/* 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/. */ uniform HIGHP_SAMPLER_FLOAT sampler2D sGpuCache; #define VECS_PER_IMAGE_RESOURCE 2 // TODO(gw): This is here temporarily while we have // both GPU store and cache. When the GPU // store code is removed, we can change the // PrimitiveInstance instance structure to // use 2x unsigned shorts as vertex attributes // instead of an int, and encode the UV directly // in the vertices. ivec2 get_gpu_cache_uv(HIGHP_FS_ADDRESS int address) { return ivec2(uint(address) % WR_MAX_VERTEX_TEXTURE_WIDTH, uint(address) / WR_MAX_VERTEX_TEXTURE_WIDTH); } vec4[2] fetch_from_gpu_cache_2_direct(ivec2 address) { return vec4[2]( TEXEL_FETCH(sGpuCache, address, 0, ivec2(0, 0)), TEXEL_FETCH(sGpuCache, address, 0, ivec2(1, 0)) ); } vec4[2] fetch_from_gpu_cache_2(HIGHP_FS_ADDRESS int address) { ivec2 uv = get_gpu_cache_uv(address); return vec4[2]( TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0)) ); } vec4 fetch_from_gpu_cache_1_direct(ivec2 address) { return texelFetch(sGpuCache, address, 0); } vec4 fetch_from_gpu_cache_1(HIGHP_FS_ADDRESS int address) { ivec2 uv = get_gpu_cache_uv(address); return texelFetch(sGpuCache, uv, 0); } #ifdef WR_VERTEX_SHADER vec4[8] fetch_from_gpu_cache_8(int address) { ivec2 uv = get_gpu_cache_uv(address); return vec4[8]( TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(2, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(3, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(4, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(5, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(6, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(7, 0)) ); } vec4[3] fetch_from_gpu_cache_3(int address) { ivec2 uv = get_gpu_cache_uv(address); return vec4[3]( TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(2, 0)) ); } vec4[3] fetch_from_gpu_cache_3_direct(ivec2 address) { return vec4[3]( TEXEL_FETCH(sGpuCache, address, 0, ivec2(0, 0)), TEXEL_FETCH(sGpuCache, address, 0, ivec2(1, 0)), TEXEL_FETCH(sGpuCache, address, 0, ivec2(2, 0)) ); } vec4[4] fetch_from_gpu_cache_4_direct(ivec2 address) { return vec4[4]( TEXEL_FETCH(sGpuCache, address, 0, ivec2(0, 0)), TEXEL_FETCH(sGpuCache, address, 0, ivec2(1, 0)), TEXEL_FETCH(sGpuCache, address, 0, ivec2(2, 0)), TEXEL_FETCH(sGpuCache, address, 0, ivec2(3, 0)) ); } vec4[4] fetch_from_gpu_cache_4(int address) { ivec2 uv = get_gpu_cache_uv(address); return vec4[4]( TEXEL_FETCH(sGpuCache, uv, 0, ivec2(0, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(1, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(2, 0)), TEXEL_FETCH(sGpuCache, uv, 0, ivec2(3, 0)) ); } //TODO: image resource is too specific for this module struct ImageResource { RectWithEndpoint uv_rect; float layer; vec3 user_data; }; ImageResource fetch_image_resource(int address) { //Note: number of blocks has to match `renderer::BLOCKS_PER_UV_RECT` vec4 data[2] = fetch_from_gpu_cache_2(address); RectWithEndpoint uv_rect = RectWithEndpoint(data[0].xy, data[0].zw); return ImageResource(uv_rect, data[1].x, data[1].yzw); } ImageResource fetch_image_resource_direct(ivec2 address) { vec4 data[2] = fetch_from_gpu_cache_2_direct(address); RectWithEndpoint uv_rect = RectWithEndpoint(data[0].xy, data[0].zw); return ImageResource(uv_rect, data[1].x, data[1].yzw); } // Fetch optional extra data for a texture cache resource. This can contain // a polygon defining a UV rect within the texture cache resource. // Note: the polygon coordinates are in homogeneous space. struct ImageResourceExtra { vec4 st_tl; vec4 st_tr; vec4 st_bl; vec4 st_br; }; ImageResourceExtra fetch_image_resource_extra(int address) { vec4 data[4] = fetch_from_gpu_cache_4(address + VECS_PER_IMAGE_RESOURCE); return ImageResourceExtra( data[0], data[1], data[2], data[3] ); } #endif //WR_VERTEX_SHADER