Bug 766345 - Part 1 - Implement DEAA Antialiasing for transformed layers (v5 Patch). r=vladimir, r=djg

This commit is contained in:
Kearwood (Kip) Gilbert 2014-12-17 16:28:45 -08:00
parent 5505ea9746
commit a1abfa3fe0
15 changed files with 323 additions and 49 deletions

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@ -297,10 +297,24 @@ public:
* drawn is specified by aEffectChain. aRect is the quad to draw, in user space.
* aTransform transforms from user space to screen space. If texture coords are
* required, these will be in the primary effect in the effect chain.
* aVisibleRect is used to determine which edges should be antialiased,
* without applying the effect to the inner edges of a tiled layer.
*/
virtual void DrawQuad(const gfx::Rect& aRect, const gfx::Rect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity, const gfx::Matrix4x4 &aTransform) = 0;
gfx::Float aOpacity, const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) = 0;
/**
* Overload of DrawQuad, with aVisibleRect defaulted to the value of aRect.
* Use this when you are drawing a single quad that is not part of a tiled
* layer.
*/
void DrawQuad(const gfx::Rect& aRect, const gfx::Rect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity, const gfx::Matrix4x4& aTransform) {
DrawQuad(aRect, aClipRect, aEffectChain, aOpacity, aTransform, aRect);
}
/*
* Clear aRect on current render target.

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@ -323,7 +323,8 @@ BasicCompositor::DrawQuad(const gfx::Rect& aRect,
const gfx::Rect& aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4 &aTransform)
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
RefPtr<DrawTarget> buffer = mRenderTarget->mDrawTarget;

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@ -84,7 +84,8 @@ public:
const gfx::Rect& aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4 &aTransform) override;
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) override;
virtual void ClearRect(const gfx::Rect& aRect) override;

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@ -435,7 +435,8 @@ TiledContentHost::RenderTile(TileHost& aTile,
const gfx::Rect& aClipRect,
const nsIntRegion& aScreenRegion,
const IntPoint& aTextureOffset,
const nsIntSize& aTextureBounds)
const nsIntSize& aTextureBounds,
const gfx::Rect& aVisibleRect)
{
if (aTile.IsPlaceholderTile()) {
// This shouldn't ever happen, but let's fail semi-gracefully. No need
@ -490,7 +491,7 @@ TiledContentHost::RenderTile(TileHost& aTile,
textureRect.y / aTextureBounds.height,
textureRect.width / aTextureBounds.width,
textureRect.height / aTextureBounds.height);
mCompositor->DrawQuad(graphicsRect, aClipRect, aEffectChain, aOpacity, aTransform);
mCompositor->DrawQuad(graphicsRect, aClipRect, aEffectChain, aOpacity, aTransform, aVisibleRect);
}
DiagnosticFlags flags = DiagnosticFlags::CONTENT | DiagnosticFlags::TILE;
if (aTile.mTextureHostOnWhite) {
@ -582,7 +583,9 @@ TiledContentHost::RenderLayerBuffer(TiledLayerBufferComposite& aLayerBuffer,
gfx::IntSize tileSize = aLayerBuffer.GetTileSize();
RenderTile(tileTexture, aBackgroundColor, aEffectChain, aOpacity, aTransform,
aFilter, aClipRect, tileDrawRegion, tileOffset,
nsIntSize(tileSize.width, tileSize.height));
nsIntSize(tileSize.width, tileSize.height),
gfx::Rect(visibleRect.x, visibleRect.y,
visibleRect.width, visibleRect.height));
if (tileTexture.mTextureHostOnWhite) {
componentAlphaDiagnostic = DiagnosticFlags::COMPONENT_ALPHA;
}

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@ -283,7 +283,8 @@ private:
const gfx::Rect& aClipRect,
const nsIntRegion& aScreenRegion,
const gfx::IntPoint& aTextureOffset,
const gfx::IntSize& aTextureBounds);
const gfx::IntSize& aTextureBounds,
const gfx::Rect& aVisibleRect);
void EnsureTileStore() {}

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@ -741,7 +741,8 @@ CompositorD3D11::DrawQuad(const gfx::Rect& aRect,
const gfx::Rect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform)
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
if (mCurrentClip.IsEmpty()) {
return;

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@ -94,7 +94,8 @@ public:
const gfx::Rect &aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4 &aTransform) override;
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) override;
/* Helper for when the primary effect is VR_DISTORTION */
void DrawVRDistortion(const gfx::Rect &aRect,

