shaders.hlsl

   1cbuffer GlobalParams: register(b0) {
   2    float2 global_viewport_size;
   3    uint2 _global_pad;
   4};
   5
   6Texture2D<float4> t_sprite: register(t0);
   7SamplerState s_sprite: register(s0);
   8
   9struct Bounds {
  10    float2 origin;
  11    float2 size;
  12};
  13
  14struct Corners {
  15    float top_left;
  16    float top_right;
  17    float bottom_right;
  18    float bottom_left;
  19};
  20
  21struct Edges {
  22    float top;
  23    float right;
  24    float bottom;
  25    float left;
  26};
  27
  28struct Hsla {
  29    float h;
  30    float s;
  31    float l;
  32    float a;
  33};
  34
  35struct LinearColorStop {
  36    Hsla color;
  37    float percentage;
  38};
  39
  40struct Background {
  41    // 0u is Solid
  42    // 1u is LinearGradient
  43    // 2u is PatternSlash
  44    uint tag;
  45    // 0u is sRGB linear color
  46    // 1u is Oklab color
  47    uint color_space;
  48    Hsla solid;
  49    float gradient_angle_or_pattern_height;
  50    LinearColorStop colors[2];
  51    uint pad;
  52};
  53
  54struct GradientColor {
  55  float4 solid;
  56  float4 color0;
  57  float4 color1;
  58};
  59
  60struct AtlasTextureId {
  61    uint index;
  62    uint kind;
  63};
  64
  65struct AtlasBounds {
  66    int2 origin;
  67    int2 size;
  68};
  69
  70struct AtlasTile {
  71    AtlasTextureId texture_id;
  72    uint tile_id;
  73    uint padding;
  74    AtlasBounds bounds;
  75};
  76
  77struct TransformationMatrix {
  78    float2x2 rotation_scale;
  79    float2 translation;
  80};
  81
  82static const float M_PI_F = 3.141592653f;
  83static const float3 GRAYSCALE_FACTORS = float3(0.2126f, 0.7152f, 0.0722f);
  84
  85float4 to_device_position_impl(float2 position) {
  86    float2 device_position = position / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0);
  87    return float4(device_position, 0., 1.);
  88}
  89
  90float4 to_device_position(float2 unit_vertex, Bounds bounds) {
  91    float2 position = unit_vertex * bounds.size + bounds.origin;
  92    return to_device_position_impl(position);
  93}
  94
  95float4 distance_from_clip_rect_impl(float2 position, Bounds clip_bounds) {
  96    return float4(position.x - clip_bounds.origin.x,
  97                    clip_bounds.origin.x + clip_bounds.size.x - position.x,
  98                    position.y - clip_bounds.origin.y,
  99                    clip_bounds.origin.y + clip_bounds.size.y - position.y);
 100}
 101
 102float4 distance_from_clip_rect(float2 unit_vertex, Bounds bounds, Bounds clip_bounds) {
 103    float2 position = unit_vertex * bounds.size + bounds.origin;
 104    return distance_from_clip_rect_impl(position, clip_bounds);
 105}
 106
 107// Convert linear RGB to sRGB
 108float3 linear_to_srgb(float3 color) {
 109    return pow(color, float3(2.2, 2.2, 2.2));
 110}
 111
 112// Convert sRGB to linear RGB
 113float3 srgb_to_linear(float3 color) {
 114    return pow(color, float3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));
 115}
 116
 117/// Hsla to linear RGBA conversion.
 118float4 hsla_to_rgba(Hsla hsla) {
 119    float h = hsla.h * 6.0; // Now, it's an angle but scaled in [0, 6) range
 120    float s = hsla.s;
 121    float l = hsla.l;
 122    float a = hsla.a;
 123
 124    float c = (1.0 - abs(2.0 * l - 1.0)) * s;
 125    float x = c * (1.0 - abs(fmod(h, 2.0) - 1.0));
 126    float m = l - c / 2.0;
 127
 128    float r = 0.0;
 129    float g = 0.0;
 130    float b = 0.0;
 131
 132    if (h >= 0.0 && h < 1.0) {
 133        r = c;
 134        g = x;
 135        b = 0.0;
 136    } else if (h >= 1.0 && h < 2.0) {
 137        r = x;
 138        g = c;
 139        b = 0.0;
 140    } else if (h >= 2.0 && h < 3.0) {
 141        r = 0.0;
 142        g = c;
 143        b = x;
 144    } else if (h >= 3.0 && h < 4.0) {
 145        r = 0.0;
 146        g = x;
 147        b = c;
 148    } else if (h >= 4.0 && h < 5.0) {
 149        r = x;
 150        g = 0.0;
 151        b = c;
 152    } else {
 153        r = c;
 154        g = 0.0;
 155        b = x;
 156    }
 157
 158    float4 rgba;
 159    rgba.x = (r + m);
 160    rgba.y = (g + m);
 161    rgba.z = (b + m);
 162    rgba.w = a;
 163    return rgba;
 164}
 165
 166// Converts a sRGB color to the Oklab color space.
 167// Reference: https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab
 168float4 srgb_to_oklab(float4 color) {
 169    // Convert non-linear sRGB to linear sRGB
 170    color = float4(srgb_to_linear(color.rgb), color.a);
 171
 172    float l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b;
 173    float m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b;
 174    float s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b;
 175
 176    float l_ = pow(l, 1.0/3.0);
 177    float m_ = pow(m, 1.0/3.0);
 178    float s_ = pow(s, 1.0/3.0);
 179
 180    return float4(
 181        0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
 182        1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
 183        0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_,
 184        color.a
 185    );
 186}
 187
 188// Converts an Oklab color to the sRGB color space.
