author | Lee Salzman <lsalzman@mozilla.com> |
Sun, 24 Jan 2021 19:51:18 +0000 (7 months ago) | |
changeset 564398 | 63534c66d7b813bf04d9753d942f59984c05b8a9 |
parent 564397 | 515a66b2e43c37875972ffce20383108712c31fa |
child 564399 | 3d8ed4244d2309d5e8159137a966bbecffee1c8b |
push id | 38138 |
push user | dluca@mozilla.com |
push date | Sun, 24 Jan 2021 21:50:58 +0000 (7 months ago) |
treeherder | mozilla-central@63534c66d7b8 [default view] [failures only] |
perfherder | [talos] [build metrics] [platform microbench] (compared to previous push) |
reviewers | gw |
bugs | 1688323 |
milestone | 86.0a1 |
first release with | nightly linux32
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last release without | nightly linux32
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releases | nightly linux32
86.0a1
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20210124215058
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nightly linux64
86.0a1
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20210124215058
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nightly mac
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pushlog to previous
nightly win32
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--- a/gfx/wr/webrender/res/brush_conic_gradient.glsl +++ b/gfx/wr/webrender/res/brush_conic_gradient.glsl @@ -1,37 +1,21 @@ /* 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/. */ #define VECS_PER_SPECIFIC_BRUSH 2 -#include shared,prim_shared,brush - -flat varying HIGHP_FS_ADDRESS int v_gradient_address; +#include shared,prim_shared,brush,gradient_shared flat varying vec2 v_center; flat varying float v_start_offset; flat varying float v_offset_scale; flat varying float v_angle; -// Size of the gradient pattern's rectangle, used to compute horizontal and vertical -// repetitions. Not to be confused with another kind of repetition of the pattern -// which happens along the gradient stops. -flat varying vec2 v_repeated_size; -// Repetition along the gradient stops. -flat varying float v_gradient_repeat; - -varying vec2 v_pos; - -#ifdef WR_FEATURE_ALPHA_PASS -varying vec2 v_local_pos; -flat varying vec2 v_tile_repeat; -#endif - #define PI 3.141592653589793 #ifdef WR_VERTEX_SHADER struct ConicGradient { vec2 center_point; vec2 start_end_offset; float angle; @@ -59,86 +43,53 @@ void brush_vs( int specific_resource_address, mat4 transform, PictureTask pic_task, int brush_flags, vec4 texel_rect ) { ConicGradient gradient = fetch_gradient(prim_address); - if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) { - v_pos = (vi.local_pos - segment_rect.p0) / segment_rect.size; - v_pos = v_pos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy; - v_pos = v_pos * local_rect.size; - } else { - v_pos = vi.local_pos - local_rect.p0; - } + write_gradient_vertex( + vi, + local_rect, + segment_rect, + prim_user_data, + brush_flags, + texel_rect, + gradient.extend_mode, + gradient.stretch_size + ); v_center = gradient.center_point; v_angle = PI / 2.0 - gradient.angle; v_start_offset = gradient.start_end_offset.x; if (gradient.start_end_offset.x != gradient.start_end_offset.y) { // Store 1/scale where scale = end_offset - start_offset v_offset_scale = 1.0 / (gradient.start_end_offset.y - gradient.start_end_offset.x); } else { // If scale = 0, we can't get its reciprocal. Instead, just use a zero scale. v_offset_scale = 0.0; } - - vec2 tile_repeat = local_rect.size / gradient.stretch_size; - v_repeated_size = gradient.stretch_size; - - // Normalize UV to 0..1 scale. - v_pos /= v_repeated_size; - - v_gradient_address = prim_user_data.x; - - // Whether to repeat the gradient along the line instead of clamping. - v_gradient_repeat = float(gradient.extend_mode != EXTEND_MODE_CLAMP); - -#ifdef WR_FEATURE_ALPHA_PASS - v_tile_repeat = tile_repeat; - v_local_pos = vi.local_pos; -#endif } #endif #ifdef WR_FRAGMENT_SHADER Fragment brush_fs() { - -#ifdef WR_FEATURE_ALPHA_PASS - // Handle top and left inflated edges (see brush_image). - vec2 local_pos = max(v_pos, vec2(0.0)); - - // Apply potential horizontal and vertical repetitions. - vec2 pos = fract(local_pos); - - // Handle bottom and right inflated edges (see brush_image). - if (local_pos.x >= v_tile_repeat.x) { - pos.x = 1.0; - } - if (local_pos.y >= v_tile_repeat.y) { - pos.y = 1.0; - } -#else - // Apply potential horizontal and vertical repetitions. - vec2 pos = fract(v_pos); -#endif + vec2 pos = compute_gradient_pos(); // Rescale UV to actual repetition size. This can't be done in the vertex // shader due to the use of atan() below. pos *= v_repeated_size; vec2 current_dir = pos - v_center; float current_angle = atan(current_dir.y, current_dir.x) + v_angle; float offset = (fract(current_angle / (2.0 * PI)) - v_start_offset) * v_offset_scale; - vec4 color = sample_gradient(v_gradient_address, - offset, - v_gradient_repeat); + vec4 color = sample_gradient(offset); #ifdef WR_FEATURE_ALPHA_PASS color *= init_transform_fs(v_local_pos); #endif return Fragment(color); } #endif
--- a/gfx/wr/webrender/res/brush_linear_gradient.glsl +++ b/gfx/wr/webrender/res/brush_linear_gradient.glsl @@ -1,29 +1,18 @@ /* 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/. */ #define VECS_PER_SPECIFIC_BRUSH 2 -#include shared,prim_shared,brush - -flat varying HIGHP_FS_ADDRESS int v_gradient_address; +#include shared,prim_shared,brush,gradient_shared flat varying vec2 v_start_point; flat varying vec2 v_scale_dir; -// Repetition along the gradient stops. -flat varying float v_gradient_repeat; - -varying vec2 v_pos; - -#ifdef WR_FEATURE_ALPHA_PASS -varying vec2 v_local_pos; -flat varying vec2 v_tile_repeat; -#endif #ifdef WR_VERTEX_SHADER struct Gradient { vec4 start_end_point; int extend_mode; vec2 stretch_size; }; @@ -46,82 +35,47 @@ void brush_vs( int specific_resource_address, mat4 transform, PictureTask pic_task, int brush_flags, vec4 texel_rect ) { Gradient gradient = fetch_gradient(prim_address); - if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) { - v_pos = (vi.local_pos - segment_rect.p0) / segment_rect.size; - v_pos = v_pos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy; - v_pos = v_pos * local_rect.size; - } else { - v_pos = vi.local_pos - local_rect.p0; - } + write_gradient_vertex( + vi, + local_rect, + segment_rect, + prim_user_data, + brush_flags, + texel_rect, + gradient.extend_mode, + gradient.stretch_size + ); vec2 start_point = gradient.start_end_point.xy; vec2 end_point = gradient.start_end_point.zw; vec2 dir = end_point - start_point; v_start_point = start_point; v_scale_dir = dir / dot(dir, dir); - vec2 tile_repeat = local_rect.size / gradient.stretch_size; - - // Size of the gradient pattern's rectangle, used to compute horizontal and vertical - // repetitions. Not to be confused with another kind of repetition of the pattern - // which happens along the gradient stops. - vec2 repeated_size = gradient.stretch_size; - // Normalize UV and offsets to 0..1 scale. - v_pos /= repeated_size; - v_start_point /= repeated_size; - v_scale_dir *= repeated_size; - - v_gradient_address = prim_user_data.x; - - // Whether to repeat the gradient along the line instead of clamping. - v_gradient_repeat = float(gradient.extend_mode != EXTEND_MODE_CLAMP); - -#ifdef WR_FEATURE_ALPHA_PASS - v_tile_repeat = tile_repeat; - v_local_pos = vi.local_pos; -#endif + v_start_point /= v_repeated_size; + v_scale_dir *= v_repeated_size; } #endif #ifdef WR_FRAGMENT_SHADER Fragment brush_fs() { - -#ifdef WR_FEATURE_ALPHA_PASS - // Handle top and left inflated edges (see brush_image). - vec2 local_pos = max(v_pos, vec2(0.0)); - - // Apply potential horizontal and vertical repetitions. - vec2 pos = fract(local_pos); - - // Handle bottom and right inflated edges (see brush_image). - if (local_pos.x >= v_tile_repeat.x) { - pos.x = 1.0; - } - if (local_pos.y >= v_tile_repeat.y) { - pos.y = 1.0; - } -#else - // Apply potential horizontal and vertical repetitions. - vec2 pos = fract(v_pos); -#endif + vec2 pos = compute_gradient_pos(); float offset = dot(pos - v_start_point, v_scale_dir); - vec4 color = sample_gradient(v_gradient_address, - offset, - v_gradient_repeat); + vec4 color = sample_gradient(offset); #ifdef WR_FEATURE_ALPHA_PASS color *= init_transform_fs(v_local_pos); #endif return Fragment(color); } #endif
--- a/gfx/wr/webrender/res/brush_radial_gradient.glsl +++ b/gfx/wr/webrender/res/brush_radial_gradient.glsl @@ -1,32 +1,20 @@ /* 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/. */ #define VECS_PER_SPECIFIC_BRUSH 2 -#include shared,prim_shared,brush - -flat varying HIGHP_FS_ADDRESS int v_gradient_address; +#include shared,prim_shared,brush,gradient_shared flat varying vec2 v_center; flat varying float v_start_radius; flat varying float v_radius_scale; -flat varying vec2 v_repeated_size; -flat varying float v_gradient_repeat; - -varying vec2 v_pos; - -#ifdef WR_FEATURE_ALPHA_PASS -varying vec2 v_local_pos; -flat varying vec2 v_tile_repeat; -#endif - #ifdef WR_VERTEX_SHADER struct RadialGradient { vec4 center_start_end_radius; float ratio_xy; int extend_mode; vec2 stretch_size; }; @@ -50,90 +38,57 @@ void brush_vs( int specific_resource_address, mat4 transform, PictureTask pic_task, int brush_flags, vec4 texel_rect ) { RadialGradient gradient = fetch_radial_gradient(prim_address); - if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) { - v_pos = (vi.local_pos - segment_rect.p0) / segment_rect.size; - v_pos = v_pos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy; - v_pos = v_pos * local_rect.size; - } else { - v_pos = vi.local_pos - local_rect.p0; - } + write_gradient_vertex( + vi, + local_rect, + segment_rect, + prim_user_data, + brush_flags, + texel_rect, + gradient.extend_mode, + gradient.stretch_size + ); v_center = gradient.center_start_end_radius.xy; v_start_radius = gradient.center_start_end_radius.z; if (gradient.center_start_end_radius.z != gradient.center_start_end_radius.w) { // Store 1/rd where rd = end_radius - start_radius v_radius_scale = 1.0 / (gradient.center_start_end_radius.w - gradient.center_start_end_radius.z); } else { // If rd = 0, we can't get its reciprocal. Instead, just use a zero scale. v_radius_scale = 0.0; } // Transform all coordinates by the y scale so the // fragment shader can work with circles - vec2 tile_repeat = local_rect.size / gradient.stretch_size; - v_pos.y *= gradient.ratio_xy; v_center.y *= gradient.ratio_xy; - v_repeated_size = gradient.stretch_size; v_repeated_size.y *= gradient.ratio_xy; - - // Normalize UV to 0..1 scale. - v_pos /= v_repeated_size; - - v_gradient_address = prim_user_data.x; - - // Whether to repeat the gradient instead of clamping. - v_gradient_repeat = float(gradient.extend_mode != EXTEND_MODE_CLAMP); - -#ifdef WR_FEATURE_ALPHA_PASS - v_tile_repeat = tile_repeat.xy; - v_local_pos = vi.local_pos; -#endif } #endif #ifdef WR_FRAGMENT_SHADER Fragment brush_fs() { - -#ifdef WR_FEATURE_ALPHA_PASS - // Handle top and left inflated edges (see brush_image). - vec2 local_pos = max(v_pos, vec2(0.0)); - - // Apply potential horizontal and vertical repetitions. - vec2 pos = fract(local_pos); - - // Handle bottom and right inflated edges (see brush_image). - if (local_pos.x >= v_tile_repeat.x) { - pos.x = 1.0; - } - if (local_pos.y >= v_tile_repeat.y) { - pos.y = 1.0; - } -#else - // Apply potential horizontal and vertical repetitions. - vec2 pos = fract(v_pos); -#endif + vec2 pos = compute_gradient_pos(); // Rescale UV to actual repetition size. This can't be done in the vertex // shader due to the use of length() below. pos *= v_repeated_size; // Solve for t in length(pd) = v_start_radius + t * rd vec2 pd = pos - v_center; float offset = (length(pd) - v_start_radius) * v_radius_scale; - vec4 color = sample_gradient(v_gradient_address, - offset, - v_gradient_repeat); + vec4 color = sample_gradient(offset); #ifdef WR_FEATURE_ALPHA_PASS color *= init_transform_fs(v_local_pos); #endif return Fragment(color); } #endif
new file mode 100644 --- /dev/null +++ b/gfx/wr/webrender/res/gradient_shared.glsl @@ -0,0 +1,127 @@ +/* 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/. */ + +flat varying HIGHP_FS_ADDRESS int v_gradient_address; + +// Size of the gradient pattern's rectangle, used to compute horizontal and vertical +// repetitions. Not to be confused with another kind of repetition of the pattern +// which happens along the gradient stops. +flat varying vec2 v_repeated_size; +// Repetition along the gradient stops. +flat varying float v_gradient_repeat; + +varying vec2 v_pos; + +#ifdef WR_FEATURE_ALPHA_PASS +varying vec2 v_local_pos; +flat varying vec2 v_tile_repeat; +#endif + +#ifdef WR_VERTEX_SHADER +void write_gradient_vertex( + VertexInfo vi, + RectWithSize local_rect, + RectWithSize segment_rect, + ivec4 prim_user_data, + int brush_flags, + vec4 texel_rect, + int extend_mode, + vec2 stretch_size +) { + if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) { + v_pos = (vi.local_pos - segment_rect.p0) / segment_rect.size; + v_pos = v_pos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy; + v_pos = v_pos * local_rect.size; + } else { + v_pos = vi.local_pos - local_rect.p0; + } + + vec2 tile_repeat = local_rect.size / stretch_size; + v_repeated_size = stretch_size; + + // Normalize UV to 0..1 scale. + v_pos /= v_repeated_size; + + v_gradient_address = prim_user_data.x; + + // Whether to repeat the gradient along the line instead of clamping. + v_gradient_repeat = float(extend_mode != EXTEND_MODE_CLAMP); + +#ifdef WR_FEATURE_ALPHA_PASS + v_tile_repeat = tile_repeat; + v_local_pos = vi.local_pos; +#endif +} +#endif //WR_VERTEX_SHADER + +#ifdef WR_FRAGMENT_SHADER +vec2 compute_gradient_pos() { +#ifdef WR_FEATURE_ALPHA_PASS + // Handle top and left inflated edges (see brush_image). + vec2 local_pos = max(v_pos, vec2(0.0)); + + // Apply potential horizontal and vertical repetitions. + vec2 pos = fract(local_pos); + + // Handle bottom and right inflated edges (see brush_image). + if (local_pos.x >= v_tile_repeat.x) { + pos.x = 1.0; + } + if (local_pos.y >= v_tile_repeat.y) { + pos.y = 1.0; + } + return pos; +#else + // Apply potential horizontal and vertical repetitions. + return fract(v_pos); +#endif +} + +#ifdef WR_FEATURE_DITHERING +vec4 dither(vec4 color) { + const int matrix_mask = 7; + + ivec2 pos = ivec2(gl_FragCoord.xy) & ivec2(matrix_mask); + float noise_normalized = (texelFetch(sDither, pos, 0).r * 255.0 + 