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@ -241,7 +241,8 @@ CompositorD3D9::DrawQuad(const gfx::Rect &aRect,
const gfx::Rect &aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4 &aTransform)
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
if (!mDeviceManager) {
return;

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@ -57,7 +57,8 @@ public:
const gfx::Rect &aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4 &aTransform) override;
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) override;
virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
const gfx::Rect *aClipRectIn,

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@ -87,7 +87,7 @@ CompositorOGL::CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth,
, mUseExternalSurfaceSize(aUseExternalSurfaceSize)
, mFrameInProgress(false)
, mDestroyed(false)
, mHeight(0)
, mViewportSize(0, 0)
, mCurrentProgram(nullptr)
{
MOZ_COUNT_CTOR(CompositorOGL);
@ -441,7 +441,7 @@ CompositorOGL::PrepareViewport(const gfx::IntSize& aSize)
// Set the viewport correctly.
mGLContext->fViewport(0, 0, aSize.width, aSize.height);
mHeight = aSize.height;
mViewportSize = aSize;
// We flip the view matrix around so that everything is right-side up; we're
// drawing directly into the window's back buffer, so this keeps things
@ -575,7 +575,7 @@ void
CompositorOGL::ClearRect(const gfx::Rect& aRect)
{
// Map aRect to OGL coordinates, origin:bottom-left
GLint y = mHeight - (aRect.y + aRect.height);
GLint y = mViewportSize.height - (aRect.y + aRect.height);
ScopedGLState scopedScissorTestState(mGLContext, LOCAL_GL_SCISSOR_TEST, true);
ScopedScissorRect autoScissorRect(mGLContext, aRect.x, y, aRect.width, aRect.height);
@ -770,7 +770,8 @@ ShaderConfigOGL
CompositorOGL::GetShaderConfigFor(Effect *aEffect,
MaskType aMask,
gfx::CompositionOp aOp,
bool aColorMatrix) const
bool aColorMatrix,
bool aDEAAEnabled) const
{
ShaderConfigOGL config;
@ -821,6 +822,7 @@ CompositorOGL::GetShaderConfigFor(Effect *aEffect,
config.SetColorMatrix(aColorMatrix);
config.SetMask2D(aMask == MaskType::Mask2d);
config.SetMask3D(aMask == MaskType::Mask3d);
config.SetDEAA(aDEAAEnabled);
return config;
}
@ -902,12 +904,41 @@ static bool SetBlendMode(GLContext* aGL, gfx::CompositionOp aBlendMode, bool aIs
return true;
}
gfx::Point3D
CompositorOGL::GetLineCoefficients(const gfx::Point3D& aPoint1,
const gfx::Point3D& aPoint2)
{
// Return standard coefficients for a line between aPoint1 and aPoint2
// for standard line equation:
//
// Ax + By + C = 0
//
// A = (p1.y p2.y)
// B = (p2.x p1.x)
// C = (p1.x * p2.y) (p2.x * p1.y)
gfx::Point3D coeffecients;
coeffecients.x = aPoint1.y - aPoint2.y;
coeffecients.y = aPoint2.x - aPoint1.x;
coeffecients.z = aPoint1.x * aPoint2.y - aPoint2.x * aPoint1.y;
coeffecients *= 1.0f / sqrtf(coeffecients.x * coeffecients.x +
coeffecients.y * coeffecients.y);
// Offset outwards by 0.5 pixel as the edge is considered to be 1 pixel
// wide and included within the interior of the polygon
coeffecients.z += 0.5f;
return coeffecients;
}
void
CompositorOGL::DrawQuad(const Rect& aRect,
const Rect& aClipRect,
const EffectChain &aEffectChain,
Float aOpacity,
const gfx::Matrix4x4 &aTransform)
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
PROFILER_LABEL("CompositorOGL", "DrawQuad",
js::ProfileEntry::Category::GRAPHICS);
@ -1000,8 +1031,15 @@ CompositorOGL::DrawQuad(const Rect& aRect,
blendMode = blendEffect->mBlendMode;
}
// Only apply DEAA to quads that have been transformed such that aliasing
// could be visible
bool bEnableAA = gfxPrefs::LayersDEAAEnabled() &&
!aTransform.Is2DIntegerTranslation();
bool colorMatrix = aEffectChain.mSecondaryEffects[EffectTypes::COLOR_MATRIX];
ShaderConfigOGL config = GetShaderConfigFor(aEffectChain.mPrimaryEffect, maskType, blendMode, colorMatrix);
