blob: 60734793f4f521df57955c41b1b0f2801da4be27 [file] [log] [blame] [edit]
/*
* Copyright 2022 Rive
*/
// undef GENERATE_PREMULTIPLIED_PAINT_COLORS first because this file gets
// included multiple times with different defines in the Metal library.
#undef GENERATE_PREMULTIPLIED_PAINT_COLORS
#ifdef @ENABLE_ADVANCED_BLEND
// If advanced blend is enabled, we generate unmultiplied paint colors in the
// shader. Otherwise we would have to just turn around and unmultiply them in
// order to run the blend equation.
#define GENERATE_PREMULTIPLIED_PAINT_COLORS !@ENABLE_ADVANCED_BLEND
#else
// As long as advanced blend is not enabled, it's more efficient for the shader
// to generate premultiplied paint colors from the start.
#define GENERATE_PREMULTIPLIED_PAINT_COLORS true
#endif
// undef COVERAGE_TYPE first because this file gets included multiple times with
// different defines in the Metal library.
#undef COVERAGE_TYPE
#ifdef @ENABLE_FEATHER
#define COVERAGE_TYPE float4
#else
#define COVERAGE_TYPE half2
#endif
#ifdef @VERTEX
ATTR_BLOCK_BEGIN(Attrs)
#ifdef @DRAW_INTERIOR_TRIANGLES
ATTR(0, packed_float3, @a_triangleVertex);
#else
ATTR(0,
float4,
@a_patchVertexData); // [localVertexID, outset, fillCoverage, vertexType]
ATTR(1, float4, @a_mirroredVertexData);
#endif
ATTR_BLOCK_END
#endif
VARYING_BLOCK_BEGIN
NO_PERSPECTIVE VARYING(0, float4, v_paint);
#ifdef @ATLAS_BLIT
NO_PERSPECTIVE VARYING(1, float2, v_atlasCoord);
#elif !defined(@RENDER_MODE_MSAA)
#ifdef @DRAW_INTERIOR_TRIANGLES
@OPTIONALLY_FLAT VARYING(1, half, v_windingWeight);
#else
NO_PERSPECTIVE VARYING(2, COVERAGE_TYPE, v_coverages);
#endif //@DRAW_INTERIOR_TRIANGLES
@OPTIONALLY_FLAT VARYING(3, half, v_pathID);
#endif // !@RENDER_MODE_MSAA
#ifdef @ENABLE_CLIPPING
@OPTIONALLY_FLAT VARYING(4, half2, v_clipIDs); // [clipID, outerClipID]
#endif
#if defined(@ENABLE_CLIP_RECT) && !defined(@RENDER_MODE_MSAA)
NO_PERSPECTIVE VARYING(5, float4, v_clipRect);
#endif
#ifdef @ENABLE_ADVANCED_BLEND
@OPTIONALLY_FLAT VARYING(6, half, v_blendMode);
#endif
VARYING_BLOCK_END
#ifdef @VERTEX
VERTEX_MAIN(@drawVertexMain, Attrs, attrs, _vertexID, _instanceID)
{
#ifdef @DRAW_INTERIOR_TRIANGLES
ATTR_UNPACK(_vertexID, attrs, @a_triangleVertex, float3);
#else
ATTR_UNPACK(_vertexID, attrs, @a_patchVertexData, float4);
ATTR_UNPACK(_vertexID, attrs, @a_mirroredVertexData, float4);
#endif
VARYING_INIT(v_paint, float4);
#ifdef @ATLAS_BLIT
VARYING_INIT(v_atlasCoord, float2);
#elif !defined(@RENDER_MODE_MSAA)
#ifdef @DRAW_INTERIOR_TRIANGLES
VARYING_INIT(v_windingWeight, half);
#else
VARYING_INIT(v_coverages, COVERAGE_TYPE);
#endif //@DRAW_INTERIOR_TRIANGLES
VARYING_INIT(v_pathID, half);
#endif // !@RENDER_MODE_MSAA
#ifdef @ENABLE_CLIPPING
VARYING_INIT(v_clipIDs, half2);
#endif
#if defined(@ENABLE_CLIP_RECT) && !defined(@RENDER_MODE_MSAA)
VARYING_INIT(v_clipRect, float4);
#endif
#ifdef @ENABLE_ADVANCED_BLEND
VARYING_INIT(v_blendMode, half);
#endif
bool shouldDiscardVertex = false;
uint pathID;