 189float4 oklab_to_srgb(float4 color) {
 190    float l_ = color.r + 0.3963377774 * color.g + 0.2158037573 * color.b;
 191    float m_ = color.r - 0.1055613458 * color.g - 0.0638541728 * color.b;
 192    float s_ = color.r - 0.0894841775 * color.g - 1.2914855480 * color.b;
 193
 194    float l = l_ * l_ * l_;
 195    float m = m_ * m_ * m_;
 196    float s = s_ * s_ * s_;
 197
 198    float3 linear_rgb = float3(
 199        4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
 200        -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
 201        -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
 202    );
 203
 204    // Convert linear sRGB to non-linear sRGB
 205    return float4(linear_to_srgb(linear_rgb), color.a);
 206}
 207
 208// This approximates the error function, needed for the gaussian integral
 209float2 erf(float2 x) {
 210    float2 s = sign(x);
 211    float2 a = abs(x);
 212    x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
 213    x *= x;
 214    return s - s / (x * x);
 215}
 216
 217float blur_along_x(float x, float y, float sigma, float corner, float2 half_size) {
 218    float delta = min(half_size.y - corner - abs(y), 0.);
 219    float curved = half_size.x - corner + sqrt(max(0., corner * corner - delta * delta));
 220    float2 integral = 0.5 + 0.5 * erf((x + float2(-curved, curved)) * (sqrt(0.5) / sigma));
 221    return integral.y - integral.x;
 222}
 223
 224// A standard gaussian function, used for weighting samples
 225float gaussian(float x, float sigma) {
 226    return exp(-(x * x) / (2. * sigma * sigma)) / (sqrt(2. * M_PI_F) * sigma);
 227}
 228
 229float4 over(float4 below, float4 above) {
 230    float4 result;
 231    float alpha = above.a + below.a * (1.0 - above.a);
 232    result.rgb = (above.rgb * above.a + below.rgb * below.a * (1.0 - above.a)) / alpha;
 233    result.a = alpha;
 234    return result;
 235}
 236
 237float2 to_tile_position(float2 unit_vertex, AtlasTile tile) {
 238    float2 atlas_size;
 239    t_sprite.GetDimensions(atlas_size.x, atlas_size.y);
 240    return (float2(tile.bounds.origin) + unit_vertex * float2(tile.bounds.size)) / atlas_size;
 241}
 242
 243// Selects corner radius based on quadrant.
 244float pick_corner_radius(float2 center_to_point, Corners corner_radii) {
 245    if (center_to_point.x < 0.) {
 246        if (center_to_point.y < 0.) {
 247            return corner_radii.top_left;
 248        } else {
 249            return corner_radii.bottom_left;
 250        }
 251    } else {
 252        if (center_to_point.y < 0.) {
 253            return corner_radii.top_right;
 254        } else {
 255            return corner_radii.bottom_right;
 256        }
 257    }
 258}
 259
 260float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds, 
 261                                      TransformationMatrix transformation) {
 262    float2 position = unit_vertex * bounds.size + bounds.origin;
 263    float2 transformed = mul(position, transformation.rotation_scale) + transformation.translation;
 264    float2 device_position = transformed / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0);
 265    return float4(device_position, 0.0, 1.0);
 266}
 267
 268// Implementation of quad signed distance field
 269float quad_sdf_impl(float2 corner_center_to_point, float corner_radius) {
 270    if (corner_radius == 0.0) {
 271        // Fast path for unrounded corners
 272        return max(corner_center_to_point.x, corner_center_to_point.y);
 273    } else {
 274        // Signed distance of the point from a quad that is inset by corner_radius
 275        // It is negative inside this quad, and positive outside
 276        float signed_distance_to_inset_quad =
 277            // 0 inside the inset quad, and positive outside
 278            length(max(float2(0.0, 0.0), corner_center_to_point)) +
 279            // 0 outside the inset quad, and negative inside
 280            min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
 281
 282        return signed_distance_to_inset_quad - corner_radius;
 283    }
 284}
 285
 286float quad_sdf(float2 pt, Bounds bounds, Corners corner_radii) {
 287    float2 half_size = bounds.size / 2.;
 288    float2 center = bounds.origin + half_size;
 289    float2 center_to_point = pt - center;
 290    float corner_radius = pick_corner_radius(center_to_point, corner_radii);
 291    float2 corner_to_point = abs(center_to_point) - half_size;
 292    float2 corner_center_to_point = corner_to_point + corner_radius;
 293    return quad_sdf_impl(corner_center_to_point, corner_radius);
 294}
 295
 296GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid, Hsla color0, Hsla color1) {
 297    GradientColor output;
 298    if (tag == 0) {
 299        output.solid = hsla_to_rgba(solid);
 300    } else if (tag == 1) {
 301        output.color0 = hsla_to_rgba(color0);
 302        output.color1 = hsla_to_rgba(color1);
 303
 304        // Prepare color space in vertex for avoid conversion
 305        // in fragment shader for performance reasons
 306        if (color_space == 1) {
 307        // Oklab
 308        output.color0 = srgb_to_oklab(output.color0);
 309        output.color1 = srgb_to_oklab(output.color1);
 310        }
 311    }
 312
 313    return output;
 314}
 315
 316float2x2 rotate2d(float angle) {
 317    float s = sin(angle);
 318    float c = cos(angle);
 319    return float2x2(c, -s, s, c);
 320}
 321
 322float4 gradient_color(Background background,
 323                      float2 position,
 324                      Bounds bounds,
 325                      float4 solid_color, float4 color0, float4 color1) {
 326    float4 color;
 327
 328    switch (background.tag) {
 329        case 0:
 330            color = solid_color;
 331            break;
 332        case 1: {
 333            // -90 degrees to match the CSS gradient angle.
