/* 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/. */ #ifdef WR_FEATURE_TEXTURE_EXTERNAL // Please check https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external_essl3.txt // for this extension. #extension GL_OES_EGL_image_external_essl3 : require #endif #ifdef WR_FEATURE_TEXTURE_EXTERNAL_ESSL1 // Some GLES 3 devices do not support GL_OES_EGL_image_external_essl3, so we // must use GL_OES_EGL_image_external instead and make the shader ESSL1 // compatible. #extension GL_OES_EGL_image_external : require #endif #ifdef WR_FEATURE_TEXTURE_EXTERNAL_BT709 #extension GL_EXT_YUV_target : require #endif #ifdef WR_FEATURE_ADVANCED_BLEND #extension GL_KHR_blend_equation_advanced : require #endif #ifdef WR_FEATURE_DUAL_SOURCE_BLENDING #ifdef GL_ES #extension GL_EXT_blend_func_extended : require #else #extension GL_ARB_explicit_attrib_location : require #endif #endif #include base #if defined(WR_FEATURE_TEXTURE_EXTERNAL_ESSL1) #define TEX_SAMPLE(sampler, tex_coord) texture2D(sampler, tex_coord.xy) #elif defined(WR_FEATURE_TEXTURE_EXTERNAL_BT709) // Force conversion from yuv to rgb using BT709 colorspace #define TEX_SAMPLE(sampler, tex_coord) vec4(yuv_2_rgb(texture(sampler, tex_coord.xy).xyz, itu_709), 1.0) #else #define TEX_SAMPLE(sampler, tex_coord) texture(sampler, tex_coord.xy) #endif #if defined(WR_FEATURE_TEXTURE_EXTERNAL) && defined(PLATFORM_ANDROID) // On some Mali GPUs we have encountered crashes in glDrawElements when using // textureSize(samplerExternalOES) in a vertex shader without potentially // sampling from the texture. This tricks the driver in to thinking the texture // may be sampled from, avoiding the crash. See bug 1692848. uniform bool u_mali_workaround_dummy; #define TEX_SIZE(sampler) (u_mali_workaround_dummy ? ivec2(texture(sampler, vec2(0.0, 0.0)).rr) : textureSize(sampler, 0)) #else #define TEX_SIZE(sampler) textureSize(sampler, 0) #endif // Keep these in sync with the corresponding constants in gpu_types.rs // Specifies that the UV coordinates supplied to certain shaders are normalized. #define UV_TYPE_NORMALIZED 0 // Specifies that the UV coordinates supplied to certain shaders are not normalized. #define UV_TYPE_UNNORMALIZED 1 //====================================================================================== // Vertex shader attributes and uniforms //====================================================================================== #ifdef WR_VERTEX_SHADER // Uniform inputs uniform mat4 uTransform; // Orthographic projection // Attribute inputs attribute vec2 aPosition; // get_fetch_uv is a macro to work around a macOS Intel driver parsing bug. // TODO: convert back to a function once the driver issues are resolved, if ever. // https://github.com/servo/webrender/pull/623 // https://github.com/servo/servo/issues/13953 // Do the division with unsigned ints because that's more efficient with D3D #define get_fetch_uv(i, vpi) ivec2(int(vpi * (uint(i) % (WR_MAX_VERTEX_TEXTURE_WIDTH/vpi))), int(uint(i) / (WR_MAX_VERTEX_TEXTURE_WIDTH/vpi))) #endif //====================================================================================== // Fragment shader attributes and uniforms //====================================================================================== #ifdef WR_FRAGMENT_SHADER // Uniform inputs // Fragment shader outputs #ifdef WR_FEATURE_ADVANCED_BLEND layout(blend_support_all_equations) out; #endif #if __VERSION__ == 100 #define oFragColor gl_FragColor #elif defined(WR_FEATURE_DUAL_SOURCE_BLENDING) layout(location = 0, index = 0) out vec4 oFragColor; layout(location = 0, index = 1) out vec4 oFragBlend; #else out vec4 oFragColor; #endif // Write an output color in normal shaders. void write_output(vec4 color) { oFragColor = color; } #define EPSILON 0.0001 // "Show Overdraw" color. Premultiplied. #define WR_DEBUG_OVERDRAW_COLOR vec4(0.110, 0.077, 0.027, 0.125) float distance_to_line(vec2 p0, vec2 perp_dir, vec2 p) { vec2 dir_to_p0 = p0 - p; return dot(normalize(perp_dir), dir_to_p0); } // fwidth is not defined in ESSL 1, but that's okay because we don't need // it for any ESSL 1 shader variants. #if __VERSION__ != 100 /// Find the appropriate half range to apply the AA approximation over. /// This range represents a coefficient to go from one CSS pixel to half a device pixel. vec2 compute_aa_range_xy(vec2 position) { return fwidth(position); } float compute_aa_range(vec2 position) { // The constant factor is chosen to compensate for the fact that length(fw) is equal // to sqrt(2) times the device pixel ratio in the typical case. // // This coefficient is chosen to ensure that any sample 0.5 pixels or more inside of // the shape has no anti-aliasing applied to it (since pixels are sampled at their center, // such a pixel (axis aligned) is fully inside the border). We need this so that antialiased // curves properly connect with non-antialiased vertical or horizontal