/* 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/. */ #include rect,render_task,gpu_cache,transform #ifdef WR_VERTEX_SHADER PER_INSTANCE in vec4 aClipDeviceArea; PER_INSTANCE in vec4 aClipOrigins; PER_INSTANCE in float aDevicePixelScale; PER_INSTANCE in ivec2 aTransformIds; struct ClipMaskInstanceCommon { RectWithEndpoint sub_rect; vec2 task_origin; vec2 screen_origin; float device_pixel_scale; int clip_transform_id; int prim_transform_id; }; ClipMaskInstanceCommon fetch_clip_item_common() { ClipMaskInstanceCommon cmi; cmi.sub_rect = RectWithEndpoint(aClipDeviceArea.xy, aClipDeviceArea.zw); cmi.task_origin = aClipOrigins.xy; cmi.screen_origin = aClipOrigins.zw; cmi.device_pixel_scale = aDevicePixelScale; cmi.clip_transform_id = aTransformIds.x; cmi.prim_transform_id = aTransformIds.y; return cmi; } struct ClipVertexInfo { vec4 local_pos; RectWithEndpoint clipped_local_rect; }; // The transformed vertex function that always covers the whole clip area, // which is the intersection of all clip instances of a given primitive ClipVertexInfo write_clip_tile_vertex(RectWithEndpoint local_clip_rect, Transform prim_transform, Transform clip_transform, RectWithEndpoint sub_rect, vec2 task_origin, vec2 screen_origin, float device_pixel_scale) { vec2 device_pos = screen_origin + mix(sub_rect.p0, sub_rect.p1, aPosition.xy); vec2 world_pos = device_pos / device_pixel_scale; vec4 pos = prim_transform.m * vec4(world_pos, 0.0, 1.0); pos.xyz /= pos.w; vec4 p = get_node_pos(pos.xy, clip_transform); vec4 local_pos = p * pos.w; //TODO: Interpolate in clip space, where "local_pos.w" contains // the W of the homogeneous transform *from* clip space into the world. // float interpolate_w = 1.0 / local_pos.w; // This is problematic today, because the W<=0 hemisphere is going to be // clipped, while we currently want this shader to fill out the whole rect. // We can therefore simplify this when the clip construction is rewritten // to only affect the areas touched by a clip. vec4 vertex_pos = vec4( task_origin + mix(sub_rect.p0, sub_rect.p1, aPosition.xy), 0.0, 1.0 ); gl_Position = uTransform * vertex_pos; rectangle_aa_vertex(vec4(local_clip_rect.p0, local_clip_rect.p1)); ClipVertexInfo vi = ClipVertexInfo(local_pos, local_clip_rect); return vi; } #endif //WR_VERTEX_SHADER