/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "ShaderDefinitionsMLGPU.h" #include "RenderPassMLGPU.h" namespace mozilla { namespace layers { namespace mlg { using namespace gfx; // Helper function for adding triangle vertices to shader buffers. struct TriangleVertex { TriangleVertex(const gfx::Point& aPoint, const ItemInfo& aItem, uint32_t aItemIndex) : point(aPoint), layerIndex(aItem.layerIndex), depth(aItem.sortOrder), itemIndex(aItemIndex) {} gfx::Point point; uint32_t layerIndex; int depth; uint32_t itemIndex; }; bool SimpleTraits::AddVerticesTo(ShaderRenderPass* aPass, const ItemInfo& aItem, uint32_t aItemIndex, const gfx::Polygon* aGeometry) const { VertexStagingBuffer* vertices = aPass->GetVertices(); // If we don't have geometry, take a fast path where we can hardcode // the set of triangles. if (!aGeometry) { if (!vertices->PrependItem(TriangleVertex(mRect.BottomLeft(), aItem, aItemIndex)) || !vertices->PrependItem(TriangleVertex(mRect.TopLeft(), aItem, aItemIndex)) || !vertices->PrependItem(TriangleVertex(mRect.TopRight(), aItem, aItemIndex)) || !vertices->PrependItem(TriangleVertex(mRect.TopRight(), aItem, aItemIndex)) || !vertices->PrependItem(TriangleVertex(mRect.BottomRight(), aItem, aItemIndex)) || !vertices->PrependItem(TriangleVertex(mRect.BottomLeft(), aItem, aItemIndex))) { return false; } return true; } // Slow path: full-fledged geometry. nsTArray triangles = aGeometry->ToTriangles(); for (const Triangle& t : triangles) { if (!vertices->PrependItem(TriangleVertex(t.p1, aItem, aItemIndex)) || !vertices->PrependItem(TriangleVertex(t.p2, aItem, aItemIndex)) || !vertices->PrependItem(TriangleVertex(t.p3, aItem, aItemIndex))) { return false; } } return true; } struct TexturedTriangleVertex { TexturedTriangleVertex(const gfx::Point& aPoint, const gfx::Point& aTexCoord, const ItemInfo& aItem) : point(aPoint), texCoord(aTexCoord), layerIndex(aItem.layerIndex), depth(aItem.sortOrder) {} gfx::Point point; gfx::Point texCoord; uint32_t layerIndex; int depth; }; bool TexturedTraits::AddVerticesTo(ShaderRenderPass* aPass, const ItemInfo& aItem, uint32_t aItemIndex, const gfx::Polygon* aGeometry) const { VertexStagingBuffer* vertices = aPass->GetVertices(); using Vertex = TexturedTriangleVertex; // If we don't have geometry, take a fast path where we can hardcode // the set of triangles. if (!aGeometry) { if (!vertices->PrependItem(Vertex(mRect.BottomLeft(), mTexCoords.BottomLeft(), aItem)) || !vertices->PrependItem(Vertex(mRect.TopLeft(), mTexCoords.TopLeft(), aItem)) || !vertices->PrependItem(Vertex(mRect.TopRight(), mTexCoords.TopRight(), aItem)) || !vertices->PrependItem(Vertex(mRect.TopRight(), mTexCoords.TopRight(), aItem)) || !vertices->PrependItem(Vertex(mRect.BottomRight(), mTexCoords.BottomRight(), aItem)) || !vertices->PrependItem(Vertex(mRect.BottomLeft(), mTexCoords.BottomLeft(), aItem))) { return false; } return true; } // Slow path: full-fledged geometry. nsTArray triangles = GenerateTexturedTriangles(*aGeometry, mRect, mTexCoords); for (const TexturedTriangle& t: triangles) { if (!vertices->PrependItem(Vertex(t.p1, t.textureCoords.p1, aItem)) || !vertices->PrependItem(Vertex(t.p2, t.textureCoords.p2, aItem)) || !vertices->PrependItem(Vertex(t.p3, t.textureCoords.p3, aItem))) { return false; } } return true; } } // namespace mlg } // namespace layers } // namespace mozilla