 334            float gradient_angle = background.gradient_angle_or_pattern_height;
 335            float radians = (fmod(gradient_angle, 360.0) - 90.0) * (M_PI_F / 180.0);
 336            float2 direction = float2(cos(radians), sin(radians));
 337
 338            // Expand the short side to be the same as the long side
 339            if (bounds.size.x > bounds.size.y) {
 340                direction.y *= bounds.size.y / bounds.size.x;
 341            } else {
 342                direction.x *=  bounds.size.x / bounds.size.y;
 343            }
 344
 345            // Get the t value for the linear gradient with the color stop percentages.
 346            float2 half_size = float2(bounds.size.x, bounds.size.y) / 2.;
 347            float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
 348            float2 center_to_point = position - center;
 349            float t = dot(center_to_point, direction) / length(direction);
 350            // Check the direct to determine the use x or y
 351            if (abs(direction.x) > abs(direction.y)) {
 352                t = (t + half_size.x) / bounds.size.x;
 353            } else {
 354                t = (t + half_size.y) / bounds.size.y;
 355            }
 356
 357            // Adjust t based on the stop percentages
 358            t = (t - background.colors[0].percentage)
 359                / (background.colors[1].percentage
 360                - background.colors[0].percentage);
 361            t = clamp(t, 0.0, 1.0);
 362
 363            switch (background.color_space) {
 364                case 0:
 365                    color = lerp(color0, color1, t);
 366                    break;
 367                case 1: {
 368                    float4 oklab_color = lerp(color0, color1, t);
 369                    color = oklab_to_srgb(oklab_color);
 370                    break;
 371                }
 372            }
 373            break;
 374        }
 375        case 2: {
 376            float gradient_angle_or_pattern_height = background.gradient_angle_or_pattern_height;
 377            float pattern_width = (gradient_angle_or_pattern_height / 65535.0f) / 255.0f;
 378            float pattern_interval = fmod(gradient_angle_or_pattern_height, 65535.0f) / 255.0f;
 379            float pattern_height = pattern_width + pattern_interval;
 380            float stripe_angle = M_PI_F / 4.0;
 381            float pattern_period = pattern_height * sin(stripe_angle);
 382            float2x2 rotation = rotate2d(stripe_angle);
 383            float2 relative_position = position - bounds.origin;
 384            float2 rotated_point = mul(rotation, relative_position);
 385            float pattern = fmod(rotated_point.x, pattern_period);
 386            float distance = min(pattern, pattern_period - pattern) - pattern_period * (pattern_width / pattern_height) /  2.0f;
 387            color = solid_color;
 388            color.a *= saturate(0.5 - distance);
 389            break;
 390        }
 391    }
 392
 393    return color;
 394}
 395
 396// Returns the dash velocity of a corner given the dash velocity of the two
 397// sides, by returning the slower velocity (larger dashes).
 398//
 399// Since 0 is used for dash velocity when the border width is 0 (instead of
 400// +inf), this returns the other dash velocity in that case.
 401//
 402// An alternative to this might be to appropriately interpolate the dash
 403// velocity around the corner, but that seems overcomplicated.
 404float corner_dash_velocity(float dv1, float dv2) {
 405    if (dv1 == 0.0) {
 406        return dv2;
 407    } else if (dv2 == 0.0) {
 408        return dv1;
 409    } else {
 410        return min(dv1, dv2);
 411    }
 412}
 413
 414// Returns alpha used to render antialiased dashes.
 415// `t` is within the dash when `fmod(t, period) < length`.
 416float dash_alpha(
 417    float t, float period, float length, float dash_velocity,
 418    float antialias_threshold
 419) {
 420    float half_period = period / 2.0;
 421    float half_length = length / 2.0;
 422    // Value in [-half_period, half_period]
 423    // The dash is in [-half_length, half_length]
 424    float centered = fmod(t + half_period - half_length, period) - half_period;
 425    // Signed distance for the dash, negative values are inside the dash
 426    float signed_distance = abs(centered) - half_length;
 427    // Antialiased alpha based on the signed distance
 428    return saturate(antialias_threshold - signed_distance / dash_velocity);
 429}
 430
 431// This approximates distance to the nearest point to a quarter ellipse in a way
 432// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
 433// The components of `point` are expected to be positive.
 434//
 435// Negative on the outside and positive on the inside.
 436float quarter_ellipse_sdf(float2 pt, float2 radii) {
 437    // Scale the space to treat the ellipse like a unit circle
 438    float2 circle_vec = pt / radii;
 439    float unit_circle_sdf = length(circle_vec) - 1.0;
 440    // Approximate up-scaling of the length by using the average of the radii.
