Bug 1617396 - Implement conic-gradient for Direct2D graphics backend. r=gfx-reviewers,nical

Differential Revision: https://phabricator.services.mozilla.com/D66305
This commit is contained in:
Mohamed H 2020-10-08 19:58:15 +00:00
Родитель 60847b9c4e
Коммит 021198d745
10 изменённых файлов: 12692 добавлений и 17441 удалений

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@ -0,0 +1,375 @@
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 "ConicGradientEffectD2D1.h"
#include "Logging.h"
#include "ShadersD2D1.h"
#include "HelpersD2D.h"
#include <vector>
#define TEXTW(x) L##x
#define XML(X) \
TEXTW(#X) // This macro creates a single string from multiple lines of text.
static const PCWSTR kXmlDescription =
XML(
<?xml version='1.0'?>
<Effect>
<!-- System Properties -->
<Property name='DisplayName' type='string' value='ConicGradientEffect'/>
<Property name='Author' type='string' value='Mozilla'/>
<Property name='Category' type='string' value='Pattern effects'/>
<Property name='Description' type='string' value='This effect is used to render CSS conic gradients.'/>
<Inputs>
<Input name='Geometry'/>
</Inputs>
<Property name='StopCollection' type='iunknown'>
<Property name='DisplayName' type='string' value='Gradient stop collection'/>
</Property>
<Property name='Center' type='vector2'>
<Property name='DisplayName' type='string' value='Gradient center'/>
</Property>
<Property name='Angle' type='vector2'>
<Property name='DisplayName' type='string' value='Gradient angle'/>
</Property>
<Property name='StartOffset' type='float'>
<Property name='DisplayName' type='string' value='Start stop offset'/>
</Property>
<Property name='EndOffset' type='float'>
<Property name='DisplayName' type='string' value='End stop offset'/>
</Property>
<Property name='Transform' type='matrix3x2'>
<Property name='DisplayName' type='string' value='Transform applied to the pattern'/>
</Property>
</Effect>
);
// {091fda1d-857e-4b1e-828f-1c839d9b7897}
static const GUID GUID_SampleConicGradientPS = {
0x091fda1d,
0x857e,
0x4b1e,
{0x82, 0x8f, 0x1c, 0x83, 0x9d, 0x9b, 0x78, 0x97}};
namespace mozilla {
namespace gfx {
ConicGradientEffectD2D1::ConicGradientEffectD2D1()
: mRefCount(0),
mCenter(D2D1::Vector2F(0, 0)),
mAngle(0),
mStartOffset(0),
mEndOffset(0),
mTransform(D2D1::IdentityMatrix())
{}
IFACEMETHODIMP
ConicGradientEffectD2D1::Initialize(ID2D1EffectContext* pContextInternal,
ID2D1TransformGraph* pTransformGraph) {
HRESULT hr;
hr = pContextInternal->LoadPixelShader(GUID_SampleConicGradientPS,
SampleConicGradientPS,
sizeof(SampleConicGradientPS));
if (FAILED(hr)) {
return hr;
}
hr = pTransformGraph->SetSingleTransformNode(this);
if (FAILED(hr)) {
return hr;
}
mEffectContext = pContextInternal;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::PrepareForRender(D2D1_CHANGE_TYPE changeType) {
if (changeType == D2D1_CHANGE_TYPE_NONE) {
return S_OK;
}
// We'll need to inverse transform our pixel, precompute inverse here.