0.5) / 64.0; + float noise = (noise_normalized - 0.5) / 256.0; // scale down to the unit length + + return color + vec4(noise, noise, noise, 0); +} +#else +vec4 dither(vec4 color) { + return color; +} +#endif //WR_FEATURE_DITHERING + +vec4 sample_gradient(float offset) { + // Modulo the offset if the gradient repeats. + float x = offset - floor(offset) * v_gradient_repeat; + + // Calculate the color entry index to use for this offset: + // offsets < 0 use the first color entry, 0 + // offsets from [0, 1) use the color entries in the range of [1, N-1) + // offsets >= 1 use the last color entry, N-1 + // so transform the range [0, 1) -> [1, N-1) + + // TODO(gw): In the future we might consider making the size of the + // LUT vary based on number / distribution of stops in the gradient. + // Ensure we don't fetch outside the valid range of the LUT. + const float GRADIENT_ENTRIES = 128.0; + x = clamp(1.0 + x * GRADIENT_ENTRIES, 0.0, 1.0 + GRADIENT_ENTRIES); + + // Calculate the texel to index into the gradient color entries: + // floor(x) is the gradient color entry index + // fract(x) is the linear filtering factor between start and end + float entry_index = floor(x); + float entry_fract = x - entry_index; + + // Fetch the start and end color. There is a [start, end] color per entry. + vec4 texels[2] = fetch_from_gpu_cache_2(v_gradient_address + 2 * int(entry_index)); + + // Finally interpolate and apply dithering + return dither(mix(texels[0], texels[1], entry_fract)); +} + +#endif //WR_FRAGMENT_SHADER +
--- a/gfx/wr/webrender/res/prim_shared.glsl +++ b/gfx/wr/webrender/res/prim_shared.glsl @@ -276,54 +276,9 @@ float do_clip() { if (!all(bvec4(left, right))) { return 0.0; } // finally, the slow path - fetch the mask value from an image return texelFetch(sClipMask, ivec2(mask_uv), 0).r; #endif } -#ifdef WR_FEATURE_DITHERING -vec4 dither(vec4 color) { - const int matrix_mask = 7; - - ivec2 pos = ivec2(gl_FragCoord.xy) & ivec2(matrix_mask); - float noise_normalized = (texelFetch(sDither, pos, 0).r * 255.0 + 0.5) / 64.0; - float noise = (noise_normalized - 0.5) / 256.0; // scale down to the unit length - - return color + vec4(noise, noise, noise, 0); -} -#else -vec4 dither(vec4 color) { - return color; -} -#endif //WR_FEATURE_DITHERING - -vec4 sample_gradient(HIGHP_FS_ADDRESS int address, float offset, float gradient_repeat) { - // Modulo the offset if the gradient repeats. - float x = offset - floor(offset) * gradient_repeat; - - // Calculate the color entry index to use for this offset: - // offsets < 0 use the first color entry, 0 - // offsets from [0, 1) use the color entries in the range of [1, N-1) - // offsets >= 1 use the last color entry, N-1 - // so transform the range [0, 1) -> [1, N-1) - - // TODO(gw): In the future we might consider making the size of the - // LUT vary based on number / distribution of stops in the gradient. - // Ensure we don't fetch outside the valid range of the LUT. - const float GRADIENT_ENTRIES = 128.0; - x = clamp(1.0 + x * GRADIENT_ENTRIES, 0.0, 1.0 + GRADIENT_ENTRIES); - - // Calculate the texel to index into the gradient color entries: - // floor(x) is the gradient color entry index - // fract(x) is the linear filtering factor between start and end - float entry_index = floor(x); - float entry_fract = x - entry_index; - - // Fetch the start and end color. There is a [start, end] color per entry. - vec4 texels[2] = fetch_from_gpu_cache_2(address + 2 * int(entry_index)); - - // Finally interpolate and apply dithering - return dither(mix(texels[0], texels[1], entry_fract)); -} - #endif //WR_FRAGMENT_SHADER