 441    //
 442    // TODO: A better solution would be to use the gradient of the implicit
 443    // function for an ellipse to approximate a scaling factor.
 444    return unit_circle_sdf * (radii.x + radii.y) * -0.5;
 445}
 446
 447/*
 448**
 449**              Shadows
 450**
 451*/
 452
 453struct ShadowVertexOutput {
 454    float4 position: SV_Position;
 455    float4 color: COLOR;
 456    uint shadow_id: FLAT;
 457    float4 clip_distance: SV_ClipDistance;
 458};
 459
 460struct ShadowFragmentInput {
 461  float4 position: SV_Position;
 462  float4 color: COLOR;
 463  uint shadow_id: FLAT;
 464};
 465
 466struct Shadow {
 467    uint order;
 468    float blur_radius;
 469    Bounds bounds;
 470    Corners corner_radii;
 471    Bounds content_mask;
 472    Hsla color;
 473};
 474
 475StructuredBuffer<Shadow> shadows: register(t1);
 476
 477ShadowVertexOutput shadow_vertex(uint vertex_id: SV_VertexID, uint shadow_id: SV_InstanceID) {
 478    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
 479    Shadow shadow = shadows[shadow_id];
 480
 481    float margin = 3.0 * shadow.blur_radius;
 482    Bounds bounds = shadow.bounds;
 483    bounds.origin -= margin;
 484    bounds.size += 2.0 * margin;
 485
 486    float4 device_position = to_device_position(unit_vertex, bounds);
 487    float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask);
 488    float4 color = hsla_to_rgba(shadow.color);
 489
 490    ShadowVertexOutput output;
 491    output.position = device_position;
 492    output.color = color;
 493    output.shadow_id = shadow_id;
 494    output.clip_distance = clip_distance;
 495
 496    return output;
 497}
 498
 499float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
 500    Shadow shadow = shadows[input.shadow_id];
 501
 502    float2 half_size = shadow.bounds.size / 2.;
 503    float2 center = shadow.bounds.origin + half_size;
 504    float2 point0 = input.position.xy - center;
 505    float corner_radius;
 506    if (point0.x < 0.) {
 507        if (point0.y < 0.) {
 508            corner_radius = shadow.corner_radii.top_left;
 509        } else {
 510            corner_radius = shadow.corner_radii.bottom_left;
 511        }
 512    } else {
 513        if (point0.y < 0.) {
 514            corner_radius = shadow.corner_radii.top_right;
 515        } else {
 516            corner_radius = shadow.corner_radii.bottom_right;
 517        }
 518    }
 519
 520    // The signal is only non-zero in a limited range, so don't waste samples
 521    float low = point0.y - half_size.y;
 522    float high = point0.y + half_size.y;
 523    float start = clamp(-3. * shadow.blur_radius, low, high);
 524    float end = clamp(3. * shadow.blur_radius, low, high);
 525
 526    // Accumulate samples (we can get away with surprisingly few samples)
 527    float step = (end - start) / 4.;
 528    float y = start + step * 0.5;
 529    float alpha = 0.;
 530    for (int i = 0; i < 4; i++) {
 531        alpha += blur_along_x(point0.x, point0.y - y, shadow.blur_radius,
 532                            corner_radius, half_size) *
 533                gaussian(y, shadow.blur_radius) * step;
 534        y += step;
 535    }
 536
 537    return input.color * float4(1., 1., 1., alpha);
 538}
 539
 540/*
 541**
 542**              Quads
 543**
 544*/
 545
 546struct Quad {
 547    uint order;
 548    uint border_style;
 549    Bounds bounds;
 550    Bounds content_mask;
 551    Background background;
 552    Hsla border_color;
 553    Corners corner_radii;
 554    Edges border_widths;
 555};
 556
 557struct QuadVertexOutput {
 558    float4 position: SV_Position;
 559    nointerpolation float4 border_color: COLOR0;
 560    nointerpolation uint quad_id: TEXCOORD0;
 561    nointerpolation float4 background_solid: COLOR1;
 562    nointerpolation float4 background_color0: COLOR2;
 563    nointerpolation float4 background_color1: COLOR3;
 564    float4 clip_distance: SV_ClipDistance;
 565};
 566
 567struct QuadFragmentInput {
 568    nointerpolation uint quad_id: TEXCOORD0;
 569    float4 position: SV_Position;
 570    nointerpolation float4 border_color: COLOR0;
 571    nointerpolation float4 background_solid: COLOR1;
 572    nointerpolation float4 background_color0: COLOR2;
 573    nointerpolation float4 background_color1: COLOR3;
 574};
 575
 576StructuredBuffer<Quad> quads: register(t1);
 577
 578QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_InstanceID) {
 579    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
 580    Quad quad = quads[quad_id];
 581    float4 device_position = to_device_position(unit_vertex, quad.bounds);
 582    float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
 583    float4 border_color = hsla_to_rgba(quad.border_color);
 584
 585    GradientColor gradient = prepare_gradient_color(
 586        quad.background.tag,
 587        quad.background.color_space,
 588        quad.background.solid,
 589        quad.background.colors[0].color,
 590        quad.background.colors[1].color
 591    );
 592
 593    QuadVertexOutput output;
 594    output.position = device_position;
 595    output.border_color = border_color;
 596    output.quad_id = quad_id;
 597    output.background_solid = gradient.solid;
 598    output.background_color0 = gradient.color0;
 599    output.background_color1 = gradient.color1;
 600    output.clip_distance = clip_distance;
 601    return output;
 602}
 603
 604float4 quad_fragment(QuadFragmentInput input): SV_Target {
 605    Quad quad = quads[input.quad_id];
 606    float4 background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
 607    input.background_solid, input.background_color0, input.background_color1);
 608
 609    bool unrounded = quad.corner_radii.top_left == 0.0 &&
 610    quad.corner_radii.bottom_left == 0.0 &&
 611    quad.corner_radii.top_right == 0.0 &&
 612    quad.corner_radii.bottom_right == 0.0;
 613
 614    // Fast path when the quad is not rounded and doesn't have any border
 615    if (quad.border_widths.top == 0.0 &&
 616        quad.border_widths.left == 0.0 &&
 617        quad.border_widths.right == 0.0 &&
 618        quad.border_widths.bottom == 0.0 &&
 619        unrounded) {
 620        return background_color;
 621    }
 622
 623    float2 size = quad.bounds.size;
 624    float2 half_size = size / 2.;
 625    float2 the_point = input.position.xy - quad.bounds.origin;
 626    float2 center_to_point = the_point - half_size;
 627
 628    // Signed distance field threshold for inclusion of pixels. 0.5 is the
 629    // minimum distance between the center of the pixel and the edge.