Matrix mat = ToMatrix(mTransform);
if (!mat.Invert()) {
// Singular
return S_OK;
}
if (!mStopCollection) {
return S_OK;
}
HRESULT hr = mDrawInfo->SetPixelShader(GUID_SampleConicGradientPS);
if (FAILED(hr)) {
return hr;
}
RefPtr<ID2D1ResourceTexture> tex = CreateGradientTexture();
hr = mDrawInfo->SetResourceTexture(1, tex);
if (FAILED(hr)) {
return hr;
}
struct PSConstantBuffer {
float center[2];
float angle;
float start_offset;
float end_offset;
float repeat_correct;
float allow_odd;
float padding[1];
float transform[8];
};
PSConstantBuffer buffer = {
{mCenter.x, mCenter.y},
mAngle,
mStartOffset,
mEndOffset,
mStopCollection->GetExtendMode() != D2D1_EXTEND_MODE_CLAMP ? 1.0f : 0.0f,
mStopCollection->GetExtendMode() == D2D1_EXTEND_MODE_MIRROR ? 1.0f : 0.0f,
{0.0f},
{mat._11, mat._21, mat._31, 0.0f, mat._12, mat._22, mat._32, 0.0f}};
hr = mDrawInfo->SetPixelShaderConstantBuffer((BYTE*)&buffer, sizeof(buffer));
if (FAILED(hr)) {
return hr;
}
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::SetGraph(ID2D1TransformGraph* pGraph) {
return pGraph->SetSingleTransformNode(this);
}
IFACEMETHODIMP_(ULONG)
ConicGradientEffectD2D1::AddRef() { return ++mRefCount; }
IFACEMETHODIMP_(ULONG)
ConicGradientEffectD2D1::Release() {
if (!--mRefCount) {
delete this;
return 0;
}
return mRefCount;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::QueryInterface(const IID& aIID, void** aPtr) {
if (!aPtr) {
return E_POINTER;
}
if (aIID == IID_IUnknown) {
*aPtr = static_cast<IUnknown*>(static_cast<ID2D1EffectImpl*>(this));
} else if (aIID == IID_ID2D1EffectImpl) {
*aPtr = static_cast<ID2D1EffectImpl*>(this);
} else if (aIID == IID_ID2D1DrawTransform) {
*aPtr = static_cast<ID2D1DrawTransform*>(this);
} else if (aIID == IID_ID2D1Transform) {
*aPtr = static_cast<ID2D1Transform*>(this);
} else if (aIID == IID_ID2D1TransformNode) {
*aPtr = static_cast<ID2D1TransformNode*>(this);
} else {
return E_NOINTERFACE;
}
static_cast<IUnknown*>(*aPtr)->AddRef();
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::MapInputRectsToOutputRect(
const D2D1_RECT_L* pInputRects, const D2D1_RECT_L* pInputOpaqueSubRects,
UINT32 inputRectCount, D2D1_RECT_L* pOutputRect,
D2D1_RECT_L* pOutputOpaqueSubRect) {
if (inputRectCount != 1) {
return E_INVALIDARG;
}
*pOutputRect = *pInputRects;
*pOutputOpaqueSubRect = *pInputOpaqueSubRects;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::MapOutputRectToInputRects(
const D2D1_RECT_L* pOutputRect, D2D1_RECT_L* pInputRects,
UINT32 inputRectCount) const {
if (inputRectCount != 1) {
return E_INVALIDARG;
}
*pInputRects = *pOutputRect;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::MapInvalidRect(UINT32 inputIndex,
D2D1_RECT_L invalidInputRect,
D2D1_RECT_L* pInvalidOutputRect) const {
MOZ_ASSERT(inputIndex == 0);
*pInvalidOutputRect = invalidInputRect;
return S_OK;
}
IFACEMETHODIMP
ConicGradientEffectD2D1::SetDrawInfo(ID2D1DrawInfo* pDrawInfo) {
mDrawInfo = pDrawInfo;
return S_OK;
}
HRESULT
ConicGradientEffectD2D1::Register(ID2D1Factory1* aFactory) {
D2D1_PROPERTY_BINDING bindings[] = {
D2D1_VALUE_TYPE_BINDING(L"StopCollection",
&ConicGradientEffectD2D1::SetStopCollection,
&ConicGradientEffectD2D1::GetStopCollection),
