mirror of
https://github.com/zed-industries/zed.git
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1267 lines
46 KiB
HLSL
1267 lines
46 KiB
HLSL
#include "alpha_correction.hlsl"
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cbuffer GlobalParams: register(b0) {
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float4 gamma_ratios;
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float2 global_viewport_size;
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float grayscale_enhanced_contrast;
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float subpixel_enhanced_contrast;
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uint is_bgr;
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uint3 global_pad;
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};
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Texture2D<float4> t_sprite: register(t0);
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SamplerState s_sprite: register(s0);
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struct SubpixelSpriteFragmentOutput {
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float4 foreground : SV_Target0;
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float4 alpha : SV_Target1;
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};
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struct Bounds {
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float2 origin;
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float2 size;
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};
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struct Corners {
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float top_left;
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float top_right;
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float bottom_right;
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float bottom_left;
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};
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struct Edges {
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float top;
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float right;
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float bottom;
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float left;
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};
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struct Hsla {
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float h;
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float s;
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float l;
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float a;
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};
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struct LinearColorStop {
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Hsla color;
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float percentage;
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};
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struct Background {
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// 0u is Solid
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// 1u is LinearGradient
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// 2u is PatternSlash
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uint tag;
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// 0u is sRGB linear color
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// 1u is Oklab color
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uint color_space;
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Hsla solid;
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float gradient_angle_or_pattern_height;
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LinearColorStop colors[2];
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uint pad;
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};
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struct GradientColor {
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float4 solid;
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float4 color0;
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float4 color1;
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};
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struct AtlasTextureId {
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uint index;
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uint kind;
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};
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struct AtlasBounds {
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int2 origin;
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int2 size;
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};
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struct AtlasTile {
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AtlasTextureId texture_id;
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uint tile_id;
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uint padding;
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AtlasBounds bounds;
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};
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struct TransformationMatrix {
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float2x2 rotation_scale;
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float2 translation;
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};
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static const float M_PI_F = 3.141592653f;
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static const float3 GRAYSCALE_FACTORS = float3(0.2126f, 0.7152f, 0.0722f);
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float4 to_device_position_impl(float2 position) {
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float2 device_position = position / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0);
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return float4(device_position, 0., 1.);
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}
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float4 to_device_position(float2 unit_vertex, Bounds bounds) {
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float2 position = unit_vertex * bounds.size + bounds.origin;
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return to_device_position_impl(position);
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}
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float4 distance_from_clip_rect_impl(float2 position, Bounds clip_bounds) {
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float2 tl = position - clip_bounds.origin;
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float2 br = clip_bounds.origin + clip_bounds.size - position;
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return float4(tl.x, br.x, tl.y, br.y);
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}
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float4 distance_from_clip_rect(float2 unit_vertex, Bounds bounds, Bounds clip_bounds) {
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float2 position = unit_vertex * bounds.size + bounds.origin;
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return distance_from_clip_rect_impl(position, clip_bounds);
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}
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float4 distance_from_clip_rect_transformed(float2 unit_vertex, Bounds bounds, Bounds clip_bounds, TransformationMatrix transformation) {
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float2 position = unit_vertex * bounds.size + bounds.origin;
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float2 transformed = mul(position, transformation.rotation_scale) + transformation.translation;
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return distance_from_clip_rect_impl(transformed, clip_bounds);
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}
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// Convert linear RGB to sRGB
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float3 linear_to_srgb(float3 color) {
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return pow(color, float3(2.2, 2.2, 2.2));
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}
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// Convert sRGB to linear RGB
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float3 srgb_to_linear(float3 color) {
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return pow(color, float3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));
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}
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/// Hsla to linear RGBA conversion.
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float4 hsla_to_rgba(Hsla hsla) {
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float h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
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float s = hsla.s;
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float l = hsla.l;
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float a = hsla.a;
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float c = (1.0 - abs(2.0 * l - 1.0)) * s;
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float x = c * (1.0 - abs(fmod(h, 2.0) - 1.0));
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float m = l - c / 2.0;
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float r = 0.0;
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float g = 0.0;
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float b = 0.0;
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if (h >= 0.0 && h < 1.0) {
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r = c;
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g = x;
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b = 0.0;
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} else if (h >= 1.0 && h < 2.0) {
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r = x;
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g = c;
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b = 0.0;
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} else if (h >= 2.0 && h < 3.0) {
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r = 0.0;
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g = c;
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b = x;
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} else if (h >= 3.0 && h < 4.0) {
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r = 0.0;
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g = x;
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b = c;
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} else if (h >= 4.0 && h < 5.0) {
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r = x;
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g = 0.0;
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b = c;
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} else {
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r = c;
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g = 0.0;
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b = x;
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}
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float4 rgba;
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rgba.x = (r + m);
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rgba.y = (g + m);
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rgba.z = (b + m);
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rgba.w = a;
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return rgba;
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}
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// Converts a sRGB color to the Oklab color space.
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// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab
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float4 srgb_to_oklab(float4 color) {
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// Convert non-linear sRGB to linear sRGB
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color = float4(srgb_to_linear(color.rgb), color.a);
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float l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b;
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float m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b;
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float s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b;
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float l_ = pow(l, 1.0/3.0);
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float m_ = pow(m, 1.0/3.0);
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float s_ = pow(s, 1.0/3.0);
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return float4(
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0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
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1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
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0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
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color.a
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);
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}
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// Converts an Oklab color to the sRGB color space.
