/* 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 shared,clip_shared varying highp vec4 vLocalPos; varying highp vec2 vUv; flat varying highp vec4 vUvBounds; flat varying mediump vec4 vEdge; flat varying highp vec4 vUvBounds_NoClamp; // Clip mode. Packed in to a vector to avoid bug 1630356. flat varying mediump vec2 vClipMode; #define MODE_STRETCH 0 #define MODE_SIMPLE 1 #ifdef WR_VERTEX_SHADER PER_INSTANCE in ivec2 aClipDataResourceAddress; PER_INSTANCE in vec2 aClipSrcRectSize; PER_INSTANCE in int aClipMode; PER_INSTANCE in ivec2 aStretchMode; PER_INSTANCE in vec4 aClipDestRect; struct ClipMaskInstanceBoxShadow { ClipMaskInstanceCommon base; ivec2 resource_address; }; ClipMaskInstanceBoxShadow fetch_clip_item() { ClipMaskInstanceBoxShadow cmi; cmi.base = fetch_clip_item_common(); cmi.resource_address = aClipDataResourceAddress; return cmi; } struct BoxShadowData { vec2 src_rect_size; int clip_mode; int stretch_mode_x; int stretch_mode_y; RectWithEndpoint dest_rect; }; BoxShadowData fetch_data() { BoxShadowData bs_data = BoxShadowData( aClipSrcRectSize, aClipMode, aStretchMode.x, aStretchMode.y, RectWithEndpoint(aClipDestRect.xy, aClipDestRect.zw) ); return bs_data; } void main(void) { ClipMaskInstanceBoxShadow cmi = fetch_clip_item(); Transform clip_transform = fetch_transform(cmi.base.clip_transform_id); Transform prim_transform = fetch_transform(cmi.base.prim_transform_id); BoxShadowData bs_data = fetch_data(); ImageSource res = fetch_image_source_direct(cmi.resource_address); RectWithEndpoint dest_rect = bs_data.dest_rect; ClipVertexInfo vi = write_clip_tile_vertex( dest_rect, prim_transform, clip_transform, cmi.base.sub_rect, cmi.base.task_origin, cmi.base.screen_origin, cmi.base.device_pixel_scale ); vClipMode.x = float(bs_data.clip_mode); vec2 texture_size = vec2(TEX_SIZE(sColor0)); vec2 local_pos = vi.local_pos.xy / vi.local_pos.w; vLocalPos = vi.local_pos; vec2 dest_rect_size = rect_size(dest_rect); switch (bs_data.stretch_mode_x) { case MODE_STRETCH: { vEdge.x = 0.5; vEdge.z = (dest_rect_size.x / bs_data.src_rect_size.x) - 0.5; vUv.x = (local_pos.x - dest_rect.p0.x) / bs_data.src_rect_size.x; break; } case MODE_SIMPLE: default: { vEdge.xz = vec2(1.0); vUv.x = (local_pos.x - dest_rect.p0.x) / dest_rect_size.x; break; } } switch (bs_data.stretch_mode_y) { case MODE_STRETCH: { vEdge.y = 0.5; vEdge.w = (dest_rect_size.y / bs_data.src_rect_size.y) - 0.5; vUv.y = (local_pos.y - dest_rect.p0.y) / bs_data.src_rect_size.y; break; } case MODE_SIMPLE: default: { vEdge.yw = vec2(1.0); vUv.y = (local_pos.y - dest_rect.p0.y) / dest_rect_size.y; break; } } vUv *= vi.local_pos.w; vec2 uv0 = res.uv_rect.p0; vec2 uv1 = res.uv_rect.p1; vUvBounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) / texture_size.xyxy; vUvBounds_NoClamp = vec4(uv0, uv1) / texture_size.xyxy; } #endif #ifdef WR_FRAGMENT_SHADER void main(void) { vec2 uv_linear = vUv / vLocalPos.w; vec2 uv = clamp(uv_linear, vec2(0.0), vEdge.xy); uv += max(vec2(0.0), uv_linear - vEdge.zw); uv = mix(vUvBounds_NoClamp.xy, vUvBounds_NoClamp.zw, uv); uv = clamp(uv, vUvBounds.xy, vUvBounds.zw); float in_shadow_rect = rectangle_aa_rough_fragment(vLocalPos.xy / vLocalPos.w); float texel = TEX_SAMPLE(sColor0, uv).r; float alpha = mix(texel, 1.0 - texel, vClipMode.x); float result = vLocalPos.w > 0.0 ? mix(vClipMode.x, alpha, in_shadow_rect) : 0.0; oFragColor = vec4(result); } #ifdef SWGL_DRAW_SPAN // As with cs_clip_rectangle, this shader spends a lot of time doing clipping and // combining for every fragment, even if outside of the primitive to initialize // the clip tile, or inside the inner bounds of the primitive, where the shadow // is unnecessary. To alleviate this, the span shader attempts to first intersect // the the local clip bounds, outside of which we can just use a solid fill // to initialize those clip tile fragments. Once inside the primitive