D2D1_VALUE_TYPE_BINDING(L"Center", &ConicGradientEffectD2D1::SetCenter,
&ConicGradientEffectD2D1::GetCenter),
D2D1_VALUE_TYPE_BINDING(L"Angle", &ConicGradientEffectD2D1::SetAngle,
&ConicGradientEffectD2D1::GetAngle),
D2D1_VALUE_TYPE_BINDING(L"StartOffset",
&ConicGradientEffectD2D1::SetStartOffset,
&ConicGradientEffectD2D1::GetStartOffset),
D2D1_VALUE_TYPE_BINDING(L"EndOffset",
&ConicGradientEffectD2D1::SetEndOffset,
&ConicGradientEffectD2D1::GetEndOffset),
D2D1_VALUE_TYPE_BINDING(L"Transform",
&ConicGradientEffectD2D1::SetTransform,
&ConicGradientEffectD2D1::GetTransform)};
HRESULT hr = aFactory->RegisterEffectFromString(
CLSID_ConicGradientEffect, kXmlDescription, bindings, ARRAYSIZE(bindings),
CreateEffect);
if (FAILED(hr)) {
gfxWarning() << "Failed to register radial gradient effect.";
}
return hr;
}
void ConicGradientEffectD2D1::Unregister(ID2D1Factory1* aFactory) {
aFactory->UnregisterEffect(CLSID_ConicGradientEffect);
}
HRESULT __stdcall ConicGradientEffectD2D1::CreateEffect(
IUnknown** aEffectImpl) {
*aEffectImpl = static_cast<ID2D1EffectImpl*>(new ConicGradientEffectD2D1());
(*aEffectImpl)->AddRef();
return S_OK;
}
HRESULT
ConicGradientEffectD2D1::SetStopCollection(IUnknown* aStopCollection) {
if (SUCCEEDED(aStopCollection->QueryInterface(
(ID2D1GradientStopCollection**)getter_AddRefs(mStopCollection)))) {
return S_OK;
}
return E_INVALIDARG;
}
already_AddRefed<ID2D1ResourceTexture>
ConicGradientEffectD2D1::CreateGradientTexture() {
std::vector<D2D1_GRADIENT_STOP> rawStops;
rawStops.resize(mStopCollection->GetGradientStopCount());
mStopCollection->GetGradientStops(&rawStops.front(), rawStops.size());
std::vector<unsigned char> textureData;
textureData.resize(4096 * 4);
unsigned char* texData = &textureData.front();
float prevColorPos = 0;
float nextColorPos = rawStops[0].position;
D2D1_COLOR_F prevColor = rawStops[0].color;
D2D1_COLOR_F nextColor = prevColor;
uint32_t stopPosition = 1;
// Not the most optimized way but this will do for now.
for (int i = 0; i < 4096; i++) {
// The 4095 seems a little counter intuitive, but we want the gradient
// color at offset 0 at the first pixel, and at offset 1.0f at the last
// pixel.
float pos = float(i) / 4095;
while (pos > nextColorPos) {
prevColor = nextColor;
prevColorPos = nextColorPos;
if (rawStops.size() > stopPosition) {
nextColor = rawStops[stopPosition].color;
nextColorPos = rawStops[stopPosition++].position;
} else {
nextColorPos = 1.0f;
}
}
float interp;
if (nextColorPos != prevColorPos) {
interp = (pos - prevColorPos) / (nextColorPos - prevColorPos);
} else {
interp = 0;
}
DeviceColor newColor(prevColor.r + (nextColor.r - prevColor.r) * interp,
prevColor.g + (nextColor.g - prevColor.g) * interp,
prevColor.b + (nextColor.b - prevColor.b) * interp,
prevColor.a + (nextColor.a - prevColor.a) * interp);
// Note D2D expects RGBA here!!
texData[i * 4] = (char)(255.0f * newColor.r);
texData[i * 4 + 1] = (char)(255.0f * newColor.g);
texData[i * 4 + 2] = (char)(255.0f * newColor.b);
texData[i * 4 + 3] = (char)(255.0f * newColor.a);
}
RefPtr<ID2D1ResourceTexture> tex;
UINT32 width = 4096;
UINT32 stride = 4096 * 4;
D2D1_RESOURCE_TEXTURE_PROPERTIES props;
// Older shader models do not support 1D textures. So just use a width x 1
// texture.