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float4 oklab_to_srgb(float4 color) {
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float l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b;
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float m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b;
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float s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b;
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float l = l_ * l_ * l_;
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float m = m_ * m_ * m_;
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float s = s_ * s_ * s_;
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float3 linear_rgb = float3(
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4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
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-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
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-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
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);
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// Convert linear sRGB to non-linear sRGB
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return float4(linear_to_srgb(linear_rgb), color.a);
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}
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// This approximates the error function, needed for the gaussian integral
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float2 erf(float2 x) {
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float2 s = sign(x);
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float2 a = abs(x);
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x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
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x *= x;
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return s - s / (x * x);
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}
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float blur_along_x(float x, float y, float sigma, float corner, float2 half_size) {
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float delta = min(half_size.y - corner - abs(y), 0.);
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float curved = half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
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float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
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return integral.y - integral.x;
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}
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// A standard gaussian function, used for weighting samples
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float gaussian(float x, float sigma) {
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return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
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}
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float4 over(float4 below, float4 above) {
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float4 result;
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float alpha = above.a + below.a * (1.0 - above.a);
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result.rgb = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
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result.a = alpha;
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return result;
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}
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float2 to_tile_position(float2 unit_vertex, AtlasTile tile) {
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float2 atlas_size;
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t_sprite.GetDimensions(atlas_size.x, atlas_size.y);
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return (float2(tile.bounds.origin) + unit_vertex * float2(tile.bounds.size)) / atlas_size;
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}
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// Selects corner radius based on quadrant.
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float pick_corner_radius(float2 center_to_point, Corners corner_radii) {
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if (center_to_point.x < 0.) {
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if (center_to_point.y < 0.) {
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return corner_radii.top_left;
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} else {
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return corner_radii.bottom_left;
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}
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} else {
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if (center_to_point.y < 0.) {
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return corner_radii.top_right;
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} else {
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return corner_radii.bottom_right;
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}
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}
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}
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float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds,
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TransformationMatrix transformation) {
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float2 position = unit_vertex * bounds.size + bounds.origin;
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float2 transformed = mul(position, transformation.rotation_scale) + transformation.translation;
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float2 device_position = transformed / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0);
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return float4(device_position, 0.0, 1.0);
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}
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// Implementation of quad signed distance field
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float quad_sdf_impl(float2 corner_center_to_point, float corner_radius) {
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if (corner_radius == 0.0) {
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// Fast path for unrounded corners
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return max(corner_center_to_point.x, corner_center_to_point.y);
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} else {
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// Signed distance of the point from a quad that is inset by corner_radius
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// It is negative inside this quad, and positive outside
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float signed_distance_to_inset_quad =
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// 0 inside the inset quad, and positive outside
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length(max(float2(0.0, 0.0), corner_center_to_point)) +
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// 0 outside the inset quad, and negative inside
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min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
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return signed_distance_to_inset_quad - corner_radius;
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}
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}
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float quad_sdf(float2 pt, Bounds bounds, Corners corner_radii) {
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float2 half_size = bounds.size / 2.;
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float2 center = bounds.origin + half_size;
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float2 center_to_point = pt - center;
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float corner_radius = pick_corner_radius(center_to_point, corner_radii);
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float2 corner_to_point = abs(center_to_point) - half_size;
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float2 corner_center_to_point = corner_to_point + corner_radius;
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return quad_sdf_impl(corner_center_to_point, corner_radius);
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}
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GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid, LinearColorStop colors[2]) {
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GradientColor output;
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if (tag == 0 || tag == 2 || tag == 3) {
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output.solid = hsla_to_rgba(solid);
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} else if (tag == 1) {
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output.color0 = hsla_to_rgba(colors[0].color);
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output.color1 = hsla_to_rgba(colors[1].color);
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// Prepare color space in vertex for avoid conversion
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// in fragment shader for performance reasons
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if (color_space == 1) {
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// Oklab
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output.color0 = srgb_to_oklab(output.color0);
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output.color1 = srgb_to_oklab(output.color1);
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}
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}
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return output;
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}
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float2x2 rotate2d(float angle) {
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float s = sin(angle);
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float c = cos(angle);
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return float2x2(c, -s, s, c);
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}
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float4 gradient_color(Background background,
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float2 position,
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Bounds bounds,
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float4 solid_color, float4 color0, float4 color1) {
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float4 color;
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switch (background.tag) {
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case 0:
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color = solid_color;
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break;
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case 1: {
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// -90 degrees to match the CSS gradient angle.
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float gradient_angle = background.gradient_angle_or_pattern_height;
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float radians = (fmod(gradient_angle, 360.0) - 90.0) * (M_PI_F / 180.0);
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float2 direction = float2(cos(radians), sin(radians));
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// Expand the short side to be the same as the long side
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if (bounds.size.x > bounds.size.y) {
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direction.y *= bounds.size.y / bounds.size.x;
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} else {
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direction.x *= bounds.size.x / bounds.size.y;
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}
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// Get the t value for the linear gradient with the color stop percentages.
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float2 half_size = bounds.size * 0.5;
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float2 center = bounds.origin + half_size;
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float2 center_to_point = position - center;
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float t = dot(center_to_point, direction) / length(direction);
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// Check the direct to determine the use x or y
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if (abs(direction.x) > abs(direction.y)) {
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t = (t + half_size.x) / bounds.size.x;
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} else {
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t = (t + half_size.y) / bounds.size.y;
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}
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// Adjust t based on the stop percentages
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t = (t - background.colors[0].percentage)
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/ (background.colors[1].percentage
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- background.colors[0].percentage);
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t = clamp(t, 0.0, 1.0);
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switch (background.color_space) {
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case 0:
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color = lerp(color0, color1, t);
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break;
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case 1: {
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float4 oklab_color = lerp(color0, color1, t);
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color = oklab_to_srgb(oklab_color);
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break;
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}
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}
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// Dither to reduce banding in gradients (especially dark/alpha).
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// Triangular-distributed noise breaks up 8-bit quantization steps.
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// ±2/255 for RGB (enough for dark-on-dark compositing),
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// ±3/255 for alpha (needs more because alpha × dark color = tiny steps).
