1/* This Source Code Form is subject to the terms of the Mozilla Public
2 * License, v. 2.0. If a copy of the MPL was not distributed with this
3 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
4
5#include shared,clip_shared
6
7varying vec4 vLocalPos;
8varying vec2 vUv;
9flat varying vec4 vUvBounds;
10flat varying vec4 vEdge;
11flat varying vec4 vUvBounds_NoClamp;
12// Clip mode. Packed in to a vector to avoid bug 1630356.
13flat varying vec2 vClipMode;
14
15#define MODE_STRETCH        0
16#define MODE_SIMPLE         1
17
18#ifdef WR_VERTEX_SHADER
19
20PER_INSTANCE in ivec2 aClipDataResourceAddress;
21PER_INSTANCE in vec2 aClipSrcRectSize;
22PER_INSTANCE in int aClipMode;
23PER_INSTANCE in ivec2 aStretchMode;
24PER_INSTANCE in vec4 aClipDestRect;
25
26struct ClipMaskInstanceBoxShadow {
27    ClipMaskInstanceCommon base;
28    ivec2 resource_address;
29};
30
31ClipMaskInstanceBoxShadow fetch_clip_item() {
32    ClipMaskInstanceBoxShadow cmi;
33
34    cmi.base = fetch_clip_item_common();
35    cmi.resource_address = aClipDataResourceAddress;
36
37    return cmi;
38}
39
40struct BoxShadowData {
41    vec2 src_rect_size;
42    int clip_mode;
43    int stretch_mode_x;
44    int stretch_mode_y;
45    RectWithEndpoint dest_rect;
46};
47
48BoxShadowData fetch_data() {
49    BoxShadowData bs_data = BoxShadowData(
50        aClipSrcRectSize,
51        aClipMode,
52        aStretchMode.x,
53        aStretchMode.y,
54        RectWithEndpoint(aClipDestRect.xy, aClipDestRect.zw)
55    );
56    return bs_data;
57}
58
59void main(void) {
60    ClipMaskInstanceBoxShadow cmi = fetch_clip_item();
61    Transform clip_transform = fetch_transform(cmi.base.clip_transform_id);
62    Transform prim_transform = fetch_transform(cmi.base.prim_transform_id);
63    BoxShadowData bs_data = fetch_data();
64    ImageSource res = fetch_image_source_direct(cmi.resource_address);
65
66    RectWithEndpoint dest_rect = bs_data.dest_rect;
67
68    ClipVertexInfo vi = write_clip_tile_vertex(
69        dest_rect,
70        prim_transform,
71        clip_transform,
72        cmi.base.sub_rect,
73        cmi.base.task_origin,
74        cmi.base.screen_origin,
75        cmi.base.device_pixel_scale
76    );
77    vClipMode.x = float(bs_data.clip_mode);
78
79    vec2 texture_size = vec2(TEX_SIZE(sColor0));
80    vec2 local_pos = vi.local_pos.xy / vi.local_pos.w;
81    vLocalPos = vi.local_pos;
82    vec2 dest_rect_size = rect_size(dest_rect);
83
84    switch (bs_data.stretch_mode_x) {
85        case MODE_STRETCH: {
86            vEdge.x = 0.5;
87            vEdge.z = (dest_rect_size.x / bs_data.src_rect_size.x) - 0.5;
88            vUv.x = (local_pos.x - dest_rect.p0.x) / bs_data.src_rect_size.x;
89            break;
90        }
91        case MODE_SIMPLE:
92        default: {
93            vEdge.xz = vec2(1.0);
94            vUv.x = (local_pos.x - dest_rect.p0.x) / dest_rect_size.x;
95            break;
96        }
97    }
98
99    switch (bs_data.stretch_mode_y) {
100        case MODE_STRETCH: {
101            vEdge.y = 0.5;
102            vEdge.w = (dest_rect_size.y / bs_data.src_rect_size.y) - 0.5;
103            vUv.y = (local_pos.y - dest_rect.p0.y) / bs_data.src_rect_size.y;
104            break;
105        }
106        case MODE_SIMPLE:
107        default: {
108            vEdge.yw = vec2(1.0);
109            vUv.y = (local_pos.y - dest_rect.p0.y) / dest_rect_size.y;
110            break;
111        }
112    }
113
114    vUv *= vi.local_pos.w;
115    vec2 uv0 = res.uv_rect.p0;
116    vec2 uv1 = res.uv_rect.p1;
117    vUvBounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) / texture_size.xyxy;
118    vUvBounds_NoClamp = vec4(uv0, uv1) / texture_size.xyxy;
119}
120#endif
121
122#ifdef WR_FRAGMENT_SHADER
123void main(void) {
124    vec2 uv_linear = vUv / vLocalPos.w;
125    vec2 uv = clamp(uv_linear, vec2(0.0), vEdge.xy);
126    uv += max(vec2(0.0), uv_linear - vEdge.zw);
127    uv = mix(vUvBounds_NoClamp.xy, vUvBounds_NoClamp.zw, uv);
128    uv = clamp(uv, vUvBounds.xy, vUvBounds.zw);
129
130    float in_shadow_rect = init_transform_rough_fs(vLocalPos.xy / vLocalPos.w);
131
132    float texel = TEX_SAMPLE(sColor0, uv).r;
133
134    float alpha = mix(texel, 1.0 - texel, vClipMode.x);
135    float result = vLocalPos.w > 0.0 ? mix(vClipMode.x, alpha, in_shadow_rect) : 0.0;
136
137    oFragColor = vec4(result);
138}
139
140#ifdef SWGL_DRAW_SPAN
141// As with cs_clip_rectangle, this shader spends a lot of time doing clipping and
142// combining for every fragment, even if outside of the primitive to initialize
143// the clip tile, or inside the inner bounds of the primitive, where the shadow
144// is unnecessary. To alleviate this, the span shader attempts to first intersect
145// the the local clip bounds, outside of which we can just use a solid fill
146// to initialize those clip tile fragments. Once inside the primitive bounds,
147// we further intersect with the inner region where no shadow is necessary either
148// so that we can commit entire spans of texture within this nine-patch region
149// instead of having to do the work of mapping per fragment.
150void swgl_drawSpanR8() {
151    // If the span is completely outside the Z-range and clipped out, just
152    // output clear so we don't need to consider invalid W in the rest of the
153    // shader.
154    float w = swgl_forceScalar(vLocalPos.w);
155    if (w <= 0.0) {
156        swgl_commitSolidR8(0.0);
157        return;
158    }
159
160    // To start, we evaluate the box shadow in both UV and local space relative
161    // to the local-space position. This will be interpolated across the span to
162    // track whether we intersect the nine-patch.
163    w = 1.0 / w;
164    vec2 uv_linear = vUv * w;
165    vec2 uv_linear0 = swgl_forceScalar(uv_linear);
166    vec2 uv_linear_step = swgl_interpStep(vUv).xy * w;
167    vec2 local_pos = vLocalPos.xy * w;
168    vec2 local_pos0 = swgl_forceScalar(local_pos);
169    vec2 local_step = swgl_interpStep(vLocalPos).xy * w;
170
171    // We need to compute the local-space distance to the bounding box and then
172    // figure out how many processing steps that maps to. If we are stepping in
173    // a negative direction on an axis, we need to swap the sides of the box
174    // which we consider as the start or end. If there is no local-space step
175    // on an axis (i.e. constant Y), we need to take care to force the steps to
176    // either the start or end of the span depending on if we are inside or
177    // outside of the bounding box.