props.dimensions = 2;
UINT32 dims[] = {width, 1};
props.extents = dims;
props.channelDepth = D2D1_CHANNEL_DEPTH_4;
props.bufferPrecision = D2D1_BUFFER_PRECISION_8BPC_UNORM;
props.filter = D2D1_FILTER_MIN_MAG_MIP_LINEAR;
D2D1_EXTEND_MODE extendMode[] = {mStopCollection->GetExtendMode(),
mStopCollection->GetExtendMode()};
props.extendModes = extendMode;
HRESULT hr = mEffectContext->CreateResourceTexture(
nullptr, &props, &textureData.front(), &stride, 4096 * 4,
getter_AddRefs(tex));
if (FAILED(hr)) {
gfxWarning() << "Failed to create resource texture: " << hexa(hr);
}
return tex.forget();
}
} // namespace gfx
} // namespace mozilla

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@ -0,0 +1,103 @@
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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/. */
#ifndef MOZILLA_GFX_CONICGRADIENTEFFECTD2D1_H_
#define MOZILLA_GFX_CONICGRADIENTEFFECTD2D1_H_
#include <d2d1_1.h>
#include <d2d1effectauthor.h>
#include <d2d1effecthelpers.h>
#include "2D.h"
#include "mozilla/Attributes.h"
// {fa4e3246-be57-4052-8c8b-881cc3633287}
DEFINE_GUID(CLSID_ConicGradientEffect, 0xfa4e3246, 0xbe57, 0x4052, 0x8c, 0x8b,
0x88, 0x1c, 0xc3, 0x63, 0x32, 0x87);
// Macro to keep our class nice and clean.
#define SIMPLE_PROP(type, name) \
public: \
HRESULT Set##name(type a##name) { \
m##name = a##name; \
return S_OK; \
} \
type Get##name() const { return m##name; } \
\
private: \
type m##name;
namespace mozilla {
namespace gfx {
enum {
CONIC_PROP_STOP_COLLECTION = 0,
CONIC_PROP_CENTER,
CONIC_PROP_ANGLE,
CONIC_PROP_START_OFFSET,
CONIC_PROP_END_OFFSET,
CONIC_PROP_TRANSFORM
};
class ConicGradientEffectD2D1 final : public ID2D1EffectImpl,
public ID2D1DrawTransform {
public:
// ID2D1EffectImpl
IFACEMETHODIMP Initialize(ID2D1EffectContext* pContextInternal,
ID2D1TransformGraph* pTransformGraph);
IFACEMETHODIMP PrepareForRender(D2D1_CHANGE_TYPE changeType);
IFACEMETHODIMP SetGraph(ID2D1TransformGraph* pGraph);
// IUnknown
IFACEMETHODIMP_(ULONG) AddRef();
IFACEMETHODIMP_(ULONG) Release();
IFACEMETHODIMP QueryInterface(REFIID riid, void** ppOutput);
// ID2D1Transform
IFACEMETHODIMP MapInputRectsToOutputRect(
const D2D1_RECT_L* pInputRects, const D2D1_RECT_L* pInputOpaqueSubRects,
UINT32 inputRectCount, D2D1_RECT_L* pOutputRect,
D2D1_RECT_L* pOutputOpaqueSubRect);
IFACEMETHODIMP MapOutputRectToInputRects(const D2D1_RECT_L* pOutputRect,
D2D1_RECT_L* pInputRects,
UINT32 inputRectCount) const;
IFACEMETHODIMP MapInvalidRect(UINT32 inputIndex, D2D1_RECT_L invalidInputRect,
D2D1_RECT_L* pInvalidOutputRect) const;
// ID2D1TransformNode
IFACEMETHODIMP_(UINT32) GetInputCount() const { return 1; }
// ID2D1DrawTransform
IFACEMETHODIMP SetDrawInfo(ID2D1DrawInfo* pDrawInfo);
static HRESULT Register(ID2D1Factory1* aFactory);
static void Unregister(ID2D1Factory1* aFactory);
static HRESULT __stdcall CreateEffect(IUnknown** aEffectImpl);
HRESULT SetStopCollection(IUnknown* aStopCollection);
IUnknown* GetStopCollection() const { return mStopCollection; }
private:
already_AddRefed<ID2D1ResourceTexture> CreateGradientTexture();
ConicGradientEffectD2D1();
uint32_t mRefCount;
RefPtr<ID2D1GradientStopCollection> mStopCollection;
RefPtr<ID2D1EffectContext> mEffectContext;
RefPtr<ID2D1DrawInfo> mDrawInfo;