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{
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float2 seed = position * 0.6180339887; // golden ratio spread
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float r1 = frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453);
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float r2 = frac(sin(dot(seed, float2(39.3460, 11.135))) * 24634.6345);
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float tri = r1 + r2 - 1.0; // triangular PDF, range [-1, +1]
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color.rgb += tri * 2.0 / 255.0;
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color.a += tri * 3.0 / 255.0;
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}
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break;
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}
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case 2: {
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float gradient_angle_or_pattern_height = background.gradient_angle_or_pattern_height;
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float pattern_width = (gradient_angle_or_pattern_height / 65535.0f) / 255.0f;
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float pattern_interval = fmod(gradient_angle_or_pattern_height, 65535.0f) / 255.0f;
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float pattern_height = pattern_width + pattern_interval;
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float stripe_angle = M_PI_F / 4.0;
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float pattern_period = pattern_height * sin(stripe_angle);
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float2x2 rotation = rotate2d(stripe_angle);
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float2 relative_position = position - bounds.origin;
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float2 rotated_point = mul(relative_position, rotation);
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float pattern = fmod(rotated_point.x, pattern_period);
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float distance = min(pattern, pattern_period - pattern) - pattern_period * (pattern_width / pattern_height) / 2.0f;
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color = solid_color;
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color.a *= saturate(0.5 - distance);
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break;
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}
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case 3: {
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// checkerboard
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float size = background.gradient_angle_or_pattern_height;
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float2 relative_position = position - bounds.origin;
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float x_index = floor(relative_position.x / size);
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float y_index = floor(relative_position.y / size);
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float should_be_colored = (x_index + y_index) % 2.0;
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color = solid_color;
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color.a *= saturate(should_be_colored);
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break;
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}
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}
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return color;
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}
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// Returns the dash velocity of a corner given the dash velocity of the two
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// sides, by returning the slower velocity (larger dashes).
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//
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// Since 0 is used for dash velocity when the border width is 0 (instead of
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// +inf), this returns the other dash velocity in that case.
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//
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// An alternative to this might be to appropriately interpolate the dash
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// velocity around the corner, but that seems overcomplicated.
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float corner_dash_velocity(float dv1, float dv2) {
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if (dv1 == 0.0) {
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return dv2;
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} else if (dv2 == 0.0) {
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return dv1;
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} else {
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return min(dv1, dv2);
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}
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}
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// Returns alpha used to render antialiased dashes.
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// `t` is within the dash when `fmod(t, period) < length`.
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float dash_alpha(
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float t, float period, float length, float dash_velocity,
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float antialias_threshold
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) {
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float half_period = period / 2.0;
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float half_length = length / 2.0;
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// Value in [-half_period, half_period]
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// The dash is in [-half_length, half_length]
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float centered = fmod(t + half_period - half_length, period) - half_period;
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// Signed distance for the dash, negative values are inside the dash
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float signed_distance = abs(centered) - half_length;
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// Antialiased alpha based on the signed distance
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return saturate(antialias_threshold - signed_distance / dash_velocity);
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}
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||
|
||
// This approximates distance to the nearest point to a quarter ellipse in a way
|
||
// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
|
||
// The components of `point` are expected to be positive.
|
||
//
|
||
// Negative on the outside and positive on the inside.
|
||
float quarter_ellipse_sdf(float2 pt, float2 radii) {
|
||
// Scale the space to treat the ellipse like a unit circle
|
||
float2 circle_vec = pt / radii;
|
||
float unit_circle_sdf = length(circle_vec) - 1.0;
|
||
// Approximate up-scaling of the length by using the average of the radii.
|
||
//
|
||
// TODO: A better solution would be to use the gradient of the implicit
|
||
// function for an ellipse to approximate a scaling factor.
|
||
return unit_circle_sdf * (radii.x + radii.y) * -0.5;
|
||
}
|
||
|
||
/*
|
||
**
|
||
** Quads
|
||
**
|
||
*/
|
||
|
||
struct Quad {
|
||
uint order;
|
||
uint border_style;
|
||
Bounds bounds;
|
||
Bounds content_mask;
|
||
Background background;
|
||
Hsla border_color;
|
||
Corners corner_radii;
|
||
Edges border_widths;
|
||
};
|
||
|
||
struct QuadVertexOutput {
|
||
nointerpolation uint quad_id: TEXCOORD0;
|
||
float4 position: SV_Position;
|
||
nointerpolation float4 border_color: COLOR0;
|
||
nointerpolation float4 background_solid: COLOR1;
|
||
nointerpolation float4 background_color0: COLOR2;
|
||
nointerpolation float4 background_color1: COLOR3;
|
||
float4 clip_distance: SV_ClipDistance;
|
||
};
|
||
|
||
struct QuadFragmentInput {
|
||
nointerpolation uint quad_id: TEXCOORD0;
|
||
float4 position: SV_Position;
|
||
nointerpolation float4 border_color: COLOR0;
|
||
nointerpolation float4 background_solid: COLOR1;
|
||
nointerpolation float4 background_color0: COLOR2;
|
||
nointerpolation float4 background_color1: COLOR3;
|
||
};
|
||
|
||
StructuredBuffer<Quad> quads: register(t1);
|
||
|
||
QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_InstanceID) {
|
||
float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
|
||
Quad quad = quads[quad_id];
|
||
float4 device_position = to_device_position(unit_vertex, quad.bounds);
|
||
|
||
GradientColor gradient = prepare_gradient_color(
|
||
quad.background.tag,
|
||
quad.background.color_space,
|
||
quad.background.solid,
|
||
quad.background.colors
|
||
);
|
||
float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
|
||
float4 border_color = hsla_to_rgba(quad.border_color);
|
||
|
||
QuadVertexOutput output;
|
||
output.position = device_position;
|
||
output.border_color = border_color;
|
||
output.quad_id = quad_id;
|
||
output.background_solid = gradient.solid;
|
||
output.background_color0 = gradient.color0;
|
||
output.background_color1 = gradient.color1;
|
||
output.clip_distance = clip_distance;
|
||
return output;
|
||
}
|
||
|
||
float4 quad_fragment(QuadFragmentInput input): SV_Target {
|
||
Quad quad = quads[input.quad_id];
|
||
float4 background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
|
||
input.background_solid, input.background_color0, input.background_color1);
|
||
|
||
bool unrounded = quad.corner_radii.top_left == 0.0 &&
|
||
quad.corner_radii.top_right == 0.0 &&
|
||
quad.corner_radii.bottom_left == 0.0 &&
|
||
quad.corner_radii.bottom_right == 0.0;
|
||
|
||
// Fast path when the quad is not rounded and doesn't have any border
|
||
if (quad.border_widths.top == 0.0 &&
|
||
quad.border_widths.left == 0.0 &&
|
||
quad.border_widths.right == 0.0 &&
|
||
quad.border_widths.bottom == 0.0 &&
|
||
unrounded) {
|
||
return background_color;
|
||
}
|
||
|
||
float2 size = quad.bounds.size;
|
||
float2 half_size = size / 2.;
|
||
float2 the_point = input.position.xy - quad.bounds.origin;
|
||
float2 center_to_point = the_point - half_size;
|
||
|
||
// Signed distance field threshold for inclusion of pixels. 0.5 is the
|
||
// minimum distance between the center of the pixel and the edge.