ShaderConfigOGL config = GetShaderConfigFor(aEffectChain.mPrimaryEffect,
maskType, blendMode, colorMatrix,
bEnableAA);
config.SetOpacity(aOpacity != 1.f);
ShaderProgramOGL *program = GetShaderProgramFor(config);
ActivateProgram(program);
@ -1028,6 +1066,74 @@ CompositorOGL::DrawQuad(const Rect& aRect,
program->SetTexCoordMultiplier(source->GetSize().width, source->GetSize().height);
}
// XXX kip - These calculations could be performed once per layer rather than
// for every tile. This might belong in Compositor.cpp once DEAA
// is implemented for DirectX.
if (bEnableAA) {
// Calculate the transformed vertices of aVisibleRect in screen space
// pixels, mirroring the calculations in the vertex shader
Point4D quadVerts[4];
quadVerts[0] = Point4D(aVisibleRect.x, aVisibleRect.y, 0.0, 1.0);
quadVerts[1] = Point4D(aVisibleRect.x + aVisibleRect.width, aVisibleRect.y, 0.0, 1.0);
quadVerts[2] = Point4D(aVisibleRect.x + aVisibleRect.width, aVisibleRect.y + aVisibleRect.height, 0.0, 1.0);
quadVerts[3] = Point4D(aVisibleRect.x, aVisibleRect.y + aVisibleRect.height, 0.0, 1.0);
for (int i = 0; i < 4; i++) {
quadVerts[i] = aTransform * quadVerts[i];
quadVerts[i] -= Point4D(offset.x, offset.y, 0.0f, 0.0f) * quadVerts[i].w;
quadVerts[i] /= quadVerts[i].w;
quadVerts[i] = mProjMatrix * quadVerts[i];
quadVerts[i].x = (quadVerts[i].x * 0.5f + 0.5f) * mViewportSize.width;
quadVerts[i].y = (quadVerts[i].y * 0.5f + 0.5f) * mViewportSize.height;
}
// Calculate the line coefficients used by the DEAA shader to determine the
// sub-pixel coverage of the edge pixels
Point3D coefficients[4];
// Use shoelace formula on first triangle in quad to determine if winding
// order is reversed
float winding = (quadVerts[1].x - quadVerts[0].x) * (quadVerts[1].y + quadVerts[0].y) +
(quadVerts[2].x - quadVerts[1].x) * (quadVerts[2].y + quadVerts[1].y) +
(quadVerts[0].x - quadVerts[2].x) * (quadVerts[0].y + quadVerts[2].y);
if (winding >= 0) {
// This quad is front-facing
coefficients[0] = GetLineCoefficients(
Point3D(quadVerts[3].x, quadVerts[3].y, 0.0f),
Point3D(quadVerts[2].x, quadVerts[2].y, 0.0f));
coefficients[1] = GetLineCoefficients(
Point3D(quadVerts[2].x, quadVerts[2].y, 0.0f),
Point3D(quadVerts[1].x, quadVerts[1].y, 0.0f));
coefficients[2] = GetLineCoefficients(
Point3D(quadVerts[1].x, quadVerts[1].y, 0.0f),
Point3D(quadVerts[0].x, quadVerts[0].y, 0.0f));
coefficients[3] = GetLineCoefficients(
Point3D(quadVerts[0].x, quadVerts[0].y, 0.0f),
Point3D(quadVerts[3].x, quadVerts[3].y, 0.0f));
} else {
// This quad is rear-facing
coefficients[0] = GetLineCoefficients(
Point3D(quadVerts[2].x, quadVerts[2].y, 0.0f),
Point3D(quadVerts[3].x, quadVerts[3].y, 0.0f));
coefficients[1] = GetLineCoefficients(
Point3D(quadVerts[1].x, quadVerts[1].y, 0.0f),
Point3D(quadVerts[2].x, quadVerts[2].y, 0.0f));
coefficients[2] = GetLineCoefficients(
Point3D(quadVerts[0].x, quadVerts[0].y, 0.0f),
Point3D(quadVerts[1].x, quadVerts[1].y, 0.0f));
coefficients[3] = GetLineCoefficients(
Point3D(quadVerts[3].x, quadVerts[3].y, 0.0f),
Point3D(quadVerts[0].x, quadVerts[0].y, 0.0f));
}
// Set uniforms required by DEAA shader
Matrix4x4 transformInverted = aTransform;
transformInverted.Invert();
program->SetLayerTransformInverse(transformInverted);
program->SetDEAAEdges(coefficients);
program->SetVisibleCenter(aVisibleRect.Center());
program->SetViewportSize(mViewportSize);
}
bool didSetBlendMode = false;
switch (aEffectChain.mPrimaryEffect->mType) {
@ -1126,9 +1232,7 @@ CompositorOGL::DrawQuad(const Rect& aRect,
program->SetTextureUnit(0);
if (maskType != MaskType::MaskNone) {
sourceMask->BindTexture(LOCAL_GL_TEXTURE1, gfx::Filter::LINEAR);
program->SetMaskTextureUnit(1);
program->SetMaskLayerTransform(maskQuadTransform);
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE1, maskQuadTransform);
}
if (config.mFeatures & ENABLE_TEXTURE_RECT) {

