Add WebRender integration to Servo.

WebRender is an experimental GPU accelerated rendering backend for Servo.

The WebRender backend can be specified by running Servo with the -w option (otherwise the default rendering backend will be used).

WebRender has many bugs, and missing features - but it is usable to browse most websites - please report any WebRender specific rendering bugs you encounter!
This commit is contained in:
Glenn Watson 2016-02-18 07:57:31 +10:00
parent f7f0eea470
commit c0531c312f
75 changed files with 2869 additions and 888 deletions

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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/. */
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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/* 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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/* 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)
{
vec4 diffuse = Texture(sDiffuse, vColorTexCoord);
SetFragColor(diffuse * vColor);
}

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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)
{
vColor = aColorRectTL / 255.0;
vColorTexCoord = aColorTexCoordRectTop.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/. */
// `vBorderPosition` is the position of the source texture in the atlas.
float gauss(float x, float sigma) {
return (1.0 / sqrt(6.283185307179586 * sigma * sigma)) * exp(-(x * x) / (2.0 * sigma * sigma));
}
void main(void) {
#ifdef SERVO_ES2
// TODO(gw): for loops have to be unrollable on es2.
SetFragColor(vec4(1.0, 0.0, 0.0, 1.0));
#else
vec2 sideOffsets = (vDestTextureSize - vSourceTextureSize) / 2.0;
int range = int(vBlurRadius) * 3;
float sigma = vBlurRadius / 2.0;
vec4 value = vec4(0.0);
vec2 sourceTextureUvOrigin = vBorderPosition.xy;
vec2 sourceTextureUvSize = vBorderPosition.zw - sourceTextureUvOrigin;
for (int offset = -range; offset <= range; offset++) {
float offsetF = float(offset);
vec2 lColorTexCoord = (vColorTexCoord.xy * vDestTextureSize - sideOffsets) /
vSourceTextureSize;
lColorTexCoord += vec2(offsetF) / vSourceTextureSize * uDirection;
vec4 x = lColorTexCoord.x >= 0.0 &&
lColorTexCoord.x <= 1.0 &&
lColorTexCoord.y >= 0.0 &&
lColorTexCoord.y <= 1.0 ?
Texture(sDiffuse, lColorTexCoord * sourceTextureUvSize + sourceTextureUvOrigin) :
vec4(0.0);
// Alpha must be premultiplied in order to properly blur the alpha channel.
value += vec4(x.rgb * x.a, x.a) * gauss(offsetF, sigma);
}
// Unpremultiply the alpha.
value = vec4(value.rgb / value.a, value.a);
SetFragColor(value);
#endif
}

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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;
vBorderPosition = aBorderPosition;
vBlurRadius = aBlurRadius;
vDestTextureSize = aDestTextureSize;
vSourceTextureSize = aSourceTextureSize;
gl_Position = uTransform * vec4(aPosition, 1.0);
}

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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/. */
/*
Ellipse equation:
(x-h)^2 (y-k)^2
------- + ------- <= 1
rx^2 ry^2
*/
float Value(vec2 position) {
float outer_rx = vBorderRadii.x;
float outer_ry = vBorderRadii.y;
float outer_dx = position.x * position.x / (outer_rx * outer_rx);
float outer_dy = position.y * position.y / (outer_ry * outer_ry);
if (outer_dx + outer_dy > 1.0)
return 0.0;
float inner_rx = vBorderRadii.z;
float inner_ry = vBorderRadii.w;
if (inner_rx == 0.0 || inner_ry == 0.0)
return 1.0;
float inner_dx = position.x * position.x / (inner_rx * inner_rx);
float inner_dy = position.y * position.y / (inner_ry * inner_ry);
return inner_dx + inner_dy >= 1.0 ? 1.0 : 0.0;
}
void main(void)
{
vec2 position = vPosition - vBorderPosition.xy;
vec4 pixelBounds = vec4(floor(position.x), floor(position.y),
ceil(position.x), ceil(position.y));
float value = (Value(pixelBounds.xy) + Value(pixelBounds.zy) +
Value(pixelBounds.xw) + Value(pixelBounds.zw)) / 4.0;
SetFragColor(vec4(vColor.rgb, mix(1.0 - vColor.a, vColor.a, value)));
}