float2 vertexPosition;
#ifdef @RENDER_MODE_MSAA
ushort pathZIndex;
#endif
#ifdef @ATLAS_BLIT
vertexPosition =
unpack_atlas_coverage_vertex(@a_triangleVertex,
pathID,
#ifdef @RENDER_MODE_MSAA
pathZIndex,
#endif
v_atlasCoord VERTEX_CONTEXT_UNPACK);
#elif defined(@DRAW_INTERIOR_TRIANGLES)
vertexPosition = unpack_interior_triangle_vertex(@a_triangleVertex,
pathID
#ifdef @RENDER_MODE_MSAA
,
pathZIndex
#else
,
v_windingWeight
#endif
VERTEX_CONTEXT_UNPACK);
#else // !@DRAW_INTERIOR_TRIANGLES
float4 coverages;
shouldDiscardVertex =
!unpack_tessellated_path_vertex(@a_patchVertexData,
@a_mirroredVertexData,
_instanceID,
pathID,
vertexPosition
#ifndef @RENDER_MODE_MSAA
,
coverages
#else
,
pathZIndex
#endif
VERTEX_CONTEXT_UNPACK);
#ifndef @RENDER_MODE_MSAA
#ifdef @ENABLE_FEATHER
v_coverages = coverages;
#else
v_coverages.xy = cast_float2_to_half2(coverages.xy);
#endif
#endif
#endif // !DRAW_INTERIOR_TRIANGLES
uint2 paintData = STORAGE_BUFFER_LOAD2(@paintBuffer, pathID);
#if !defined(@ATLAS_BLIT) && !defined(@RENDER_MODE_MSAA)
// Encode the integral pathID as a "half" that we know the hardware will see
// as a unique value in the fragment shader.
v_pathID = id_bits_to_f16(pathID, uniforms.pathIDGranularity);
// Indicate even-odd fill rule by making pathID negative.
if ((paintData.x & PAINT_FLAG_EVEN_ODD_FILL) != 0u)
v_pathID = -v_pathID;
#endif // !@ATLAS_BLIT && !@RENDER_MODE_MSAA
uint paintType = paintData.x & 0xfu;
#ifdef @ENABLE_CLIPPING
if (@ENABLE_CLIPPING)
{
uint clipIDBits =
(paintType == CLIP_UPDATE_PAINT_TYPE ? paintData.y : paintData.x) >>
16;
half clipID = id_bits_to_f16(clipIDBits, uniforms.pathIDGranularity);
// Negative clipID means to update the clip buffer instead of the color
// buffer.
if (paintType == CLIP_UPDATE_PAINT_TYPE)
clipID = -clipID;
v_clipIDs.x = clipID;
}
#endif
#ifdef @ENABLE_ADVANCED_BLEND
if (@ENABLE_ADVANCED_BLEND)
{
v_blendMode = float((paintData.x >> 4) & 0xfu);
}
#endif
// Paint matrices operate on the fragment shader's "_fragCoord", which is
// bottom-up in GL.
float2 fragCoord = vertexPosition;
#ifdef @FRAMEBUFFER_BOTTOM_UP
fragCoord.y = float(uniforms.renderTargetHeight) - fragCoord.y;
#endif
#ifdef @ENABLE_CLIP_RECT
if (@ENABLE_CLIP_RECT)
{
// clipRectInverseMatrix transforms from pixel coordinates to a space
// where the clipRect is the normalized rectangle: [-1, -1, 1, 1].
float2x2 clipRectInverseMatrix = make_float2x2(
STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u + 2u));
float4 clipRectInverseTranslate =
STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u + 3u);
#ifndef @RENDER_MODE_MSAA
v_clipRect =
find_clip_rect_coverage_distances(clipRectInverseMatrix,
clipRectInverseTranslate.xy,
fragCoord);
#else // !@RENDER_MODE_MSAA => @RENDER_MODE_MSAA
set_clip_rect_plane_distances(clipRectInverseMatrix,
clipRectInverseTranslate.xy,
fragCoord);
#endif // @RENDER_MODE_MSAA
}
#endif // ENABLE_CLIP_RECT
// #endif // TARGET_VULKAN
// Unpack the paint once we have a position.