lines, among other things. // // Lines over a half-pixel away from the pixel center *can* intersect with the pixel square; // indeed, unless they are horizontal or vertical, they are guaranteed to. However, choosing // a nonzero area for such pixels causes noticeable artifacts at the junction between an anti- // aliased corner and a straight edge. // // We may want to adjust this constant in specific scenarios (for example keep the principled // value for straight edges where we want pixel-perfect equivalence with non antialiased lines // when axis aligned, while selecting a larger and smoother aa range on curves). // // As a further optimization, we compute the reciprocal of this range, such that we // can then use the cheaper inversesqrt() instead of length(). This also elides a // division that would otherwise be necessary inside distance_aa. #ifdef SWGL // SWGL uses an approximation for fwidth() such that it returns equal x and y. // Thus, sqrt(2)/length(w) = sqrt(2)/sqrt(x*x + x*x) = recip(x). return recip(fwidth(position).x); #else // sqrt(2)/length(w) = inversesqrt(0.5 * dot(w, w)) vec2 w = fwidth(position); return inversesqrt(0.5 * dot(w, w)); #endif } #endif /// Return the blending coefficient for distance antialiasing. /// /// 0.0 means inside the shape, 1.0 means outside. /// /// This makes the simplifying assumption that the area of a 1x1 pixel square /// under a line is reasonably similar to just the signed Euclidian distance /// from the center of the square to that line. This diverges slightly from /// better approximations of the exact area, but the difference between the /// methods is not perceptibly noticeable, while this approximation is much /// faster to compute. /// /// See the comments in `compute_aa_range()` for more information on the /// cutoff values of -0.5 and 0.5. float distance_aa_xy(vec2 aa_range, vec2 signed_distance) { // The aa_range is the raw per-axis filter width, so we need to divide // the local signed distance by the filter width to get an approximation // of screen distance. #ifdef SWGL // The SWGL fwidth() approximation returns uniform X and Y ranges. vec2 dist = signed_distance * recip(aa_range.x); #else vec2 dist = signed_distance / aa_range; #endif // Choose whichever axis is further outside the rectangle for AA. return clamp(0.5 - max(dist.x, dist.y), 0.0, 1.0); } float distance_aa(float aa_range, float signed_distance) { // The aa_range is already stored as a reciprocal with uniform scale, // so just multiply it, then use that for AA. float dist = signed_distance * aa_range; return clamp(0.5 - dist, 0.0, 1.0); } /// Component-wise selection. /// /// The idea of using this is to ensure both potential branches are executed before /// selecting the result, to avoid observable timing differences based on the condition. /// /// Example usage: color = if_then_else(LessThanEqual(color, vec3(0.5)), vec3(0.0), vec3(1.0)); /// /// The above example sets each component to 0.0 or 1.0 independently depending on whether /// their values are below or above 0.5. /// /// This is written as a macro in order to work with vectors of any dimension. /// /// Note: Some older android devices don't support mix with bvec. If we ever run into them /// the only option we have is to polyfill it with a branch per component. #define if_then_else(cond, then_branch, else_branch) mix(else_branch, then_branch, cond) #endif //====================================================================================== // Shared shader uniforms //====================================================================================== #ifdef WR_FEATURE_TEXTURE_2D uniform sampler2D sColor0; uniform sampler2D sColor1; uniform sampler2D sColor2; #elif defined WR_FEATURE_TEXTURE_RECT uniform sampler2DRect sColor0; uniform sampler2DRect sColor1; uniform sampler2DRect sColor2; #elif defined(WR_FEATURE_TEXTURE_EXTERNAL) || defined(WR_FEATURE_TEXTURE_EXTERNAL_ESSL1) uniform samplerExternalOES sColor0; uniform samplerExternalOES sColor1; uniform samplerExternalOES sColor2; #elif defined(WR_FEATURE_TEXTURE_EXTERNAL_BT709) uniform __samplerExternal2DY2YEXT sColor0; uniform __samplerExternal2DY2YEXT sColor1; uniform __samplerExternal2DY2YEXT sColor2; #endif #ifdef WR_FEATURE_DITHERING uniform sampler2D sDither; #endif //====================================================================================== // Interpolator definitions //====================================================================================== //====================================================================================== // VS only types and UBOs //====================================================================================== //====================================================================================== // VS only functions //======================================================================================