|
||
const float antialias_threshold = 0.5;
|
||
|
||
// Radius of the nearest corner
|
||
float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
|
||
|
||
float2 border = float2(
|
||
center_to_point.x < 0.0 ? quad.border_widths.left : quad.border_widths.right,
|
||
center_to_point.y < 0.0 ? quad.border_widths.top : quad.border_widths.bottom
|
||
);
|
||
|
||
// 0-width borders are reduced so that `inner_sdf >= antialias_threshold`.
|
||
// The purpose of this is to not draw antialiasing pixels in this case.
|
||
float2 reduced_border = float2(
|
||
border.x == 0.0 ? -antialias_threshold : border.x,
|
||
border.y == 0.0 ? -antialias_threshold : border.y
|
||
);
|
||
|
||
// Vector from the corner of the quad bounds to the point, after mirroring
|
||
// the point into the bottom right quadrant. Both components are <= 0.
|
||
float2 corner_to_point = abs(center_to_point) - half_size;
|
||
|
||
// Vector from the point to the center of the rounded corner's circle, also
|
||
// mirrored into bottom right quadrant.
|
||
float2 corner_center_to_point = corner_to_point + corner_radius;
|
||
|
||
// Whether the nearest point on the border is rounded
|
||
bool is_near_rounded_corner =
|
||
corner_center_to_point.x >= 0.0 &&
|
||
corner_center_to_point.y >= 0.0;
|
||
|
||
// Vector from straight border inner corner to point.
|
||
//
|
||
// 0-width borders are turned into width -1 so that inner_sdf is > 1.0 near
|
||
// the border. Without this, antialiasing pixels would be drawn.
|
||
float2 straight_border_inner_corner_to_point = corner_to_point + reduced_border;
|
||
|
||
// Whether the point is beyond the inner edge of the straight border
|
||
bool is_beyond_inner_straight_border =
|
||
straight_border_inner_corner_to_point.x > 0.0 ||
|
||
straight_border_inner_corner_to_point.y > 0.0;
|
||
|
||
// Whether the point is far enough inside the quad, such that the pixels are
|
||
// not affected by the straight border.
|
||
bool is_within_inner_straight_border =
|
||
straight_border_inner_corner_to_point.x < -antialias_threshold &&
|
||
straight_border_inner_corner_to_point.y < -antialias_threshold;
|
||
|
||
// Fast path for points that must be part of the background
|
||
if (is_within_inner_straight_border && !is_near_rounded_corner) {
|
||
return background_color;
|
||
}
|
||
|
||
// Signed distance of the point to the outside edge of the quad's border
|
||
float outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
|
||
|
||
// Approximate signed distance of the point to the inside edge of the quad's
|
||
// border. It is negative outside this edge (within the border), and
|
||
// positive inside.
|
||
//
|
||
// This is not always an accurate signed distance:
|
||
// * The rounded portions with varying border width use an approximation of
|
||
// nearest-point-on-ellipse.
|
||
// * When it is quickly known to be outside the edge, -1.0 is used.
|
||
float inner_sdf = 0.0;
|
||
if (corner_center_to_point.x <= 0.0 || corner_center_to_point.y <= 0.0) {
|
||
// Fast paths for straight borders
|
||
inner_sdf = -max(straight_border_inner_corner_to_point.x,
|
||
straight_border_inner_corner_to_point.y);
|
||
} else if (is_beyond_inner_straight_border) {
|
||
// Fast path for points that must be outside the inner edge
|
||
inner_sdf = -1.0;
|
||
} else if (reduced_border.x == reduced_border.y) {
|
||
// Fast path for circular inner edge.
|
||
inner_sdf = -(outer_sdf + reduced_border.x);
|
||
} else {
|
||
float2 ellipse_radii = max(float2(0.0, 0.0), float2(corner_radius, corner_radius) - reduced_border);
|
||
inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
|
||
}
|
||
|
||
// Negative when inside the border
|
||
float border_sdf = max(inner_sdf, outer_sdf);
|
||
|
||
float4 color = background_color;
|
||
if (border_sdf < antialias_threshold) {
|
||
float4 border_color = input.border_color;
|
||
// Dashed border logic when border_style == 1
|
||
if (quad.border_style == 1) {
|
||
// Position along the perimeter in "dash space", where each dash
|
||
// period has length 1
|
||
float t = 0.0;
|
||
|
||
// Total number of dash periods, so that the dash spacing can be
|
||
// adjusted to evenly divide it
|
||
float max_t = 0.0;
|
||
|
||
// Border width is proportional to dash size. This is the behavior
|
||
// used by browsers, but also avoids dashes from different segments
|
||
// overlapping when dash size is smaller than the border width.
|
||
//
|
||
// Dash pattern: (2 * border width) dash, (1 * border width) gap
|
||
const float dash_length_per_width = 2.0;
|
||
const float dash_gap_per_width = 1.0;
|
||
const float dash_period_per_width = dash_length_per_width + dash_gap_per_width;
|
||
|
||
// Since the dash size is determined by border width, the density of
|
||
// dashes varies. Multiplying a pixel distance by this returns a
|
||
// position in dash space - it has units (dash period / pixels). So
|
||
// a dash velocity of (1 / 10) is 1 dash every 10 pixels.