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@ -229,7 +229,8 @@ public:
const gfx::Rect& aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4 &aTransform) override;
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) override;
virtual void EndFrame() override;
virtual void SetDispAcquireFence(Layer* aLayer) override;
@ -335,7 +336,7 @@ private:
gfx::Matrix4x4 mProjMatrix;
/** The size of the surface we are rendering to */
nsIntSize mSurfaceSize;
gfx::IntSize mSurfaceSize;
ScreenPoint mRenderOffset;
@ -387,7 +388,8 @@ private:
ShaderConfigOGL GetShaderConfigFor(Effect *aEffect,
MaskType aMask = MaskType::MaskNone,
gfx::CompositionOp aOp = gfx::CompositionOp::OP_OVER,
bool aColorMatrix = false) const;
bool aColorMatrix = false,
bool aDEAAEnabled = false) const;
ShaderProgramOGL* GetShaderProgramFor(const ShaderConfigOGL &aConfig);
/**
@ -418,7 +420,8 @@ private:
const gfx::Rect& aRect,
const gfx::Rect& aTexCoordRect,
TextureSource *aTexture);
gfx::Point3D GetLineCoefficients(const gfx::Point3D& aPoint1,
const gfx::Point3D& aPoint2);
void ActivateProgram(ShaderProgramOGL *aProg);
void CleanupResources();
@ -437,7 +440,7 @@ private:
* y-axis pointing downwards, for good reason as Web pages are typically
* scrolled downwards. So, some flipping has to take place; FlippedY does it.
*/
GLint FlipY(GLint y) const { return mHeight - y; }
GLint FlipY(GLint y) const { return mViewportSize.height - y; }
RefPtr<CompositorTexturePoolOGL> mTexturePool;
@ -446,10 +449,10 @@ private:
bool mDestroyed;
/**
* Height of the OpenGL context's primary framebuffer in pixels. Used by
* FlipY for the y-flipping calculation.
* Size of the OpenGL context's primary framebuffer in pixels. Used by
* FlipY for the y-flipping calculation and by the DEAA shader.
*/
GLint mHeight;
gfx::IntSize mViewportSize;
FenceHandle mReleaseFenceHandle;
ShaderProgramOGL *mCurrentProgram;