 630    const float antialias_threshold = 0.5;
 631
 632    // Radius of the nearest corner
 633    float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
 634
 635    float2 border = float2(
 636        center_to_point.x < 0.0 ? quad.border_widths.left : quad.border_widths.right,
 637        center_to_point.y < 0.0 ? quad.border_widths.top : quad.border_widths.bottom
 638    );
 639
 640    // 0-width borders are reduced so that `inner_sdf >= antialias_threshold`.
 641    // The purpose of this is to not draw antialiasing pixels in this case.
 642    float2 reduced_border = float2(
 643        border.x == 0.0 ? -antialias_threshold : border.x,
 644        border.y == 0.0 ? -antialias_threshold : border.y
 645    );
 646
 647    // Vector from the corner of the quad bounds to the point, after mirroring
 648    // the point into the bottom right quadrant. Both components are <= 0.
 649    float2 corner_to_point = abs(center_to_point) - half_size;
 650
 651    // Vector from the point to the center of the rounded corner's circle, also
 652    // mirrored into bottom right quadrant.
 653    float2 corner_center_to_point = corner_to_point + corner_radius;
 654
 655    // Whether the nearest point on the border is rounded
 656    bool is_near_rounded_corner =
 657        corner_center_to_point.x >= 0.0 &&
 658        corner_center_to_point.y >= 0.0;
 659
 660    // Vector from straight border inner corner to point.
 661    //
 662    // 0-width borders are turned into width -1 so that inner_sdf is > 1.0 near
 663    // the border. Without this, antialiasing pixels would be drawn.
 664    float2 straight_border_inner_corner_to_point = corner_to_point + reduced_border;
 665
 666    // Whether the point is beyond the inner edge of the straight border
 667    bool is_beyond_inner_straight_border =
 668        straight_border_inner_corner_to_point.x > 0.0 ||
 669        straight_border_inner_corner_to_point.y > 0.0;
 670
 671    // Whether the point is far enough inside the quad, such that the pixels are
 672    // not affected by the straight border.
 673    bool is_within_inner_straight_border =
 674        straight_border_inner_corner_to_point.x < -antialias_threshold &&
 675        straight_border_inner_corner_to_point.y < -antialias_threshold;
 676
 677    // Fast path for points that must be part of the background
 678    if (is_within_inner_straight_border && !is_near_rounded_corner) {
 679        return background_color;
 680    }
 681
 682    // Signed distance of the point to the outside edge of the quad's border
 683    float outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
 684
 685    // Approximate signed distance of the point to the inside edge of the quad's
 686    // border. It is negative outside this edge (within the border), and
 687    // positive inside.
 688    //
 689    // This is not always an accurate signed distance:
 690    // * The rounded portions with varying border width use an approximation of
 691    //   nearest-point-on-ellipse.
 692    // * When it is quickly known to be outside the edge, -1.0 is used.
 693    float inner_sdf = 0.0;
 694    if (corner_center_to_point.x <= 0.0 || corner_center_to_point.y <= 0.0) {
 695        // Fast paths for straight borders
 696        inner_sdf = -max(straight_border_inner_corner_to_point.x,
 697                        straight_border_inner_corner_to_point.y);
 698    } else if (is_beyond_inner_straight_border) {
 699        // Fast path for points that must be outside the inner edge
 700        inner_sdf = -1.0;
 701    } else if (reduced_border.x == reduced_border.y) {
 702        // Fast path for circular inner edge.
 703        inner_sdf = -(outer_sdf + reduced_border.x);
 704    } else {
 705        float2 ellipse_radii = max(float2(0.0, 0.0), float2(corner_radius, corner_radius) - reduced_border);
 706        inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
 707    }
 708
 709    // Negative when inside the border
 710    float border_sdf = max(inner_sdf, outer_sdf);
 711
 712    float4 color = background_color;
 713    if (border_sdf < antialias_threshold) {
 714        float4 border_color = input.border_color;
 715        // Dashed border logic when border_style == 1
 716        if (quad.border_style == 1) {
 717            // Position along the perimeter in "dash space", where each dash
 718            // period has length 1
 719            float t = 0.0;
 720
 721            // Total number of dash periods, so that the dash spacing can be
 722            // adjusted to evenly divide it
 723            float max_t = 0.0;
 724
 725            // Border width is proportional to dash size. This is the behavior
 726            // used by browsers, but also avoids dashes from different segments
 727            // overlapping when dash size is smaller than the border width.
