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use std::collections::HashMap;
bitflags! {
#[derive(Default)]
pub struct ShaderFeatureFlags: u32 {
const GL = 1 << 0;
const GLES = 1 << 1;
const ADVANCED_BLEND_EQUATION = 1 << 8;
const DUAL_SOURCE_BLENDING = 1 << 9;
const PIXEL_LOCAL_STORAGE = 1 << 10;
const DITHERING = 1 << 11;
const TEXTURE_EXTERNAL = 1 << 12;
}
}
pub type ShaderFeatures = HashMap<&'static str, Vec<String>>;
macro_rules! features {
($($str:expr),*) => { vec![$(String::from($str),)*] as Vec<String> };
}
fn concat_features(a: &str, b: &str) -> String {
if a.is_empty() {
b.to_string()
} else if b.is_empty() {
a.to_string()
} else {
[a, b].join(",")
}
}
pub fn get_shader_features(flags: ShaderFeatureFlags) -> ShaderFeatures {
let mut shaders = ShaderFeatures::new();
shaders.insert("cs_clip_rectangle", features!["", "FAST_PATH"]);
for name in &["cs_clip_image", "cs_clip_box_shadow"] {
shaders.insert(name, features![""]);
}
shaders.insert("cs_blur", features!["ALPHA_TARGET", "COLOR_TARGET"]);
for name in &["cs_line_decoration", "cs_gradient", "cs_border_segment", "cs_border_solid", "cs_svg_filter"] {
shaders.insert(name, features![""]);
}
shaders.insert("cs_scale", features![""]);
let pls_feature = if flags.contains(ShaderFeatureFlags::PIXEL_LOCAL_STORAGE) {
for name in &["pls_init", "pls_resolve"] {
shaders.insert(name, features!["PIXEL_LOCAL_STORAGE"]);
}
"PIXEL_LOCAL_STORAGE"
} else {
""
};
let brush_alpha_features = concat_features("ALPHA_PASS", pls_feature);
for name in &["brush_solid", "brush_blend", "brush_mix_blend", "brush_opacity"] {
shaders.insert(name, features!["", &brush_alpha_features, "DEBUG_OVERDRAW"]);
}
for name in &["brush_conic_gradient", "brush_radial_gradient", "brush_linear_gradient"] {
let mut features: Vec<String> = Vec::new();
let base = if flags.contains(ShaderFeatureFlags::DITHERING) {
"DITHERING"
} else {
""
};
features.push(base.to_string());
features.push(concat_features(base, &brush_alpha_features));
features.push(concat_features(base, "DEBUG_OVERDRAW"));
shaders.insert(name, features);
}
let mut texture_types = vec!["", "TEXTURE_2D"];
if flags.contains(ShaderFeatureFlags::GL) {
texture_types.push("TEXTURE_RECT");
}
if flags.contains(ShaderFeatureFlags::TEXTURE_EXTERNAL) {
texture_types.push("TEXTURE_EXTERNAL");
}
let mut image_features: Vec<String> = Vec::new();
for texture_type in &texture_types {
let fast = texture_type.to_string();
image_features.push(fast.clone());
image_features.push(concat_features(&fast, &brush_alpha_features));
image_features.push(concat_features(&fast, "DEBUG_OVERDRAW"));
let slow = concat_features(texture_type, "REPETITION,ANTIALIASING");
image_features.push(slow.clone());
image_features.push(concat_features(&slow, &brush_alpha_features));
image_features.push(concat_features(&slow, "DEBUG_OVERDRAW"));
if flags.contains(ShaderFeatureFlags::ADVANCED_BLEND_EQUATION) {
let advanced_blend_features = concat_features(&brush_alpha_features, "ADVANCED_BLEND");
image_features.push(concat_features(&fast, &advanced_blend_features));
image_features.push(concat_features(&slow, &advanced_blend_features));
}
if flags.contains(ShaderFeatureFlags::DUAL_SOURCE_BLENDING) {
let dual_source_features = concat_features(&brush_alpha_features, "DUAL_SOURCE_BLENDING");
image_features.push(concat_features(&fast, &dual_source_features));
image_features.push(concat_features(&slow, &dual_source_features));
}
}
shaders.insert("brush_image", image_features);
let mut composite_features: Vec<String> = vec!["".to_string()];
let mut yuv_features: Vec<String> = Vec::new();
for texture_type in &texture_types {
let base = concat_features("YUV", texture_type);
composite_features.push(base.clone());
yuv_features.push(base.clone());
yuv_features.push(concat_features(&base, &brush_alpha_features));
yuv_features.push(concat_features(&base, "DEBUG_OVERDRAW"));
}
shaders.insert("composite", composite_features);
shaders.insert("brush_yuv_image", yuv_features);
let mut text_types = vec![pls_feature];
if flags.contains(ShaderFeatureFlags::DUAL_SOURCE_BLENDING) {
text_types.push("DUAL_SOURCE_BLENDING");
}
let mut text_features: Vec<String> = Vec::new();
for text_type in &text_types {
text_features.push(concat_features(text_type, "ALPHA_PASS"));
text_features.push(concat_features(text_type, "GLYPH_TRANSFORM,ALPHA_PASS"));
text_features.push(concat_features(text_type, "DEBUG_OVERDRAW"));
}
shaders.insert("ps_text_run", text_features);
shaders.insert("ps_split_composite", features![pls_feature]);
shaders
}