SIMPLE_PROP(D2D1_VECTOR_2F, Center);
SIMPLE_PROP(FLOAT, Angle);
SIMPLE_PROP(FLOAT, StartOffset);
SIMPLE_PROP(FLOAT, EndOffset);
SIMPLE_PROP(D2D_MATRIX_3X2_F, Transform);
};
} // namespace gfx
} // namespace mozilla
#undef SIMPLE_PROP
#endif

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@ -13,6 +13,7 @@
#include "SourceSurfaceCapture.h"
#include "SourceSurfaceD2D1.h"
#include "SourceSurfaceDual.h"
#include "ConicGradientEffectD2D1.h"
#include "RadialGradientEffectD2D1.h"
#include "PathCapture.h"
@ -1340,6 +1341,7 @@ RefPtr<ID2D1Factory1> DrawTargetD2D1::factory() {
mFactory = factory1;
ExtendInputEffectD2D1::Register(mFactory);
ConicGradientEffectD2D1::Register(mFactory);
RadialGradientEffectD2D1::Register(mFactory);
return mFactory;
@ -1351,6 +1353,7 @@ void DrawTargetD2D1::CleanupD2D() {
if (mFactory) {
RadialGradientEffectD2D1::Unregister(mFactory);
ConicGradientEffectD2D1::Unregister(mFactory);
ExtendInputEffectD2D1::Unregister(mFactory);
mFactory = nullptr;
}
@ -1655,6 +1658,45 @@ void DrawTargetD2D1::FinalizeDrawing(CompositionOp aOp,
return;
}
if (aPattern.GetType() == PatternType::CONIC_GRADIENT) {
const ConicGradientPattern* pat =
static_cast<const ConicGradientPattern*>(&aPattern);
if (!pat->mStops) {
// Draw nothing because of no color stops
return;
}
RefPtr<ID2D1Effect> conicGradientEffect;
HRESULT hr = mDC->CreateEffect(CLSID_ConicGradientEffect,
getter_AddRefs(conicGradientEffect));
if (FAILED(hr) || !conicGradientEffect) {
gfxWarning() << "Failed to create conic gradient effect. Code: "
<< hexa(hr);
return;
}
conicGradientEffect->SetValue(
CONIC_PROP_STOP_COLLECTION,
static_cast<const GradientStopsD2D*>(pat->mStops.get())
->mStopCollection);
conicGradientEffect->SetValue(
CONIC_PROP_CENTER, D2D1::Vector2F(pat->mCenter.x, pat->mCenter.y));
conicGradientEffect->SetValue(CONIC_PROP_ANGLE, pat->mAngle);
conicGradientEffect->SetValue(CONIC_PROP_START_OFFSET, pat->mStartOffset);
conicGradientEffect->SetValue(CONIC_PROP_END_OFFSET, pat->mEndOffset);
conicGradientEffect->SetValue(CONIC_PROP_TRANSFORM,
D2DMatrix(pat->mMatrix * mTransform));
conicGradientEffect->SetInput(0, source);
mDC->DrawImage(conicGradientEffect,
D2D1_INTERPOLATION_MODE_NEAREST_NEIGHBOR,
D2DCompositionMode(aOp));
return;
}
MOZ_ASSERT(aPattern.GetType() == PatternType::RADIAL_GRADIENT);
const RadialGradientPattern* pat =
static_cast<const RadialGradientPattern*>(&aPattern);
if (pat->mCenter1 == pat->mCenter2 && pat->mRadius1 == pat->mRadius2) {

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@ -311,6 +311,10 @@ static inline D2D1_PRIMITIVE_BLEND D2DPrimitiveBlendMode(CompositionOp aOp) {
}
static inline bool IsPatternSupportedByD2D(const Pattern& aPattern) {
if (aPattern.GetType() == PatternType::CONIC_GRADIENT) {
return false;
}
if (aPattern.GetType() != PatternType::RADIAL_GRADIENT) {
return true;
}

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@ -37,6 +37,16 @@ cbuffer cb2
float sq_radius1;
}
cbuffer cb3
{
float3x3 DeviceSpaceToUserSpace_cb3;
float2 dimensions_cb3;
float2 center;
float angle;
float start_offset;
float end_offset;
}
struct VS_OUTPUT
{
float4 Position : SV_Position;
@ -51,6 +61,13 @@ struct VS_RADIAL_OUTPUT
float2 PixelCoord : TEXCOORD1;
};
struct VS_CONIC_OUTPUT