|
||
float dash_velocity = 0.0;
|
||
|
||
// Dividing this by the border width gives the dash velocity
|
||
const float dv_numerator = 1.0 / dash_period_per_width;
|
||
|
||
if (unrounded) {
|
||
// When corners aren't rounded, the dashes are separately laid
|
||
// out on each straight line, rather than around the whole
|
||
// perimeter. This way each line starts and ends with a dash.
|
||
bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
|
||
// Choosing the right border width for dashed borders.
|
||
// TODO: A better solution exists taking a look at the whole file.
|
||
// this does not fix single dashed borders at the corners
|
||
float2 dashed_border = float2(
|
||
max(quad.border_widths.bottom, quad.border_widths.top),
|
||
max(quad.border_widths.right, quad.border_widths.left)
|
||
);
|
||
float border_width = is_horizontal ? dashed_border.x : dashed_border.y;
|
||
dash_velocity = dv_numerator / border_width;
|
||
t = is_horizontal ? the_point.x : the_point.y;
|
||
t *= dash_velocity;
|
||
max_t = is_horizontal ? size.x : size.y;
|
||
max_t *= dash_velocity;
|
||
} else {
|
||
// When corners are rounded, the dashes are laid out clockwise
|
||
// around the whole perimeter.
|
||
|
||
float r_tr = quad.corner_radii.top_right;
|
||
float r_br = quad.corner_radii.bottom_right;
|
||
float r_bl = quad.corner_radii.bottom_left;
|
||
float r_tl = quad.corner_radii.top_left;
|
||
|
||
float w_t = quad.border_widths.top;
|
||
float w_r = quad.border_widths.right;
|
||
float w_b = quad.border_widths.bottom;
|
||
float w_l = quad.border_widths.left;
|
||
|
||
// Straight side dash velocities
|
||
float dv_t = w_t <= 0.0 ? 0.0 : dv_numerator / w_t;
|
||
float dv_r = w_r <= 0.0 ? 0.0 : dv_numerator / w_r;
|
||
float dv_b = w_b <= 0.0 ? 0.0 : dv_numerator / w_b;
|
||
float dv_l = w_l <= 0.0 ? 0.0 : dv_numerator / w_l;
|
||
|
||
// Straight side lengths in dash space
|
||
float s_t = (size.x - r_tl - r_tr) * dv_t;
|
||
float s_r = (size.y - r_tr - r_br) * dv_r;
|
||
float s_b = (size.x - r_br - r_bl) * dv_b;
|
||
float s_l = (size.y - r_bl - r_tl) * dv_l;
|
||
|
||
float corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
|
||
float corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
|
||
float corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
|
||
float corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
|
||
|
||
// Corner lengths in dash space
|
||
float c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
|
||
float c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
|
||
float c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
|
||
float c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
|
||
|
||
// Cumulative dash space upto each segment
|
||
float upto_tr = s_t;
|
||
float upto_r = upto_tr + c_tr;
|
||
float upto_br = upto_r + s_r;
|
||
float upto_b = upto_br + c_br;
|
||
float upto_bl = upto_b + s_b;
|
||
float upto_l = upto_bl + c_bl;
|
||
float upto_tl = upto_l + s_l;
|
||
max_t = upto_tl + c_tl;
|
||
|
||
if (is_near_rounded_corner) {
|
||
float radians = atan2(corner_center_to_point.y, corner_center_to_point.x);
|
||
float corner_t = radians * corner_radius;
|
||
|
||
if (center_to_point.x >= 0.0) {
|
||
if (center_to_point.y < 0.0) {
|
||
dash_velocity = corner_dash_velocity_tr;
|
||
// Subtracted because radians is pi/2 to 0 when
|
||
// going clockwise around the top right corner,
|
||
// since the y axis has been flipped
|
||
t = upto_r - corner_t * dash_velocity;
|
||
} else {
|
||
dash_velocity = corner_dash_velocity_br;
|
||
// Added because radians is 0 to pi/2 when going
|
||
// clockwise around the bottom-right corner
|
||
t = upto_br + corner_t * dash_velocity;
|
||
}
|
||
} else {
|
||
if (center_to_point.y >= 0.0) {
|
||
dash_velocity = corner_dash_velocity_bl;
|
||
// Subtracted because radians is pi/1 to 0 when
|
||
// going clockwise around the bottom-left corner,
|
||
// since the x axis has been flipped
|
||
t = upto_l - corner_t * dash_velocity;
|
||
} else {
|
||
dash_velocity = corner_dash_velocity_tl;
|
||
// Added because radians is 0 to pi/2 when going
|
||
// clockwise around the top-left corner, since both
|
||
// axis were flipped
|
||
t = upto_tl + corner_t * dash_velocity;
|
||
}
|
||
}
|
||
} else {
|
||
// Straight borders
|
||
bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
|
||
if (is_horizontal) {
|
||
if (center_to_point.y < 0.0) {
|
||
dash_velocity = dv_t;
|
||
t = (the_point.x - r_tl) * dash_velocity;
|
||
} else {
|
||
dash_velocity = dv_b;
|
||
t = upto_bl - (the_point.x - r_bl) * dash_velocity;
|
||
}
|
||
} else {
|
||
if (center_to_point.x < 0.0) {
|
||
dash_velocity = dv_l;
|
||
t = upto_tl - (the_point.y - r_tl) * dash_velocity;
|
||
} else {
|
||
dash_velocity = dv_r;
|
||
t = upto_r + (the_point.y - r_tr) * dash_velocity;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
float dash_length = dash_length_per_width / dash_period_per_width;
|
||
float desired_dash_gap = dash_gap_per_width / dash_period_per_width;
|
||
|
||
// Straight borders should start and end with a dash, so max_t is
|
||
// reduced to cause this.