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@ -30,6 +30,7 @@ AddUniforms(ProgramProfileOGL& aProfile)
// This needs to be kept in sync with the KnownUniformName enum
static const char *sKnownUniformNames[] = {
"uLayerTransform",
"uLayerTransformInverse",
"uMaskTransform",
"uLayerRects",
"uMatrixProj",
@ -53,6 +54,9 @@ AddUniforms(ProgramProfileOGL& aProfile)
"uBlurOffset",
"uBlurAlpha",
"uBlurGaussianKernel",
"uSSEdges",
"uViewportSize",
"uVisibleCenter",
nullptr
};
@ -142,6 +146,12 @@ ShaderConfigOGL::SetPremultiply(bool aEnabled)
SetFeature(ENABLE_PREMULTIPLY, aEnabled);
}
void
ShaderConfigOGL::SetDEAA(bool aEnabled)
{
SetFeature(ENABLE_DEAA, aEnabled);
}
/* static */ ProgramProfileOGL
ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
{
@ -153,8 +163,13 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
vs << "uniform mat4 uMatrixProj;" << endl;
vs << "uniform vec4 uLayerRects[4];" << endl;
vs << "uniform mat4 uLayerTransform;" << endl;
vs << "uniform vec4 uRenderTargetOffset;" << endl;
if (aConfig.mFeatures & ENABLE_DEAA) {
vs << "uniform mat4 uLayerTransformInverse;" << endl;
vs << "uniform vec3 uSSEdges[4];" << endl;
vs << "uniform vec2 uVisibleCenter;" << endl;
vs << "uniform vec2 uViewportSize;" << endl;
}
vs << "uniform vec2 uRenderTargetOffset;" << endl;
vs << "attribute vec4 aCoord;" << endl;
if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
@ -174,27 +189,78 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
vs << " vec4 layerRect = uLayerRects[vertexID];" << endl;
vs << " vec4 finalPosition = vec4(aCoord.xy * layerRect.zw + layerRect.xy, 0.0, 1.0);" << endl;
vs << " finalPosition = uLayerTransform * finalPosition;" << endl;
vs << " finalPosition.xyz /= finalPosition.w;" << endl;
if (aConfig.mFeatures & ENABLE_MASK_3D) {
vs << " vMaskCoord.xy = (uMaskTransform * vec4(finalPosition.xyz, 1.0)).xy;" << endl;
// correct for perspective correct interpolation, see comment in D3D10 shader
vs << " vMaskCoord.z = 1.0;" << endl;
vs << " vMaskCoord *= finalPosition.w;" << endl;
} else if (aConfig.mFeatures & ENABLE_MASK_2D) {
vs << " vMaskCoord.xy = (uMaskTransform * finalPosition).xy;" << endl;
if (aConfig.mFeatures & ENABLE_DEAA) {
// XXX kip - The DEAA shader could be made simpler if we switch to
// using dynamic vertex buffers instead of sending everything
// in through uniforms. This would enable passing information
// about how to dilate each vertex explicitly and eliminate the
// need to extrapolate this with the sub-pixel coverage
// calculation in the vertex shader.
// Calculate the screen space position of this vertex, in screen pixels
vs << " vec4 ssPos = finalPosition;" << endl;
vs << " ssPos.xy -= uRenderTargetOffset * finalPosition.w;" << endl;
vs << " ssPos = uMatrixProj * ssPos;" << endl;
vs << " ssPos.xy = ((ssPos.xy/ssPos.w)*0.5+0.5)*uViewportSize;" << endl;
if (aConfig.mFeatures & ENABLE_MASK_2D ||
aConfig.mFeatures & ENABLE_MASK_3D ||
!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
vs << " vec4 coordAdjusted;" << endl;
vs << " coordAdjusted.xy = aCoord.xy;" << endl;
}
vs << " finalPosition = finalPosition - uRenderTargetOffset;" << endl;
vs << " finalPosition.xyz *= finalPosition.w;" << endl;
vs << " finalPosition = uMatrixProj * finalPosition;" << endl;
// It is necessary to dilate edges away from uVisibleCenter to ensure that
// fragments with less than 50% sub-pixel coverage will be shaded.
// This offset is applied when the sub-pixel coverage of the vertex is
// less than 100%. Expanding by 0.5 pixels in screen space is sufficient
// to include these pixels.
vs << " if (dot(uSSEdges[0], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl;