if (paintType == SOLID_COLOR_PAINT_TYPE)
{
half4 color = unpackUnorm4x8(paintData.y);
if (GENERATE_PREMULTIPLIED_PAINT_COLORS)
color.rgb *= color.a;
v_paint = float4(color);
}
#ifdef @ENABLE_CLIPPING
else if (@ENABLE_CLIPPING && paintType == CLIP_UPDATE_PAINT_TYPE)
{
half outerClipID =
id_bits_to_f16(paintData.x >> 16, uniforms.pathIDGranularity);
v_clipIDs.y = outerClipID;
}
#endif
else
{
float2x2 paintMatrix =
make_float2x2(STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u));
float4 paintTranslate =
STORAGE_BUFFER_LOAD4(@paintAuxBuffer, pathID * 4u + 1u);
float2 paintCoord = MUL(paintMatrix, fragCoord) + paintTranslate.xy;
if (paintType == LINEAR_GRADIENT_PAINT_TYPE ||
paintType == RADIAL_GRADIENT_PAINT_TYPE)
{
// v_paint.a contains "-row" of the gradient ramp at texel center,
// in normalized space.
v_paint.a = -uintBitsToFloat(paintData.y);
// abs(v_paint.b) contains either:
// - 2 if the gradient ramp spans an entire row.
// - x0 of the gradient ramp in normalized space, if it's a simple
// 2-texel ramp.
float gradientSpan = paintTranslate.z;
// gradientSpan is either ~1 (complex gradients span the whole width
// of the texture minus 1px), or 1/GRAD_TEXTURE_WIDTH (simple
// gradients span 1px).
if (gradientSpan > .9)
{
// Complex ramps span an entire row. Set it to 2 to convey this.
v_paint.b = 2.;
}
else
{
// This is a simple ramp.
v_paint.b = paintTranslate.w;
}
if (paintType == LINEAR_GRADIENT_PAINT_TYPE)
{
// The paint is a linear gradient.
v_paint.g = .0;
v_paint.r = paintCoord.x;
}
else
{
// The paint is a radial gradient. Mark v_paint.b negative to
// indicate this to the fragment shader. (v_paint.b can't be
// zero because the gradient ramp is aligned on pixel centers,
// so negating it will always produce a negative number.)
v_paint.b = -v_paint.b;
v_paint.rg = paintCoord.xy;
}
}
else // IMAGE_PAINT_TYPE
{
// v_paint.a <= -1. signals that the paint is an image.
// -v_paint.a - 2 is the texture mipmap level-of-detail.
// v_paint.b is the image opacity.
// v_paint.rg is the normalized image texture coordinate (built into
// the paintMatrix).
float opacity = uintBitsToFloat(paintData.y);
float lod = paintTranslate.z;
v_paint = float4(paintCoord.x, paintCoord.y, opacity, -2. - lod);
}
}
float4 pos;
if (!shouldDiscardVertex)
{
pos = RENDER_TARGET_COORD_TO_CLIP_COORD(vertexPosition);
#ifdef @POST_INVERT_Y
pos.y = -pos.y;
#endif
#ifdef @RENDER_MODE_MSAA
pos.z = normalize_z_index(pathZIndex);
#endif
}
else
{
pos = float4(uniforms.vertexDiscardValue,
uniforms.vertexDiscardValue,
uniforms.vertexDiscardValue,
uniforms.vertexDiscardValue);
}
VARYING_PACK(v_paint);
#ifdef @ATLAS_BLIT
VARYING_PACK(v_atlasCoord);
#elif !defined(@RENDER_MODE_MSAA)
#ifdef @DRAW_INTERIOR_TRIANGLES
VARYING_PACK(v_windingWeight);
#else
VARYING_PACK(v_coverages);
#endif //@DRAW_INTERIOR_TRIANGLES
VARYING_PACK(v_pathID);
#endif // !@RENDER_MODE_MSAA
#ifdef @ENABLE_CLIPPING
VARYING_PACK(v_clipIDs);
#endif
#ifdef @ENABLE_CLIP_RECT
VARYING_PACK(v_clipRect);
#endif
#ifdef @ENABLE_ADVANCED_BLEND
VARYING_PACK(v_blendMode);
#endif
EMIT_VERTEX(pos);
}
#endif
#ifdef @FRAGMENT
FRAG_STORAGE_BUFFER_BLOCK_BEGIN
FRAG_STORAGE_BUFFER_BLOCK_END
// Add a function here for fragments to unpack the paint since we're the ones
// who packed it in the vertex shader.