|
||
max_t -= unrounded ? dash_length : 0.0;
|
||
if (max_t >= 1.0) {
|
||
// Adjust dash gap to evenly divide max_t
|
||
float dash_count = floor(max_t);
|
||
float dash_period = max_t / dash_count;
|
||
border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity, antialias_threshold);
|
||
} else if (unrounded) {
|
||
// When there isn't enough space for the full gap between the
|
||
// two start / end dashes of a straight border, reduce gap to
|
||
// make them fit.
|
||
float dash_gap = max_t - dash_length;
|
||
if (dash_gap > 0.0) {
|
||
float dash_period = dash_length + dash_gap;
|
||
border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity, antialias_threshold);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Blend the border on top of the background and then linearly interpolate
|
||
// between the two as we slide inside the background.
|
||
float4 blended_border = over(background_color, border_color);
|
||
color = lerp(background_color, blended_border,
|
||
saturate(antialias_threshold - inner_sdf));
|
||
}
|
||
|
||
return color * float4(1.0, 1.0, 1.0, saturate(antialias_threshold - outer_sdf));
|
||
}
|
||
|
||
/*
|
||
**
|
||
** Shadows
|
||
**
|
||
*/
|
||
|
||
struct Shadow {
|
||
uint order;
|
||
float blur_radius;
|
||
Bounds bounds;
|
||
Corners corner_radii;
|
||
Bounds content_mask;
|
||
Hsla color;
|
||
Bounds element_bounds;
|
||
Corners element_corner_radii;
|
||
uint inset;
|
||
uint pad; // align to 8 bytes
|
||
};
|
||
|
||
struct ShadowVertexOutput {
|
||
nointerpolation uint shadow_id: TEXCOORD0;
|
||
float4 position: SV_Position;
|
||
nointerpolation float4 color: COLOR;
|
||
float4 clip_distance: SV_ClipDistance;
|
||
};
|
||
|
||
struct ShadowFragmentInput {
|
||
nointerpolation uint shadow_id: TEXCOORD0;
|
||
float4 position: SV_Position;
|
||
nointerpolation float4 color: COLOR;
|
||
};
|
||
|
||
StructuredBuffer<Shadow> shadows: register(t1);
|
||
|
||
ShadowVertexOutput shadow_vertex(uint vertex_id: SV_VertexID, uint shadow_id: SV_InstanceID) {
|
||
float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
|
||
Shadow shadow = shadows[shadow_id];
|
||
|
||
Bounds bounds;
|
||
if (shadow.inset != 0u) {
|
||
bounds = shadow.element_bounds;
|
||
} else {
|
||
// Leave room for the gaussian tail outside the shadow rect.
|
||
float margin = 3.0 * shadow.blur_radius;
|
||
bounds = shadow.bounds;
|
||
bounds.origin -= margin;
|
||
bounds.size += 2.0 * margin;
|
||
}
|
||
|
||
float4 device_position = to_device_position(unit_vertex, bounds);
|
||
float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask);
|
||
float4 color = hsla_to_rgba(shadow.color);
|
||
|
||
ShadowVertexOutput output;
|
||
output.position = device_position;
|
||
output.color = color;
|
||
output.shadow_id = shadow_id;
|
||
output.clip_distance = clip_distance;
|
||
|
||
return output;
|
||
}
|
||
|
||
float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
|
||
Shadow shadow = shadows[input.shadow_id];
|
||
|
||
float2 half_size = shadow.bounds.size / 2.;
|
||
float2 center = shadow.bounds.origin + half_size;
|
||
float2 point0 = input.position.xy - center;
|
||
float corner_radius = pick_corner_radius(point0, shadow.corner_radii);
|
||
|
||
float alpha;
|
||
if (shadow.blur_radius == 0.) {
|
||
float distance = quad_sdf(input.position.xy, shadow.bounds, shadow.corner_radii);
|
||
alpha = saturate(0.5 - distance);
|
||
} else {
|
||
// The signal is only non-zero in a limited range, so don't waste samples
|
||
float low = point0.y - half_size.y;
|
||
float high = point0.y + half_size.y;
|
||
float start = clamp(-3. * shadow.blur_radius, low, high);
|
||
float end = clamp(3. * shadow.blur_radius, low, high);
|
||
|
||
// Accumulate samples (we can get away with surprisingly few samples)
|
||
float step = (end - start) / 4.;
|
||
float y = start + step * 0.5;
|
||
alpha = 0.;
|
||
for (int i = 0; i < 4; i++) {
|
||
alpha += blur_along_x(point0.x, point0.y - y, shadow.blur_radius,
|
||
corner_radius, half_size) *
|
||
gaussian(y, shadow.blur_radius) * step;
|
||
y += step;
|
||
}
|
||
}
|
||
|
||
if (shadow.inset != 0u) {
|
||
// The inset shadow is the complement of the (blurred) hole rect, clipped to the element.
|
||
// `saturate(0.5 - d)` gives a 1-pixel antialiased edge: d <= -0.5 -> 1, d >= 0.5 -> 0.