vs << " dot(uSSEdges[1], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl;
vs << " dot(uSSEdges[2], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl;
vs << " dot(uSSEdges[3], vec3(ssPos.xy, 1.0)) < 1.5) {" << endl;
// If the shader reaches this branch, then this vertex is on the edge of
// the layer's visible rect and should be dilated away from the center of
// the visible rect. We don't want to hit this for inner facing
// edges between tiles, as the pixels may be covered twice without clipping
// against uSSEdges. If all edges were dilated, it would result in
// artifacts visible within semi-transparent layers with multiple tiles.
vs << " vec4 visibleCenter = uLayerTransform * vec4(uVisibleCenter, 0.0, 1.0);" << endl;
vs << " vec2 dilateDir = finalPosition.xy / finalPosition.w - visibleCenter.xy / visibleCenter.w;" << endl;
vs << " vec2 offset = sign(dilateDir) * 0.5;" << endl;
vs << " finalPosition.xy += offset * finalPosition.w;" << endl;
if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
// We must adjust the texture coordinates to compensate for the dilation
vs << " coordAdjusted = uLayerTransformInverse * finalPosition;" << endl;
vs << " coordAdjusted /= coordAdjusted.w;" << endl;
vs << " coordAdjusted.xy -= layerRect.xy;" << endl;
vs << " coordAdjusted.xy /= layerRect.zw;" << endl;
}
vs << " }" << endl;
if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
vs << " vec4 textureRect = uTextureRects[vertexID];" << endl;
vs << " vec2 texCoord = coordAdjusted.xy * textureRect.zw + textureRect.xy;" << endl;
vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;" << endl;
}
} else if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
vs << " vec4 textureRect = uTextureRects[vertexID];" << endl;
vs << " vec2 texCoord = aCoord.xy * textureRect.zw + textureRect.xy;" << endl;
vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;" << endl;
}
if (aConfig.mFeatures & ENABLE_MASK_2D ||
aConfig.mFeatures & ENABLE_MASK_3D) {
vs << " vMaskCoord.xy = (uMaskTransform * (finalPosition / finalPosition.w)).xy;" << endl;
if (aConfig.mFeatures & ENABLE_MASK_3D) {
// correct for perspective correct interpolation, see comment in D3D10 shader
vs << " vMaskCoord.z = 1.0;" << endl;
vs << " vMaskCoord *= finalPosition.w;" << endl;
}
}
vs << " finalPosition.xy -= uRenderTargetOffset * finalPosition.w;" << endl;
vs << " finalPosition = uMatrixProj * finalPosition;" << endl;
vs << " gl_Position = finalPosition;" << endl;
vs << "}" << endl;
@ -261,6 +327,10 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
fs << "uniform sampler2D uMaskTexture;" << endl;
}
if (aConfig.mFeatures & ENABLE_DEAA) {
fs << "uniform vec3 uSSEdges[4];" << endl;
}
if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
fs << "vec4 sample(vec2 coord) {" << endl;
fs << " vec4 color;" << endl;
@ -353,6 +423,16 @@ For [0,1] instead of [0,255], and to 5 places:
fs << " color.rgb *= color.a;" << endl;
}
}
if (aConfig.mFeatures & ENABLE_DEAA) {
// Calculate the sub-pixel coverage of the pixel and modulate its opacity
// by that amount to perform DEAA.
fs << " vec3 ssPos = vec3(gl_FragCoord.xy, 1.0);" << endl;
fs << " float deaaCoverage = clamp(dot(uSSEdges[0], ssPos), 0.0, 1.0);" << endl;
fs << " deaaCoverage *= clamp(dot(uSSEdges[1], ssPos), 0.0, 1.0);" << endl;
fs << " deaaCoverage *= clamp(dot(uSSEdges[2], ssPos), 0.0, 1.0);" << endl;
fs << " deaaCoverage *= clamp(dot(uSSEdges[3], ssPos), 0.0, 1.0);" << endl;
fs << " color *= deaaCoverage;" << endl;
}
if (aConfig.mFeatures & ENABLE_MASK_3D) {
fs << " vec2 maskCoords = vMaskCoord.xy / vMaskCoord.z;" << endl;
fs << " COLOR_PRECISION float mask = texture2D(uMaskTexture, maskCoords).r;" << endl;