178    vec4 clip_dist =
179        mix(vTransformBounds, vTransformBounds.zwxy, lessThan(local_step, vec2(0.0)).xyxy)
180            - local_pos0.xyxy;
181    clip_dist =
182        mix(1.0e6 * step(0.0, clip_dist),
183            clip_dist * recip(local_step).xyxy,
184            notEqual(local_step, vec2(0.0)).xyxy);
185
186    // Find the start and end of the shadowed region on this span.
187    float shadow_start = max(clip_dist.x, clip_dist.y);
188    float shadow_end = min(clip_dist.z, clip_dist.w);
189
190    // Flip the offsets from the start of the span so we can compare against the
191    // remaining span length which automatically deducts as we commit fragments.
192    ivec2 shadow_steps = ivec2(clamp(
193        swgl_SpanLength - swgl_StepSize * vec2(floor(shadow_start), ceil(shadow_end)),
194        0.0, swgl_SpanLength));
195    int shadow_start_len = shadow_steps.x;
196    int shadow_end_len = shadow_steps.y;
197
198    // Likewise, once inside the primitive bounds, we also need to track which
199    // sector of the nine-patch we are in which requires intersecting against
200    // the inner box instead of the outer box.
201    vec4 opaque_dist =
202        mix(vEdge, vEdge.zwxy, lessThan(uv_linear_step, vec2(0.0)).xyxy)
203            - uv_linear0.xyxy;
204    opaque_dist =
205        mix(1.0e6 * step(0.0, opaque_dist),
206            opaque_dist * recip(uv_linear_step).xyxy,
207            notEqual(uv_linear_step, vec2(0.0)).xyxy);
208
209    // Unlike for the shadow clipping bounds, here we need to rather find the floor of all
210    // the offsets so that we don't accidentally process any chunks in the transitional areas
211    // between sectors of the nine-patch.
212    ivec4 opaque_steps = ivec4(clamp(
213        swgl_SpanLength -
214            swgl_StepSize *
215                vec4(floor(opaque_dist.x), floor(opaque_dist.y), floor(opaque_dist.z), floor(opaque_dist.w)),
216        shadow_end_len, swgl_SpanLength));
217
218    // Fill any initial sections of the span that are clipped out based on clip mode.
219    if (swgl_SpanLength > shadow_start_len) {
220        int num_before = swgl_SpanLength - shadow_start_len;
221        swgl_commitPartialSolidR8(num_before, vClipMode.x);
222        float steps_before = float(num_before / swgl_StepSize);
223        uv_linear += steps_before * uv_linear_step;
224        local_pos += steps_before * local_step;
225    }
226
227    // This loop tries to repeatedly process entire spans of the nine-patch that map
228    // to a contiguous spans of texture in the source box shadow. First, we process
229    // a chunk with per-fragment clipping and mapping in case we're starting on a
230    // transitional region between sectors of the nine-patch which may need to map
231    // to different spans of texture per-fragment. After, we find the largest span
232    // within the current sector before we hit the next transitional region, and
233    // attempt to commit an entire span of texture therein.
234    while (swgl_SpanLength > 0) {
235        // Here we might be in a transitional chunk, so do everything per-fragment.
236        {
237            vec2 uv = clamp(uv_linear, vec2(0.0), vEdge.xy);
238            uv += max(vec2(0.0), uv_linear - vEdge.zw);
239            uv = mix(vUvBounds_NoClamp.xy, vUvBounds_NoClamp.zw, uv);
240            uv = clamp(uv, vUvBounds.xy, vUvBounds.zw);
241
242            float in_shadow_rect = init_transform_rough_fs(local_pos);
243
244            float texel = TEX_SAMPLE(sColor0, uv).r;
245
246            float alpha = mix(texel, 1.0 - texel, vClipMode.x);
247            float result = mix(vClipMode.x, alpha, in_shadow_rect);
248            swgl_commitColorR8(result);
249
250            uv_linear += uv_linear_step;
251            local_pos += local_step;
252        }
253        // If we now hit the end of the clip bounds, just bail out since there is
254        // no more shadow to map.
