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/* 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/. */
pub mod gradient;
pub mod box_shadow;
pub mod repeat;
use api::units::LayoutVector2D;
use api::{ColorF, units::DeviceRect};
use crate::frame_builder::FrameBuilderConfig;
use crate::render_task_graph::RenderTaskId;
use crate::renderer::GpuBufferBuilder;
use crate::scene::SceneProperties;
use crate::spatial_tree::SpatialTree;
use crate::transform::TransformPalette;
#[repr(u32)]
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub enum PatternKind {
ColorOrTexture = 0,
Gradient = 1,
Repeat = 2,
Mask = 3,
// When adding patterns, don't forget to update the NUM_PATTERNS constant.
}
pub const NUM_PATTERNS: u32 = 4;
impl PatternKind {
pub fn from_u32(val: u32) -> Self {
assert!(val < NUM_PATTERNS);
unsafe { std::mem::transmute(val) }
}
}
/// A 32bit payload used as input for the pattern-specific logic in the shader.
///
/// Patterns typically use it as a GpuBuffer offset to fetch their data.
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub struct PatternShaderInput(pub i32, pub i32);
impl Default for PatternShaderInput {
fn default() -> Self {
PatternShaderInput(0, 0)
}
}
#[cfg_attr(feature = "capture", derive(Serialize))]
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub struct PatternTextureInput {
pub task_id: RenderTaskId,
}
impl Default for PatternTextureInput {
fn default() -> Self {
PatternTextureInput {
task_id: RenderTaskId::INVALID,
}
}
}
impl PatternTextureInput {
pub fn new(task_id: RenderTaskId) -> Self {
PatternTextureInput {
task_id,
}
}
}
pub struct PatternBuilderContext<'a> {
pub scene_properties: &'a SceneProperties,
pub spatial_tree: &'a SpatialTree,
pub fb_config: &'a FrameBuilderConfig,
}
pub struct PatternBuilderState<'a> {
pub frame_gpu_data: &'a mut GpuBufferBuilder,
#[allow(unused)]
pub transforms: &'a mut TransformPalette,
}
pub trait PatternBuilder {
fn build(
&self,
sub_rect: Option<DeviceRect>,
offset: LayoutVector2D,
ctx: &PatternBuilderContext,
state: &mut PatternBuilderState,
) -> Pattern;
}
#[cfg_attr(feature = "capture", derive(Serialize))]
#[derive(Clone, Debug)]
pub struct Pattern {
pub kind: PatternKind,
pub shader_input: PatternShaderInput,
pub texture_input: PatternTextureInput,
pub base_color: ColorF,
pub is_opaque: bool,
}
impl Pattern {
pub fn color(color: ColorF) -> Self {
Pattern {
kind: PatternKind::ColorOrTexture,
shader_input: PatternShaderInput(
TEXTURED_SHADER_MODE_COLOR,
0,
),
texture_input: PatternTextureInput::default(),
base_color: color,
is_opaque: color.a >= 1.0,
}
}
pub fn texture(src_task: RenderTaskId, is_opaque: bool) -> Self {
Pattern {
kind: PatternKind::ColorOrTexture,
shader_input: PatternShaderInput(
TEXTURED_SHADER_MODE_TEXTURE,
TEXTURED_SHADER_MAP_TO_PRIMITIVE,
),
texture_input: PatternTextureInput::new(src_task),
base_color: ColorF::WHITE,
is_opaque,
}
}
}
pub const TEXTURED_SHADER_MODE_COLOR: i32 = 0;
pub const TEXTURED_SHADER_MODE_TEXTURE: i32 = 1;
// In the texture mode, whether to map the texture to the primitive's local rect
// or segment rect.
pub const TEXTURED_SHADER_MAP_TO_PRIMITIVE: i32 = 0;
pub const TEXTURED_SHADER_MAP_TO_SEGMENT: i32 = 1;