bounds, // we further intersect with the inner region where no shadow is necessary either // so that we can commit entire spans of texture within this nine-patch region // instead of having to do the work of mapping per fragment. void swgl_drawSpanR8() { // Perspective is not supported. if (swgl_interpStep(vLocalPos).w != 0.0) { return; } // If the span is completely outside the Z-range and clipped out, just // output clear so we don't need to consider invalid W in the rest of the // shader. float w = swgl_forceScalar(vLocalPos.w); if (w <= 0.0) { swgl_commitSolidR8(0.0); return; } // To start, we evaluate the box shadow in both UV and local space relative // to the local-space position. This will be interpolated across the span to // track whether we intersect the nine-patch. w = 1.0 / w; vec2 uv_linear = vUv * w; vec2 uv_linear0 = swgl_forceScalar(uv_linear); vec2 uv_linear_step = swgl_interpStep(vUv).xy * w; vec2 local_pos = vLocalPos.xy * w; vec2 local_pos0 = swgl_forceScalar(local_pos); vec2 local_step = swgl_interpStep(vLocalPos).xy * w; // We need to compute the local-space distance to the bounding box and then // figure out how many processing steps that maps to. If we are stepping in // a negative direction on an axis, we need to swap the sides of the box // which we consider as the start or end. If there is no local-space step // on an axis (i.e. constant Y), we need to take care to force the steps to // either the start or end of the span depending on if we are inside or // outside of the bounding box. vec4 clip_dist = mix(vTransformBounds, vTransformBounds.zwxy, lessThan(local_step, vec2(0.0)).xyxy) - local_pos0.xyxy; clip_dist = mix(1.0e6 * step(0.0, clip_dist), clip_dist * recip(local_step).xyxy, notEqual(local_step, vec2(0.0)).xyxy); // Find the start and end of the shadowed region on this span. float shadow_start = max(clip_dist.x, clip_dist.y); float shadow_end = min(clip_dist.z, clip_dist.w); // Flip the offsets from the start of the span so we can compare against the // remaining span length which automatically deducts as we commit fragments. ivec2 shadow_steps = ivec2(clamp( swgl_SpanLength - swgl_StepSize * vec2(floor(shadow_start), ceil(shadow_end)), 0.0, swgl_SpanLength)); int shadow_start_len = shadow_steps.x; int shadow_end_len = shadow_steps.y; // Likewise, once inside the primitive bounds, we also need to track which // sector of the nine-patch we are in which requires intersecting against // the inner box instead of the outer box. vec4 opaque_dist = mix(vEdge, vEdge.zwxy, lessThan(uv_linear_step, vec2(0.0)).xyxy) - uv_linear0.xyxy; opaque_dist = mix(1.0e6 * step(0.0, opaque_dist), opaque_dist * recip(uv_linear_step).xyxy, notEqual(uv_linear_step, vec2(0.0)).xyxy); // Unlike for the shadow clipping bounds, here we need to rather find the floor of all // the offsets so that we don't accidentally process any chunks in the transitional areas // between sectors of the nine-patch. ivec4 opaque_steps = ivec4(clamp( swgl_SpanLength - swgl_StepSize * vec4(floor(opaque_dist.x), floor(opaque_dist.y), floor(opaque_dist.z), floor(opaque_dist.w)), shadow_end_len, swgl_SpanLength)); // Fill any initial sections of the span that are clipped out based on clip mode. if (swgl_SpanLength > shadow_start_len) { int num_before = swgl_SpanLength - shadow_start_len; swgl_commitPartialSolidR8(num_before, vClipMode.x); float steps_before = float(num_before / swgl_StepSize); uv_linear += steps_before * uv_linear_step; local_pos += steps_before * local_step; } // This loop tries to repeatedly process entire spans of the nine-patch that map // to a contiguous spans of texture in the source box shadow. First, we process // a chunk with per-fragment clipping and mapping in case we're starting on a // transitional region between sectors of the nine-patch which may need to map // to different spans of texture per-fragment. After, we