255        if (swgl_SpanLength <= shadow_end_len) {
256            break;
257        }
258        // By here we've determined to be still inside the nine-patch. We need to
259        // compare against the inner rectangle thresholds to see which sector of
260        // the nine-patch to use and thus how to map the box shadow texture. Stop
261        // at least one step before the end of the shadow region to properly clip
262        // on the boundary.
263        int num_inside = swgl_SpanLength - swgl_StepSize - shadow_end_len;
264        vec4 uv_bounds = vUvBounds;
265        if (swgl_SpanLength >= opaque_steps.y) {
266            // We're in the top Y band of the nine-patch.
267            num_inside = min(num_inside, swgl_SpanLength - opaque_steps.y);
268        } else if (swgl_SpanLength >= opaque_steps.w) {
269            // We're in the middle Y band of the nine-patch. Set the UV clamp bounds
270            // to the vertical center texel of the box shadow.
271            num_inside = min(num_inside, swgl_SpanLength - opaque_steps.w);
272            uv_bounds.yw = vec2(clamp(mix(vUvBounds_NoClamp.y, vUvBounds_NoClamp.w, vEdge.y),
273                                      vUvBounds.y, vUvBounds.w));
274        }
275        if (swgl_SpanLength >= opaque_steps.x) {
276            // We're in the left X column of the nine-patch.
277            num_inside = min(num_inside, swgl_SpanLength - opaque_steps.x);
278        } else if (swgl_SpanLength >= opaque_steps.z) {
279            // We're in the middle X band of the nine-patch. Set the UV clamp bounds
280            // to the horizontal center texel of the box shadow.
281            num_inside = min(num_inside, swgl_SpanLength - opaque_steps.z);
282            uv_bounds.xz = vec2(clamp(mix(vUvBounds_NoClamp.x, vUvBounds_NoClamp.z, vEdge.x),
283                                      vUvBounds.x, vUvBounds.z));
284        }
285        if (num_inside > 0) {
286            // We have a non-zero span of fragments within the sector. Map to the UV
287            // start offset of the sector and the UV offset within the sector.
288            vec2 uv = clamp(uv_linear, vec2(0.0), vEdge.xy);
289            uv += max(vec2(0.0), uv_linear - vEdge.zw);
290            uv = mix(vUvBounds_NoClamp.xy, vUvBounds_NoClamp.zw, uv);
291            // If we're in the center sector of the nine-patch, then we only need to
292            // sample from a single texel of the box shadow. Just sample that single
293            // texel once and output it for the entire span. Otherwise, we just need
294            // to commit an actual span of texture from the box shadow. Depending on
295            // if we are in clip-out mode, we may need to invert the source texture.
296            if (uv_bounds.xy == uv_bounds.zw) {
297                uv = clamp(uv, uv_bounds.xy, uv_bounds.zw);
298                float texel = TEX_SAMPLE(sColor0, uv).r;
299                float alpha = mix(texel, 1.0 - texel, vClipMode.x);
300                swgl_commitPartialSolidR8(num_inside, alpha);
301            } else if (vClipMode.x != 0.0) {
302                swgl_commitPartialTextureLinearInvertR8(num_inside, sColor0, uv, uv_bounds);
303            } else {
304                swgl_commitPartialTextureLinearR8(num_inside, sColor0, uv, uv_bounds);
305            }
306            float steps_inside = float(num_inside / swgl_StepSize);
307            uv_linear += steps_inside * uv_linear_step;
308            local_pos += steps_inside * local_step;
309        }
310        // By here we're probably in a transitional chunk of the nine-patch that
311        // requires per-fragment processing, so loop around again to the handler
312        // for that case.
313    }
314
315    // Fill any remaining sections of the span that are clipped out.
316    if (swgl_SpanLength > 0) {
317        swgl_commitPartialSolidR8(swgl_SpanLength, vClipMode.x);
318    }
319}
320#endif
321
322#endif
323