 728            //
 729            // Dash pattern: (2 * border width) dash, (1 * border width) gap
 730            const float dash_length_per_width = 2.0;
 731            const float dash_gap_per_width = 1.0;
 732            const float dash_period_per_width = dash_length_per_width + dash_gap_per_width;
 733
 734            // Since the dash size is determined by border width, the density of
 735            // dashes varies. Multiplying a pixel distance by this returns a
 736            // position in dash space - it has units (dash period / pixels). So
 737            // a dash velocity of (1 / 10) is 1 dash every 10 pixels.
 738            float dash_velocity = 0.0;
 739
 740            // Dividing this by the border width gives the dash velocity
 741            const float dv_numerator = 1.0 / dash_period_per_width;
 742
 743            if (unrounded) {
 744                // When corners aren't rounded, the dashes are separately laid
 745                // out on each straight line, rather than around the whole
 746                // perimeter. This way each line starts and ends with a dash.
 747                bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
 748                float border_width = is_horizontal ? border.x : border.y;
 749                dash_velocity = dv_numerator / border_width;
 750                t = is_horizontal ? the_point.x : the_point.y;
 751                t *= dash_velocity;
 752                max_t = is_horizontal ? size.x : size.y;
 753                max_t *= dash_velocity;
 754            } else {
 755                // When corners are rounded, the dashes are laid out clockwise
 756                // around the whole perimeter.
 757
 758                float r_tr = quad.corner_radii.top_right;
 759                float r_br = quad.corner_radii.bottom_right;
 760                float r_bl = quad.corner_radii.bottom_left;
 761                float r_tl = quad.corner_radii.top_left;
 762
 763                float w_t = quad.border_widths.top;
 764                float w_r = quad.border_widths.right;
 765                float w_b = quad.border_widths.bottom;
 766                float w_l = quad.border_widths.left;
 767
 768                // Straight side dash velocities
 769                float dv_t = w_t <= 0.0 ? 0.0 : dv_numerator / w_t;
 770                float dv_r = w_r <= 0.0 ? 0.0 : dv_numerator / w_r;
 771                float dv_b = w_b <= 0.0 ? 0.0 : dv_numerator / w_b;
 772                float dv_l = w_l <= 0.0 ? 0.0 : dv_numerator / w_l;
 773
 774                // Straight side lengths in dash space
 775                float s_t = (size.x - r_tl - r_tr) * dv_t;
 776                float s_r = (size.y - r_tr - r_br) * dv_r;
 777                float s_b = (size.x - r_br - r_bl) * dv_b;
 778                float s_l = (size.y - r_bl - r_tl) * dv_l;
 779
 780                float corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
 781                float corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
 782                float corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
 783                float corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
 784
 785                // Corner lengths in dash space
 786                float c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
 787                float c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
 788                float c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
 789                float c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
 790
 791                // Cumulative dash space upto each segment
 792                float upto_tr = s_t;
 793                float upto_r = upto_tr + c_tr;
 794                float upto_br = upto_r + s_r;
 795                float upto_b = upto_br + c_br;
 796                float upto_bl = upto_b + s_b;
 797                float upto_l = upto_bl + c_bl;
 798                float upto_tl = upto_l + s_l;
 799                max_t = upto_tl + c_tl;
 800
 801                if (is_near_rounded_corner) {
 802                    float radians = atan2(corner_center_to_point.y, corner_center_to_point.x);
 803                    float corner_t = radians * corner_radius;
 804
 805                    if (center_to_point.x >= 0.0) {
 806                        if (center_to_point.y < 0.0) {
 807                            dash_velocity = corner_dash_velocity_tr;
 808                            // Subtracted because radians is pi/2 to 0 when
 809                            // going clockwise around the top right corner,
 810                            // since the y axis has been flipped
 811                            t = upto_r - corner_t * dash_velocity;
 812                        } else {
 813                            dash_velocity = corner_dash_velocity_br;
 814                            // Added because radians is 0 to pi/2 when going
 815                            // clockwise around the bottom-right corner
 816                            t = upto_br + corner_t * dash_velocity;
 817                        }
 818                    } else {
 819                        if (center_to_point.y >= 0.0) {
 820                            dash_velocity = corner_dash_velocity_bl;
 821                            // Subtracted because radians is pi/1 to 0 when
 822                            // going clockwise around the bottom-left corner,
 823                            // since the x axis has been flipped
 824                            t = upto_l - corner_t * dash_velocity;
 825                        } else {
 826                            dash_velocity = corner_dash_velocity_tl;
 827                            // Added because radians is 0 to pi/2 when going
 828                            // clockwise around the top-left corner, since both
 829                            // axis were flipped
 830                            t = upto_tl + corner_t * dash_velocity;
 831                        }
 832                    }
 833                } else {
 834                    // Straight borders
 835                    bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
 836                    if (is_horizontal) {
 837                        if (center_to_point.y < 0.0) {
 838                            dash_velocity = dv_t;
 839                            t = (the_point.x - r_tl) * dash_velocity;
 840                        } else {
 841                            dash_velocity = dv_b;
 842                            t = upto_bl - (the_point.x - r_bl) * dash_velocity;
 843                        }
 844                    } else {
 845                        if (center_to_point.x < 0.0) {
 846                            dash_velocity = dv_l;
 847                            t = upto_tl - (the_point.y - r_tl) * dash_velocity;
 848                        } else {
 849                            dash_velocity = dv_r;
 850                            t = upto_r + (the_point.y - r_tr) * dash_velocity;
 851                        }
 852                    }
 853                }
 854            }
 855            float dash_length = dash_length_per_width / dash_period_per_width;
 856            float desired_dash_gap = dash_gap_per_width / dash_period_per_width;
 857
 858            // Straight borders should start and end with a dash, so max_t is
 859            // reduced to cause this.