INLINE half4 find_paint_color(float4 paint,
float coverage FRAGMENT_CONTEXT_DECL)
{
half4 color;
if (paint.a >= .0) // Is the paint a solid color?
{
// The vertex shader will have premultiplied 'paint' (or not) based on
// GENERATE_PREMULTIPLIED_PAINT_COLORS.
color = cast_float4_to_half4(paint);
if (GENERATE_PREMULTIPLIED_PAINT_COLORS)
color *= coverage;
else
color.a *= coverage;
}
else if (paint.a > -1.) // Is paint is a gradient (linear or radial)?
{
float t =
paint.b > .0 ? /*linear*/ paint.r : /*radial*/ length(paint.rg);
t = clamp(t, .0, 1.);
float span = abs(paint.b);
float x = span > 1.
? /*entire row*/ (1. - 1. / GRAD_TEXTURE_WIDTH) * t +
(.5 / GRAD_TEXTURE_WIDTH)
: /*two texels*/ (1. / GRAD_TEXTURE_WIDTH) * t + span;
float row = -paint.a;
// Our gradient texture is not mipmapped. Issue a texture-sample that
// explicitly does not find derivatives for LOD computation.
color =
TEXTURE_SAMPLE_LOD(@gradTexture, gradSampler, float2(x, row), .0);
color.a *= coverage;
// Gradients are always unmultiplied so we don't lose color data while
// doing the hardware filter.
if (GENERATE_PREMULTIPLIED_PAINT_COLORS)
color.rgb *= color.a;
}
else // The paint is an image.
{
half lod = -paint.a - 2.;
color = TEXTURE_SAMPLE_DYNAMIC_LOD(@imageTexture,
imageSampler,
paint.rg,
lod);
half opacity = paint.b * coverage;
// Images are always premultiplied so the (transparent) background color
// doesn't bleed into the edges during the hardware filter.
if (GENERATE_PREMULTIPLIED_PAINT_COLORS)
color *= opacity;
else
color = make_half4(unmultiply_rgb(color), color.a * opacity);
}
return color;
}
#ifndef @DRAW_INTERIOR_TRIANGLES
// Add functions here for fragments to unpack and evaluate coverage since we're
// the ones who packed the coverage components in the vertex shader.
INLINE half find_stroke_coverage(COVERAGE_TYPE coverages TEXTURE_CONTEXT_DECL)
{
#ifdef @ENABLE_FEATHER
if (@ENABLE_FEATHER && is_feathered_stroke(coverages))
return eval_feathered_stroke(coverages TEXTURE_CONTEXT_FORWARD);
else
#endif // @ENABLE_FEATHER
return min(coverages.x, coverages.y);
}
INLINE half find_fill_coverage(COVERAGE_TYPE coverages TEXTURE_CONTEXT_DECL)
{
#if defined(@ENABLE_FEATHER)
if (@ENABLE_FEATHER && is_feathered_fill(coverages))
return eval_feathered_fill(coverages TEXTURE_CONTEXT_FORWARD);
else
#endif // @ENABLE_FEATHER
return coverages.x;
}
INLINE half find_frag_coverage(COVERAGE_TYPE coverages TEXTURE_CONTEXT_DECL)
{
if (is_stroke(coverages))
return find_stroke_coverage(coverages TEXTURE_CONTEXT_FORWARD);
else // Fill. (Back-face culling handles the sign of coverages.x.)
return find_fill_coverage(coverages TEXTURE_CONTEXT_FORWARD);
}
INLINE half apply_frag_coverage(half initialCoverage,
COVERAGE_TYPE coverages TEXTURE_CONTEXT_DECL)
{
if (is_stroke(coverages))
{
half fragCoverage =
find_stroke_coverage(coverages TEXTURE_CONTEXT_FORWARD);
return max(fragCoverage, initialCoverage);
}
else // Fill. (Back-face culling handles the sign of coverages.x.)
{
half fragCoverage =
find_fill_coverage(coverages TEXTURE_CONTEXT_FORWARD);
return initialCoverage + fragCoverage;
}
}
#endif // !@DRAW_INTERIOR_TRIANGLES
#endif // @FRAGMENT