|
||
alpha = 1.0 - alpha;
|
||
float element_distance = quad_sdf(input.position.xy, shadow.element_bounds,
|
||
shadow.element_corner_radii);
|
||
alpha *= saturate(0.5 - element_distance);
|
||
}
|
||
|
||
return input.color * float4(1., 1., 1., alpha);
|
||
}
|
||
|
||
/*
|
||
**
|
||
** Path Rasterization
|
||
**
|
||
*/
|
||
|
||
struct PathRasterizationSprite {
|
||
float2 xy_position;
|
||
float2 st_position;
|
||
Background color;
|
||
Bounds bounds;
|
||
};
|
||
|
||
StructuredBuffer<PathRasterizationSprite> path_rasterization_sprites: register(t1);
|
||
|
||
struct PathVertexOutput {
|
||
float4 position: SV_Position;
|
||
float2 st_position: TEXCOORD0;
|
||
nointerpolation uint vertex_id: TEXCOORD1;
|
||
float4 clip_distance: SV_ClipDistance;
|
||
};
|
||
|
||
struct PathFragmentInput {
|
||
float4 position: SV_Position;
|
||
float2 st_position: TEXCOORD0;
|
||
nointerpolation uint vertex_id: TEXCOORD1;
|
||
};
|
||
|
||
PathVertexOutput path_rasterization_vertex(uint vertex_id: SV_VertexID) {
|
||
PathRasterizationSprite sprite = path_rasterization_sprites[vertex_id];
|
||
|
||
PathVertexOutput output;
|
||
output.position = to_device_position_impl(sprite.xy_position);
|
||
output.st_position = sprite.st_position;
|
||
output.vertex_id = vertex_id;
|
||
output.clip_distance = distance_from_clip_rect_impl(sprite.xy_position, sprite.bounds);
|
||
|
||
return output;
|
||
}
|
||
|
||
float4 path_rasterization_fragment(PathFragmentInput input): SV_Target {
|
||
float2 dx = ddx(input.st_position);
|
||
float2 dy = ddy(input.st_position);
|
||
PathRasterizationSprite sprite = path_rasterization_sprites[input.vertex_id];
|
||
|
||
Background background = sprite.color;
|
||
Bounds bounds = sprite.bounds;
|
||
|
||
float alpha;
|
||
if (length(float2(dx.x, dy.x))) {
|
||
alpha = 1.0;
|
||
} else {
|
||
float2 gradient = 2.0 * input.st_position.xx * float2(dx.x, dy.x) - float2(dx.y, dy.y);
|
||
float f = input.st_position.x * input.st_position.x - input.st_position.y;
|
||
float distance = f / length(gradient);
|
||
alpha = saturate(0.5 - distance);
|
||
}
|
||
|
||
GradientColor gradient = prepare_gradient_color(
|
||
background.tag, background.color_space, background.solid, background.colors);
|
||
|
||
float4 color = gradient_color(background, input.position.xy, bounds,
|
||
gradient.solid, gradient.color0, gradient.color1);
|
||
return float4(color.rgb * color.a * alpha, alpha * color.a);
|
||
}
|
||
|
||
/*
|
||
**
|
||
** Path Sprites
|
||
**
|
||
*/
|
||
|
||
struct PathSprite {
|
||
Bounds bounds;
|
||
};
|
||
|
||
struct PathSpriteVertexOutput {
|
||
float4 position: SV_Position;
|
||
float2 texture_coords: TEXCOORD0;
|
||
};
|
||
|
||
StructuredBuffer<PathSprite> path_sprites: register(t1);
|
||
|
||
PathSpriteVertexOutput path_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
|
||
float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
|
||
PathSprite sprite = path_sprites[sprite_id];
|
||
|
||
// Don't apply content mask because it was already accounted for when rasterizing the path
|
||
float4 device_position = to_device_position(unit_vertex, sprite.bounds);
|
||
|
||
float2 screen_position = sprite.bounds.origin + unit_vertex * sprite.bounds.size;
|
||
float2 texture_coords = screen_position / global_viewport_size;
|
||
|
||
PathSpriteVertexOutput output;
|
||
output.position = device_position;
|
||
output.texture_coords = texture_coords;
|
||
return output;
|
||
}
|
||
|
||
float4 path_sprite_fragment(PathSpriteVertexOutput input): SV_Target {
|
||
return t_sprite.Sample(s_sprite, input.texture_coords);
|
||
}
|
||
|
||
/*
|
||
**
|
||
** Underlines
|
||
**
|
||
*/
|
||
|
||
struct Underline {
|
||
uint order;
|
||
uint pad;
|
||
Bounds bounds;
|
||
Bounds content_mask;
|
||
Hsla color;
|
||
float thickness;
|
||
uint wavy;
|
||
};
|
||
|
||
struct UnderlineVertexOutput {
|
||
nointerpolation uint underline_id: TEXCOORD0;
|
||
float4 position: SV_Position;
|
||
nointerpolation float4 color: COLOR;
|
||
float4 clip_distance: SV_ClipDistance;
|
||
};
|
||
|
||
struct UnderlineFragmentInput {
|
||
nointerpolation uint underline_id: TEXCOORD0;
|
||
float4 position: SV_Position;
|
||
nointerpolation float4 color: COLOR;
|
||
};
|
||
|
||
StructuredBuffer<Underline> underlines: register(t1);
|
||
|
||
UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underline_id: SV_InstanceID) {
|
||
float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
|
||
Underline underline = underlines[underline_id];
|
||
float4 device_position = to_device_position(unit_vertex, underline.bounds);
|
||
float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
|
||
underline.content_mask);
|
||
float4 color = hsla_to_rgba(underline.color);
|
||
|
||
UnderlineVertexOutput output;
|
||
output.position = device_position;
|
||
output.color = color;
|
||
output.underline_id = underline_id;
|
||
output.clip_distance = clip_distance;
|
||
return output;
|
||
}
|
||
|
||
float4 underline_fragment(UnderlineFragmentInput input): SV_Target {
|
||
const float WAVE_FREQUENCY = 2.0;
|
||
const float WAVE_HEIGHT_RATIO = 0.8;
|
||
|
||
Underline underline = underlines[input.underline_id];
|
||
if (underline.wavy) {
|
||
float half_thickness = underline.thickness * 0.5;
|
||
float2 origin = underline.bounds.origin;
|
||
|
||
float2 st = ((input.position.xy - origin) / underline.bounds.size.y) - float2(0., 0.5);
|
||
float frequency = (M_PI_F * WAVE_FREQUENCY * underline.thickness) / underline.bounds.size.y;
|
||
float amplitude = (underline.thickness * WAVE_HEIGHT_RATIO) / underline.bounds.size.y;
|
||
|
||
float sine = sin(st.x * frequency) * amplitude;
|
||
float dSine = cos(st.x * frequency) * amplitude * frequency;
|
||