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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)
{
vColor = aColorRectTL;
vPosition = aPosition.xy;
vBorderPosition = aBorderPosition;
vBorderRadii = aBorderRadii;
gl_Position = uTransform * vec4(aPosition, 1.0);
}

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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/. */
// 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);
SetFragColor(vec4(vColor.rgb, max(value, 0.0)));
}

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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)
{
vPosition = aPosition.xy;
vColor = aColorRectTL;
vBorderPosition = aBorderPosition;
vBorderRadii = aBorderRadii;
vBlurRadius = aBlurRadius;
gl_Position = uTransform * vec4(aPosition, 1.0);
}

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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)
{
SetFragColor(vColor);
}

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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)
{
vColor = aColorRectTL / 255.0;
gl_Position = uTransform * vec4(aPosition, 1.0);
}

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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)
{
SetFragColor(vColor);
}

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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)
{
vColor = aColorRectTL;
vec4 pos = vec4(aPosition, 1.0);
pos.xy = floor(pos.xy * uDevicePixelRatio + 0.5) / uDevicePixelRatio;
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/. */
void main(void)
{
#ifdef SERVO_ES2
float alpha = Texture(sDiffuse, vColorTexCoord.xy).a;
#else
float alpha = Texture(sDiffuse, vColorTexCoord.xy).r;
#endif
SetFragColor(vec4(vColor.xyz, vColor.w * alpha));
}

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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)
{
vColor = aColorRectTL;
vColorTexCoord = aColorTexCoordRectTop.xy;
vec4 pos = vec4(aPosition, 1.0);
pos.xy = floor(pos.xy * uDevicePixelRatio + 0.5) / uDevicePixelRatio;
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/. */
#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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/* 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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/* 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/. */
#version 150
#define SERVO_GL3
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/. */
#version 150
#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)
{
SetFragColor(vColor);
}

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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)
{
vColor = aColorRectTL / 255.0;
gl_Position = uTransform * vec4(aPosition, 1.0);
}

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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/. */
// GLSL point in rect test.
// See: https://stackoverflow.com/questions/12751080/glsl-point-inside-box-test
bool PointInRect(vec2 p, vec2 p0, vec2 p1)
{
vec2 s = step(p0, p) - step(p1, p);
return s.x * s.y != 0.0;
}
void main(void)
{
// Clip out.
if (PointInRect(vPosition, vClipOutRect.xy, vClipOutRect.zw)) {
discard;
}
// Clip in.
if (!PointInRect(vPosition, vClipInRect.xy, vClipInRect.zw)) {
discard;
}
// Apply image tiling parameters (offset and scale) to color UVs.
vec2 colorTexCoord = vTileParams.xy + fract(vColorTexCoord.xy) * vTileParams.zw;
vec2 maskTexCoord = vMaskTexCoord.xy;
// Fetch the diffuse and mask texels.
vec4 diffuse = Texture(sDiffuse, colorTexCoord);
vec4 mask = Texture(sMask, maskTexCoord);
// Extract alpha from the mask (component depends on platform)
float alpha = GetAlphaFromMask(mask);
// Write the final fragment color.
SetFragColor(diffuse * vec4(vColor.rgb, vColor.a * alpha));
}