find the largest span // within the current sector before we hit the next transitional region, and // attempt to commit an entire span of texture therein. while (swgl_SpanLength > 0) { // Here we might be in a transitional chunk, so do everything per-fragment. { vec2 uv = clamp(uv_linear, vec2(0.0), vEdge.xy); uv += max(vec2(0.0), uv_linear - vEdge.zw); uv = mix(vUvBounds_NoClamp.xy, vUvBounds_NoClamp.zw, uv); uv = clamp(uv, vUvBounds.xy, vUvBounds.zw); float in_shadow_rect = rectangle_aa_rough_fragment(local_pos); float texel = TEX_SAMPLE(sColor0, uv).r; float alpha = mix(texel, 1.0 - texel, vClipMode.x); float result = mix(vClipMode.x, alpha, in_shadow_rect); swgl_commitColorR8(result); uv_linear += uv_linear_step; local_pos += local_step; } // If we now hit the end of the clip bounds, just bail out since there is // no more shadow to map. if (swgl_SpanLength <= shadow_end_len) { break; } // By here we've determined to be still inside the nine-patch. We need to // compare against the inner rectangle thresholds to see which sector of // the nine-patch to use and thus how to map the box shadow texture. Stop // at least one step before the end of the shadow region to properly clip // on the boundary. int num_inside = swgl_SpanLength - swgl_StepSize - shadow_end_len; vec4 uv_bounds = vUvBounds; if (swgl_SpanLength >= opaque_steps.y) { // We're in the top Y band of the nine-patch. num_inside = min(num_inside, swgl_SpanLength - opaque_steps.y); } else if (swgl_SpanLength >= opaque_steps.w) { // We're in the middle Y band of the nine-patch. Set the UV clamp bounds // to the vertical center texel of the box shadow. num_inside = min(num_inside, swgl_SpanLength - opaque_steps.w); uv_bounds.yw = vec2(clamp(mix(vUvBounds_NoClamp.y, vUvBounds_NoClamp.w, vEdge.y), vUvBounds.y, vUvBounds.w)); } if (swgl_SpanLength >= opaque_steps.x) { // We're in the left X column of the nine-patch. num_inside = min(num_inside, swgl_SpanLength - opaque_steps.x); } else if (swgl_SpanLength >= opaque_steps.z) { // We're in the middle X band of the nine-patch. Set the UV clamp bounds // to the horizontal center texel of the box shadow. num_inside = min(num_inside, swgl_SpanLength - opaque_steps.z); uv_bounds.xz = vec2(clamp(mix(vUvBounds_NoClamp.x, vUvBounds_NoClamp.z, vEdge.x), vUvBounds.x, vUvBounds.z)); } if (num_inside > 0) { // We have a non-zero span of fragments within the sector. Map to the UV // start offset of the sector and the UV offset within the sector. vec2 uv = clamp(uv_linear, vec2(0.0), vEdge.xy); uv += max(vec2(0.0), uv_linear - vEdge.zw); uv = mix(vUvBounds_NoClamp.xy, vUvBounds_NoClamp.zw, uv); // If we're in the center sector of the nine-patch, then we only need to // sample from a single texel of the box shadow. Just sample that single // texel once and output it for the entire span. Otherwise, we just need // to commit an actual span of texture from the box shadow. Depending on // if we are in clip-out mode, we may need to invert the source texture. if (uv_bounds.xy == uv_bounds.zw) { uv = clamp(uv, uv_bounds.xy, uv_bounds.zw); float texel = TEX_SAMPLE(sColor0, uv).r; float alpha = mix(texel, 1.0 - texel, vClipMode.x); swgl_commitPartialSolidR8(num_inside, alpha); } else if (vClipMode.x != 0.0) { swgl_commitPartialTextureLinearInvertR8(num_inside, sColor0, uv, uv_bounds); } else { swgl_commitPartialTextureLinearR8(num_inside, sColor0, uv, uv_bounds); } float steps_inside = float(num_inside / swgl_StepSize); uv_linear += steps_inside * uv_linear_step; local_pos += steps_inside * local_step; } // By here we're probably in a transitional chunk of the nine-patch that // requires per-fragment processing, so loop around again to the handler // for that case. } // Fill any remaining sections of the span that are clipped out. if (swgl_SpanLength > 0) { swgl_commitPartialSolidR8(swgl_SpanLength, vClipMode.x); } } #endif #endif