 860            max_t -= unrounded ? dash_length : 0.0;
 861            if (max_t >= 1.0) {
 862                // Adjust dash gap to evenly divide max_t
 863                float dash_count = floor(max_t);
 864                float dash_period = max_t / dash_count;
 865                border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity, antialias_threshold);
 866            } else if (unrounded) {
 867                // When there isn't enough space for the full gap between the
 868                // two start / end dashes of a straight border, reduce gap to
 869                // make them fit.
 870                float dash_gap = max_t - dash_length;
 871                if (dash_gap > 0.0) {
 872                    float dash_period = dash_length + dash_gap;
 873                    border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity, antialias_threshold);
 874                }
 875            }
 876        }
 877
 878        // Blend the border on top of the background and then linearly interpolate
 879        // between the two as we slide inside the background.
 880        float4 blended_border = over(background_color, border_color);
 881        color = lerp(background_color, blended_border,
 882                    saturate(antialias_threshold - inner_sdf));
 883    }
 884
 885    return color * float4(1.0, 1.0, 1.0, saturate(antialias_threshold - outer_sdf));
 886}
 887
 888struct PathVertex {
 889    float2 xy_position;
 890    Bounds content_mask;
 891};
 892
 893/*
 894**
 895**              Paths
 896**
 897*/
 898
 899struct PathSprite {
 900    Bounds bounds;
 901    Background color;
 902};
 903
 904struct PathVertexOutput {
 905    float4 position: SV_Position;
 906    float4 clip_distance: SV_ClipDistance;
 907    nointerpolation uint sprite_id: TEXCOORD0;
 908    nointerpolation float4 solid_color: COLOR0;
 909    nointerpolation float4 color0: COLOR1;
 910    nointerpolation float4 color1: COLOR2;
 911};
 912
 913StructuredBuffer<PathVertex> path_vertices: register(t1);
 914StructuredBuffer<PathSprite> path_sprites: register(t2);
 915
 916PathVertexOutput paths_vertex(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID) {
 917    PathVertex v = path_vertices[vertex_id];
 918    PathSprite sprite = path_sprites[instance_id];
 919
 920    PathVertexOutput output;
 921    output.position = to_device_position_impl(v.xy_position);
 922    output.clip_distance = distance_from_clip_rect_impl(v.xy_position, v.content_mask);
 923    output.sprite_id = instance_id;
 924
 925    GradientColor gradient = prepare_gradient_color(
 926        sprite.color.tag,
 927        sprite.color.color_space,
 928        sprite.color.solid,
 929        sprite.color.colors[0].color,
 930        sprite.color.colors[1].color
 931    );
 932
 933    output.solid_color = gradient.solid;
 934    output.color0 = gradient.color0;
 935    output.color1 = gradient.color1;
 936    return output;
 937}
 938
 939float4 paths_fragment(PathVertexOutput input): SV_Target {
 940    float4 zero = 0.0;
 941    if (any(input.clip_distance < zero)) {
 942        return zero;
 943    }
 944    
 945    PathSprite sprite = path_sprites[input.sprite_id];
 946    Background background = sprite.color;
 947    float4 color = gradient_color(background, input.position.xy, sprite.bounds,
 948        input.solid_color, input.color0, input.color1);
 949    return color;
 950}
 951
 952/*
 953**
 954**              Underlines
 955**
 956*/
 957
 958struct Underline {
 959    uint order;
 960    uint pad;
 961    Bounds bounds;
 962    Bounds content_mask;
 963    Hsla color;
 964    float thickness;
 965    uint wavy;
 966};
 967
 968struct UnderlineVertexOutput {
 969  float4 position: SV_Position;
 970  float4 color: COLOR;
 971  uint underline_id: FLAT;
 972  float4 clip_distance: SV_ClipDistance;
 973};
 974
 975struct UnderlineFragmentInput {
 976  float4 position: SV_Position;
 977  float4 color: COLOR;
 978  uint underline_id: FLAT;
 979};
 980
 981StructuredBuffer<Underline> underlines: register(t1);
 982
 983UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underline_id: SV_InstanceID) {
 984    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
 985    Underline underline = underlines[underline_id];
 986    float4 device_position = to_device_position(unit_vertex, underline.bounds);
 987    float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds, 
 988                                                    underline.content_mask);
 989    float4 color = hsla_to_rgba(underline.color);
 990
 991    UnderlineVertexOutput output;
 992    output.position = device_position;
 993    output.color = color;
 994    output.underline_id = underline_id;
 995    output.clip_distance = clip_distance;
 996    return output;
 997}
 998
 999float4 underline_fragment(UnderlineFragmentInput input): SV_Target {
1000    Underline underline = underlines[input.underline_id];
1001    if (underline.wavy) {
1002        float half_thickness = underline.thickness * 0.5;
1003        float2 origin =
1004            float2(underline.bounds.origin.x, underline.bounds.origin.y);
