = layers[offset + 5];
layer.inv_transform[2] = layers[offset + 6];
layer.inv_transform[3] = layers[offset + 7];
layer.inv_transform[0] = texelFetchOffset(sLayers, uv0, 0, ivec2(4, 0));
layer.inv_transform[1] = texelFetchOffset(sLayers, uv0, 0, ivec2(5, 0));
layer.inv_transform[2] = texelFetchOffset(sLayers, uv0, 0, ivec2(6, 0));
layer.inv_transform[3] = texelFetchOffset(sLayers, uv0, 0, ivec2(7, 0));
layer.local_clip_rect = layers[offset + 8];
layer.local_clip_rect = texelFetchOffset(sLayers, uv1, 0, ivec2(0, 0));
layer.screen_vertices[0] = layers[offset + 9];
layer.screen_vertices[1] = layers[offset + 10];
layer.screen_vertices[2] = layers[offset + 11];
layer.screen_vertices[3] = layers[offset + 12];
layer.screen_vertices[0] = texelFetchOffset(sLayers, uv1, 0, ivec2(1, 0));
layer.screen_vertices[1] = texelFetchOffset(sLayers, uv1, 0, ivec2(2, 0));
layer.screen_vertices[2] = texelFetchOffset(sLayers, uv1, 0, ivec2(2, 0));
layer.screen_vertices[3] = texelFetchOffset(sLayers, uv1, 0, ivec2(3, 0));
return layer;
}
@ -534,7 +537,7 @@ Composite fetch_composite(int index) {
#endif
#ifdef WR_FRAGMENT_SHADER
void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
float do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
vec2 ref_tl = clip_rect.xy + vec2( radius.x, radius.x);
vec2 ref_tr = clip_rect.zy + vec2(-radius.y, radius.y);
vec2 ref_br = clip_rect.zw + vec2(-radius.z, -radius.z);
@ -545,15 +548,26 @@ void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
float d_br = distance(pos, ref_br);
float d_bl = distance(pos, ref_bl);
bool out0 = pos.x < ref_tl.x && pos.y < ref_tl.y && d_tl > radius.x;
bool out1 = pos.x > ref_tr.x && pos.y < ref_tr.y && d_tr > radius.y;
bool out2 = pos.x > ref_br.x && pos.y > ref_br.y && d_br > radius.z;
bool out3 = pos.x < ref_bl.x && pos.y > ref_bl.y && d_bl > radius.w;
float pixels_per_fragment = length(fwidth(pos.xy));
float nudge = 0.5 * pixels_per_fragment;
// TODO(gw): Alpha anti-aliasing based on edge distance!
if (out0 || out1 || out2 || out3) {
discard;
}
bool out0 = pos.x < ref_tl.x && pos.y < ref_tl.y && d_tl > radius.x - nudge;
bool out1 = pos.x > ref_tr.x && pos.y < ref_tr.y && d_tr > radius.y - nudge;
bool out2 = pos.x > ref_br.x && pos.y > ref_br.y && d_br > radius.z - nudge;
bool out3 = pos.x < ref_bl.x && pos.y > ref_bl.y && d_bl > radius.w - nudge;
float distance_from_border = (float(out0) * (d_tl - radius.x + nudge)) +
(float(out1) * (d_tr - radius.y + nudge)) +
(float(out2) * (d_br - radius.z + nudge)) +
(float(out3) * (d_bl - radius.w + nudge));
// Move the distance back into pixels.
distance_from_border /= pixels_per_fragment;
// Apply a more gradual fade out to transparent.
//distance_from_border -= 0.5;
return smoothstep(1.0, 0, distance_from_border);
}
float squared_distance_from_rect(vec2 p, vec2 origin, vec2 size) {