float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
|
||
float distance_in_pixels = distance * underline.bounds.size.y;
|
||
float distance_from_top_border = distance_in_pixels - half_thickness;
|
||
float distance_from_bottom_border = distance_in_pixels + half_thickness;
|
||
float alpha = saturate(
|
||
0.5 - max(-distance_from_bottom_border, distance_from_top_border));
|
||
return input.color * float4(1., 1., 1., alpha);
|
||
} else {
|
||
return input.color;
|
||
}
|
||
}
|
||
|
||
/*
|
||
**
|
||
** Monochrome sprites
|
||
**
|
||
*/
|
||
|
||
struct MonochromeSprite {
|
||
uint order;
|
||
uint pad;
|
||
Bounds bounds;
|
||
Bounds content_mask;
|
||
Hsla color;
|
||
AtlasTile tile;
|
||
TransformationMatrix transformation;
|
||
};
|
||
|
||
struct MonochromeSpriteVertexOutput {
|
||
float4 position: SV_Position;
|
||
float2 tile_position: POSITION;
|
||
nointerpolation float4 color: COLOR;
|
||
float4 clip_distance: SV_ClipDistance;
|
||
};
|
||
|
||
struct MonochromeSpriteFragmentInput {
|
||
float4 position: SV_Position;
|
||
float2 tile_position: POSITION;
|
||
nointerpolation float4 color: COLOR;
|
||
float4 clip_distance: SV_ClipDistance;
|
||
};
|
||
|
||
StructuredBuffer<MonochromeSprite> mono_sprites: register(t1);
|
||
|
||
MonochromeSpriteVertexOutput monochrome_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
|
||
float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
|
||
MonochromeSprite sprite = mono_sprites[sprite_id];
|
||
float4 device_position =
|
||
to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
|
||
float4 clip_distance = distance_from_clip_rect_transformed(unit_vertex, sprite.bounds, sprite.content_mask, sprite.transformation);
|
||
float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||
float4 color = hsla_to_rgba(sprite.color);
|
||
|
||
MonochromeSpriteVertexOutput output;
|
||
output.position = device_position;
|
||
output.tile_position = tile_position;
|
||
output.color = color;
|
||
output.clip_distance = clip_distance;
|
||
return output;
|
||
}
|
||
|
||
float4 monochrome_sprite_fragment(MonochromeSpriteFragmentInput input): SV_Target {
|
||
float sample = t_sprite.Sample(s_sprite, input.tile_position).r;
|
||
float alpha_corrected = apply_contrast_and_gamma_correction(sample, input.color.rgb, grayscale_enhanced_contrast, gamma_ratios);
|
||
return float4(input.color.rgb, input.color.a * alpha_corrected);
|
||
}
|
||
|
||
MonochromeSpriteVertexOutput subpixel_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
|
||
return monochrome_sprite_vertex(vertex_id, sprite_id);
|
||
}
|
||
|
||
SubpixelSpriteFragmentOutput subpixel_sprite_fragment(MonochromeSpriteFragmentInput input) {
|
||
float3 sample = t_sprite.Sample(s_sprite, input.tile_position).rgb;
|
||
if (is_bgr) {
|
||
sample = sample.bgr;
|
||
}
|
||
float3 alpha_corrected = apply_contrast_and_gamma_correction3(sample, input.color.rgb, subpixel_enhanced_contrast, gamma_ratios);
|
||
|
||
SubpixelSpriteFragmentOutput output;
|
||
#ifdef WIN_LEGACY_COMPAT
|
||
// Scalar alpha blending: collapses per-channel ClearType mask to a luminance
|
||
// scalar for use with standard SRC_ALPHA / INV_SRC_ALPHA blending.
|
||
// Required on pre-1809 WARP/virtual GPU where dual-source blending is broken.
|
||
float scalar_alpha = dot(alpha_corrected, float3(1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f));
|
||
output.foreground = float4(input.color.rgb, input.color.a * scalar_alpha);
|
||
output.alpha = float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||
#else
|
||
output.foreground = float4(input.color.rgb, 1.0f);
|
||
output.alpha = float4(input.color.a * alpha_corrected, 1.0f);
|
||
#endif
|
||
return output;
|
||
}
|
||
|
||
/*
|
||
**
|
||
** Polychrome sprites
|
||
**
|
||
*/
|
||
|
||
struct PolychromeSprite {
|
||
uint order;
|
||
uint pad;
|
||
uint grayscale;
|
||
float opacity;
|
||
Bounds bounds;
|
||
Bounds content_mask;
|
||
Corners corner_radii;
|
||
AtlasTile tile;
|
||
};
|
||
|
||
struct PolychromeSpriteVertexOutput {
|
||
nointerpolation uint sprite_id: TEXCOORD0;
|
||
float4 position: SV_Position;
|
||
float2 tile_position: POSITION;
|
||
float4 clip_distance: SV_ClipDistance;
|
||
};
|
||
|
||
struct PolychromeSpriteFragmentInput {
|
||
nointerpolation uint sprite_id: TEXCOORD0;
|
||
float4 position: SV_Position;
|
||
float2 tile_position: POSITION;
|
||
};
|
||
|
||
StructuredBuffer<PolychromeSprite> poly_sprites: register(t1);
|
||
|
||
PolychromeSpriteVertexOutput polychrome_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
|
||
float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
|
||
PolychromeSprite sprite = poly_sprites[sprite_id];
|
||
float4 device_position = to_device_position(unit_vertex, sprite.bounds);
|
||
float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
|
||
sprite.content_mask);
|
||
float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||
|
||
PolychromeSpriteVertexOutput output;
|
||
output.position = device_position;
|
||
output.tile_position = tile_position;
|
||
output.sprite_id = sprite_id;
|
||
output.clip_distance = clip_distance;
|
||
return output;
|
||
}
|
||
|
||
float4 polychrome_sprite_fragment(PolychromeSpriteFragmentInput input): SV_Target {
|
||
PolychromeSprite sprite = poly_sprites[input.sprite_id];
|
||
float4 sample = t_sprite.Sample(s_sprite, input.tile_position);
|
||
float distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
|
||
|
||
float4 color = sample;
|
||
if ((sprite.grayscale & 0xFFu) != 0u) {
|
||
float3 grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
|
||
color = float4(grayscale, sample.a);
|
||
}
|
||
color.a *= sprite.opacity * saturate(0.5 - distance);
|
||
return color;
|
||
}
|