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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/. */
vec2 Bilerp2(vec2 tl, vec2 tr, vec2 br, vec2 bl, vec2 st) {
return mix(mix(tl, bl, st.y), mix(tr, br, st.y), st.x);
}
vec4 Bilerp4(vec4 tl, vec4 tr, vec4 br, vec4 bl, vec2 st) {
return mix(mix(tl, bl, st.y), mix(tr, br, st.y), st.x);
}
void main(void)
{
// Extract the image tiling parameters.
// These are passed to the fragment shader, since
// the uv interpolation must be done per-fragment.
vTileParams = uTileParams[Bottom7Bits(int(aMisc.w))];
// Determine clip rects.
vClipOutRect = uClipRects[int(aMisc.z)];
vec4 clipInRect = uClipRects[int(aMisc.y)];
// Extract the complete (stacking context + css transform) transform
// for this vertex. Transform the position by it.
vec2 offsetParams = uOffsets[Bottom7Bits(int(aMisc.x))].xy;
mat4 matrix = uMatrixPalette[Bottom7Bits(int(aMisc.x))];
vec2 p0 = aPositionRect.xy + offsetParams;
vec2 p1 = p0 + aPositionRect.zw;
vec2 rect_origin = SnapToPixels(p0);
vec2 rect_size = SnapToPixels(p1) - rect_origin;
// Determine the position, color, and mask texture coordinates of this vertex.
vec4 localPos = vec4(0.0, 0.0, 0.0, 1.0);
bool isBorderCorner = int(aMisc.w) >= 0x80;
bool isBottomTriangle = IsBottomTriangle();
if (aPosition.y == 0.0) {
localPos.y = rect_origin.y;
if (aPosition.x == 0.0) {
localPos.x = rect_origin.x;
if (isBorderCorner) {
vColor = isBottomTriangle ? aColorRectBL : aColorRectTR;
}
} else {
localPos.x = rect_origin.x + rect_size.x;
if (isBorderCorner) {
vColor = aColorRectTR;
}
}
} else {
localPos.y = rect_origin.y + rect_size.y;
if (aPosition.x == 0.0) {
localPos.x = rect_origin.x;
if (isBorderCorner) {
vColor = aColorRectBL;
}
} else {
localPos.x = rect_origin.x + rect_size.x;
if (isBorderCorner) {
vColor = isBottomTriangle ? aColorRectBL : aColorRectTR;
}
}
}
// Rotate or clip as necessary. If there is no rotation, we can clip here in the vertex shader
// and save a whole bunch of fragment shader invocations. If there is a rotation, we fall back
// to FS clipping.
//
// The rotation angle is encoded as a negative bottom left u coordinate. (uv coordinates should
// always be nonnegative normally, and gradients don't use color textures, so this is fine.)
vec4 colorTexCoordRectBottom = aColorTexCoordRectBottom;
vec2 localST;
if (colorTexCoordRectBottom.z < 0.0) {
float angle = -colorTexCoordRectBottom.z;
vec2 center = rect_origin + rect_size / 2.0;
vec2 translatedPos = localPos.xy - center;
localST = (localPos.xy - rect_origin) / rect_size;
localPos.xy = vec2(translatedPos.x * cos(angle) - translatedPos.y * sin(angle),
translatedPos.x * sin(angle) + translatedPos.y * cos(angle)) + center;
colorTexCoordRectBottom.z = aColorTexCoordRectTop.x;
vClipInRect = clipInRect;
} else {
localPos.x = clamp(localPos.x, clipInRect.x, clipInRect.z);
localPos.y = clamp(localPos.y, clipInRect.y, clipInRect.w);
localST = (localPos.xy - rect_origin) / rect_size;
vClipInRect = vec4(-1e37, -1e37, 1e38, 1e38);
}
vColorTexCoord = Bilerp2(aColorTexCoordRectTop.xy, aColorTexCoordRectTop.zw,
colorTexCoordRectBottom.xy, colorTexCoordRectBottom.zw,
localST);
vMaskTexCoord = Bilerp2(aMaskTexCoordRectTop.xy, aMaskTexCoordRectTop.zw,
aMaskTexCoordRectBottom.xy, aMaskTexCoordRectBottom.zw,
localST);
if (!isBorderCorner) {
vColor = Bilerp4(aColorRectTL, aColorRectTR, aColorRectBR, aColorRectBL, localST);
}
// Normalize the vertex color and mask texture coordinates.
vColor /= 255.0;
vMaskTexCoord /= uAtlasParams.zw;
vPosition = localPos.xy;
vec4 worldPos = matrix * localPos;
// Transform by the orthographic projection into clip space.
gl_Position = uTransform * worldPos;
}

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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) {
vec2 textureSize = vBorderPosition.zw - vBorderPosition.xy;
vec2 colorTexCoord = vBorderPosition.xy + mod(vColorTexCoord.xy, 1.0) * textureSize;
vec4 diffuse = Texture(sDiffuse, colorTexCoord);
SetFragColor(diffuse);
}

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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 = aBorderRadii.xy;
vBorderPosition = aBorderPosition;
gl_Position = uTransform * vec4(aPosition, 1.0);
}