1005        float2 st = ((input.position.xy - origin) / underline.bounds.size.y) -
1006                    float2(0., 0.5);
1007        float frequency = (M_PI_F * (3. * underline.thickness)) / 8.;
1008        float amplitude = 1. / (2. * underline.thickness);
1009        float sine = sin(st.x * frequency) * amplitude;
1010        float dSine = cos(st.x * frequency) * amplitude * frequency;
1011        float distance = (st.y - sine) / sqrt(1. + dSine * dSine);
1012        float distance_in_pixels = distance * underline.bounds.size.y;
1013        float distance_from_top_border = distance_in_pixels - half_thickness;
1014        float distance_from_bottom_border = distance_in_pixels + half_thickness;
1015        float alpha = saturate(
1016            0.5 - max(-distance_from_bottom_border, distance_from_top_border));
1017        return input.color * float4(1., 1., 1., alpha);
1018    } else {
1019        return input.color;
1020    }
1021}
1022
1023/*
1024**
1025**              Monochrome sprites
1026**
1027*/
1028
1029struct MonochromeSprite {
1030    uint order;
1031    uint pad;
1032    Bounds bounds;
1033    Bounds content_mask;
1034    Hsla color;
1035    AtlasTile tile;
1036    TransformationMatrix transformation;
1037};
1038
1039struct MonochromeSpriteVertexOutput {
1040    float4 position: SV_Position;
1041    float2 tile_position: POSITION;
1042    float4 color: COLOR;
1043    float4 clip_distance: SV_ClipDistance;
1044};
1045
1046struct MonochromeSpriteFragmentInput {
1047    float4 position: SV_Position;
1048    float2 tile_position: POSITION;
1049    float4 color: COLOR;
1050};
1051
1052StructuredBuffer<MonochromeSprite> mono_sprites: register(t1);
1053
1054MonochromeSpriteVertexOutput monochrome_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
1055    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
1056    MonochromeSprite sprite = mono_sprites[sprite_id];
1057    float4 device_position =
1058        to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
1059    float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
1060    float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
1061    float4 color = hsla_to_rgba(sprite.color);
1062
1063    MonochromeSpriteVertexOutput output;
1064    output.position = device_position;
1065    output.tile_position = tile_position;
1066    output.color = color;
1067    output.clip_distance = clip_distance;
1068    return output;
1069}
1070
1071float4 monochrome_sprite_fragment(MonochromeSpriteFragmentInput input): SV_Target {
1072    float4 sample = t_sprite.Sample(s_sprite, input.tile_position);
1073    float4 color = input.color;
1074    color.a *= sample.a;
1075    return color;
1076}
1077
1078/*
1079**
1080**              Polychrome sprites
1081**
1082*/
1083
1084struct PolychromeSprite {
1085    uint order;
1086    uint pad;
1087    uint grayscale;
1088    float opacity;
1089    Bounds bounds;
1090    Bounds content_mask;
1091    Corners corner_radii;
1092    AtlasTile tile;
1093};
1094
1095struct PolychromeSpriteVertexOutput {
1096    float4 position: SV_Position;
1097    float2 tile_position: POSITION;
1098    nointerpolation uint sprite_id: TEXCOORD0;
1099    float4 clip_distance: SV_ClipDistance;
1100};
1101
1102struct PolychromeSpriteFragmentInput {
1103    float4 position: SV_Position;
1104    float2 tile_position: POSITION;
1105    nointerpolation uint sprite_id: TEXCOORD0;
1106};
1107
1108StructuredBuffer<PolychromeSprite> poly_sprites: register(t1);
1109
1110PolychromeSpriteVertexOutput polychrome_sprite_vertex(uint vertex_id: SV_VertexID, uint sprite_id: SV_InstanceID) {
1111    float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
1112    PolychromeSprite sprite = poly_sprites[sprite_id];
1113    float4 device_position = to_device_position(unit_vertex, sprite.bounds);
1114    float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
1115                                                    sprite.content_mask);
1116    float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
1117
1118    PolychromeSpriteVertexOutput output;
1119    output.position = device_position;
1120    output.tile_position = tile_position;
1121    output.sprite_id = sprite_id;
1122    output.clip_distance = clip_distance;
1123    return output;
1124}
1125
1126float4 polychrome_sprite_fragment(PolychromeSpriteFragmentInput input): SV_Target {
1127    PolychromeSprite sprite = poly_sprites[input.sprite_id];
1128    float4 sample = t_sprite.Sample(s_sprite, input.tile_position);
1129    float distance = quad_sdf(input.position.xy, sprite.bounds, sprite.corner_radii);
1130
1131    float4 color = sample;
1132    if (sprite.grayscale) {
1133        float3 grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
1134        color = float4(grayscale, sample.a);
1135    }
1136    // if ((sprite.grayscale & 0xFFu) != 0u) {
1137    //     float3 grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
1138    //     color = float4(grayscale, sample.a);
1139    // }
1140    color.a *= sprite.opacity * saturate(0.5 - distance);
1141    return color;
1142}