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Update WR/shaders (more AA, VTF mac fix, reftest fixes).
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5b0a1990d5
commit
5a7004744a
7 changed files with 122 additions and 147 deletions
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@ -30,6 +30,8 @@
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#define MAX_STOPS_PER_ANGLE_GRADIENT 8
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#ifdef WR_VERTEX_SHADER
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uniform sampler2D sLayers;
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struct Layer {
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mat4 transform;
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mat4 inv_transform;
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@ -45,31 +47,32 @@ 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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// Create a UV base coord for each 8 texels.
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// This is required because trying to use an offset
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// of more than 8 texels doesn't work on some versions
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// of OSX.
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ivec2 uv0 = ivec2(0, index);
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ivec2 uv1 = ivec2(8, index);
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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.transform[0] = texelFetchOffset(sLayers, uv0, 0, ivec2(0, 0));
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layer.transform[1] = texelFetchOffset(sLayers, uv0, 0, ivec2(1, 0));
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layer.transform[2] = texelFetchOffset(sLayers, uv0, 0, ivec2(2, 0));
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layer.transform[3] = texelFetchOffset(sLayers, uv0, 0, ivec2(3, 0));
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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.inv_transform[0] = texelFetchOffset(sLayers, uv0, 0, ivec2(4, 0));
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layer.inv_transform[1] = texelFetchOffset(sLayers, uv0, 0, ivec2(5, 0));
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layer.inv_transform[2] = texelFetchOffset(sLayers, uv0, 0, ivec2(6, 0));
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layer.inv_transform[3] = texelFetchOffset(sLayers, uv0, 0, ivec2(7, 0));
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layer.local_clip_rect = layers[offset + 8];
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layer.local_clip_rect = texelFetchOffset(sLayers, uv1, 0, ivec2(0, 0));
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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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layer.screen_vertices[0] = texelFetchOffset(sLayers, uv1, 0, ivec2(1, 0));
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layer.screen_vertices[1] = texelFetchOffset(sLayers, uv1, 0, ivec2(2, 0));
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layer.screen_vertices[2] = texelFetchOffset(sLayers, uv1, 0, ivec2(2, 0));
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layer.screen_vertices[3] = texelFetchOffset(sLayers, uv1, 0, ivec2(3, 0));
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return layer;
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}
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@ -534,7 +537,7 @@ Composite fetch_composite(int index) {
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#endif
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#ifdef WR_FRAGMENT_SHADER
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void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
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float do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
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vec2 ref_tl = clip_rect.xy + vec2( radius.x, radius.x);
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vec2 ref_tr = clip_rect.zy + vec2(-radius.y, radius.y);
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vec2 ref_br = clip_rect.zw + vec2(-radius.z, -radius.z);
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@ -545,15 +548,26 @@ void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
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float d_br = distance(pos, ref_br);
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float d_bl = distance(pos, ref_bl);
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bool out0 = pos.x < ref_tl.x && pos.y < ref_tl.y && d_tl > radius.x;
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bool out1 = pos.x > ref_tr.x && pos.y < ref_tr.y && d_tr > radius.y;
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bool out2 = pos.x > ref_br.x && pos.y > ref_br.y && d_br > radius.z;
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bool out3 = pos.x < ref_bl.x && pos.y > ref_bl.y && d_bl > radius.w;
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float pixels_per_fragment = length(fwidth(pos.xy));
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float nudge = 0.5 * pixels_per_fragment;
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// TODO(gw): Alpha anti-aliasing based on edge distance!
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if (out0 || out1 || out2 || out3) {
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discard;
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}
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bool out0 = pos.x < ref_tl.x && pos.y < ref_tl.y && d_tl > radius.x - nudge;
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bool out1 = pos.x > ref_tr.x && pos.y < ref_tr.y && d_tr > radius.y - nudge;
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bool out2 = pos.x > ref_br.x && pos.y > ref_br.y && d_br > radius.z - nudge;
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bool out3 = pos.x < ref_bl.x && pos.y > ref_bl.y && d_bl > radius.w - nudge;
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float distance_from_border = (float(out0) * (d_tl - radius.x + nudge)) +
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(float(out1) * (d_tr - radius.y + nudge)) +
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(float(out2) * (d_br - radius.z + nudge)) +
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(float(out3) * (d_bl - radius.w + nudge));
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// Move the distance back into pixels.
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distance_from_border /= pixels_per_fragment;
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// Apply a more gradual fade out to transparent.
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//distance_from_border -= 0.5;
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return smoothstep(1.0, 0, distance_from_border);
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}
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float squared_distance_from_rect(vec2 p, vec2 origin, vec2 size) {
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