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@ -40,7 +40,8 @@ enum ShaderFeatures {
ENABLE_COLOR_MATRIX=0x200,
ENABLE_MASK_2D=0x400,
ENABLE_MASK_3D=0x800,
ENABLE_PREMULTIPLY=0x1000
ENABLE_PREMULTIPLY=0x1000,
ENABLE_DEAA=0x2000
};
class KnownUniform {
@ -50,6 +51,7 @@ public:
NotAKnownUniform = -1,
LayerTransform = 0,
LayerTransformInverse,
MaskTransform,
LayerRects,
MatrixProj,
@ -73,6 +75,9 @@ public:
BlurOffset,
BlurAlpha,
BlurGaussianKernel,
SSEdges,
ViewportSize,
VisibleCenter,
KnownUniformCount
};
@ -163,6 +168,30 @@ public:
return false;
}
bool UpdateArrayUniform(int cnt, const gfx::Point3D* points) {
if (mLocation == -1) return false;
if (cnt > 4) {
return false;
}
float fp[12];
float *d = fp;
for(int i=0; i < cnt; i++) {
// Note: Do not want to make assumptions about .x, .y, .z member packing.
// If gfx::Point3D is updated to make this guarantee, SIMD optimizations
// may be possible
*d++ = points[i].x;
*d++ = points[i].y;
*d++ = points[i].z;
}
if (memcmp(mValue.f16v, fp, sizeof(float) * cnt * 3) != 0) {
memcpy(mValue.f16v, fp, sizeof(float) * cnt * 3);
return true;
}
return false;
}
KnownUniformName mName;
const char *mNameString;
int32_t mLocation;
@ -192,6 +221,7 @@ public:
void SetMask2D(bool aEnabled);
void SetMask3D(bool aEnabled);
void SetPremultiply(bool aEnabled);
void SetDEAA(bool aEnabled);
bool operator< (const ShaderConfigOGL& other) const {
return mFeatures < other.mFeatures;
@ -303,10 +333,28 @@ public:
SetMatrixUniform(KnownUniform::LayerTransform, aMatrix);
}
void SetLayerTransformInverse(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::LayerTransformInverse, aMatrix);
}
void SetMaskLayerTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::MaskTransform, aMatrix);
}
void SetDEAAEdges(const gfx::Point3D* aEdges) {
SetArrayUniform(KnownUniform::SSEdges, 4, aEdges);
}
void SetViewportSize(const gfx::IntSize& aSize) {
float vals[2] = { (float)aSize.width, (float)aSize.height };
SetUniform(KnownUniform::ViewportSize, 2, vals);
}
void SetVisibleCenter(const gfx::Point& aVisibleCenter) {
float vals[2] = { aVisibleCenter.x, aVisibleCenter.y };
SetUniform(KnownUniform::VisibleCenter, 2, vals);
}
void SetLayerRects(const gfx::Rect* aRects) {
float vals[16] = { aRects[0].x, aRects[0].y, aRects[0].width, aRects[0].height,
aRects[1].x, aRects[1].y, aRects[1].width, aRects[1].height,
@ -333,13 +381,13 @@ public:
}
void SetRenderOffset(const nsIntPoint& aOffset) {
float vals[4] = { float(aOffset.x), float(aOffset.y), 0.0f, 0.0f };
SetUniform(KnownUniform::RenderTargetOffset, 4, vals);
float vals[4] = { float(aOffset.x), float(aOffset.y) };
SetUniform(KnownUniform::RenderTargetOffset, 2, vals);
}
void SetRenderOffset(float aX, float aY) {
float vals[4] = { aX, aY, 0.0f, 0.0f };
SetUniform(KnownUniform::RenderTargetOffset, 4, vals);
float vals[2] = { aX, aY };
SetUniform(KnownUniform::RenderTargetOffset, 2, vals);
}
void SetLayerOpacity(float aOpacity) {
@ -497,6 +545,17 @@ protected:
}
}
void SetArrayUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, const gfx::Point3D *aPointValues)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateArrayUniform(aLength, aPointValues)) {
mGL->fUniform3fv(ku.mLocation, aLength, ku.mValue.f16v);
}
}
void SetUniform(KnownUniform::KnownUniformName aKnownUniform, GLint aIntValue) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");

View File

@ -293,6 +293,7 @@ private:
DECL_GFX_PREF(Live, "layers.composer2d.enabled", Composer2DCompositionEnabled, bool, false);
DECL_GFX_PREF(Once, "layers.d3d11.disable-warp", LayersD3D11DisableWARP, bool, false);
DECL_GFX_PREF(Once, "layers.d3d11.force-warp", LayersD3D11ForceWARP, bool, false);
DECL_GFX_PREF(Live, "layers.deaa.enabled", LayersDEAAEnabled, bool, false);
DECL_GFX_PREF(Live, "layers.draw-bigimage-borders", DrawBigImageBorders, bool, false);
DECL_GFX_PREF(Live, "layers.draw-borders", DrawLayerBorders, bool, false);
DECL_GFX_PREF(Live, "layers.draw-tile-borders", DrawTileBorders, bool, false);

View File

@ -4155,6 +4155,9 @@ pref("layers.acceleration.force-enabled", false);
pref("layers.acceleration.draw-fps", false);
// Enable DEAA antialiasing for transformed layers in the compositor
pref("layers.deaa.enabled", false);
pref("layers.dump", false);
#ifdef MOZ_DUMP_PAINTING
// If we're dumping layers, also dump the texture data