{
float4 Position : SV_Position;
float2 MaskTexCoord : TEXCOORD0;
float2 PixelCoord : TEXCOORD1;
};
struct PS_TEXT_OUTPUT
{
float4 color;
@ -175,6 +192,25 @@ VS_RADIAL_OUTPUT SampleRadialVS(float3 pos : POSITION)
return Output;
}
VS_CONIC_OUTPUT SampleConicVS(float3 pos : POSITION)
{
VS_CONIC_OUTPUT Output;
Output.Position.w = 1.0f;
Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
Output.Position.z = 0;
Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
// For the conic gradient pixel shader we need to pass in the pixel's
// coordinates in user space for the color to be correctly determined.
Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions_cb3.x;
Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions_cb3.y;
Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace_cb3).xy;
return Output;
}
float Screen(float a, float b)
{
return 1 - ((1 - a)*(1 - b));
@ -521,6 +557,23 @@ float4 SampleRadialGradientA0PS( VS_RADIAL_OUTPUT In, uniform sampler aSampler )
return output;
};
float4 SampleConicGradientPS(VS_CONIC_OUTPUT In, uniform sampler aSampler) : SV_Target
{
float2 current_dir = In.PixelCoord - center;
float current_angle = atan2(current_dir.y, current_dir.x) + (3.141592 / 2.0 - angle);
float offset = fmod(current_angle / (2.0 * 3.141592), 1.0) - start_offset;
offset = offset / (end_offset - start_offset);
float upper_t = lerp(0, 1, offset);
float4 output = tex.Sample(aSampler, float2(upper_t, 0.5));
// Premultiply
output.rgb *= output.a;
// Multiply the output color by the input mask for the operation.
output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
return output;
};
float4 SampleShadowHPS( VS_OUTPUT In) : SV_Target
{
float outputStrength = 0;
@ -682,6 +735,31 @@ technique10 SampleRadialGradient
}
}
technique10 SampleConicGradient
{
pass APos
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleConicVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleConicGradientPS( sSampler )));
}
pass APosWrap
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleConicVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleConicGradientPS( sWrapSampler )));
}
pass APosMirror
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleConicVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleConicGradientPS( sMirrorSampler )));
}
}
technique10 SampleMaskedTexture
{
pass P0

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@ -8,7 +8,7 @@ SamplerState InputSampler : register(s0);
Texture2D GradientTexture : register(t1);
SamplerState GradientSampler : register(s1);
cbuffer constants : register(b0)
cbuffer radialGradientConstants : register(b0)
{
// Precalculate as much as we can!
float3 diff : packoffset(c0.x);
@ -26,6 +26,51 @@ cbuffer constants : register(b0)
float3x2 transform : packoffset(c3.x);
}
cbuffer conicGradientConstants : register(b0)
{
float2 center : packoffset(c0.x);
float angle : packoffset(c0.z);
float start_offset : packoffset(c0.w);
float end_offset : packoffset(c1.x);
// The next two values are used for a hack to compensate for an apparent
// bug in D2D where the GradientSampler SamplerState doesn't get the
// correct addressing modes.
float repeat_correct_conic : packoffset(c1.y);
float allow_odd_conic : packoffset(c1.z);
float3x2 transform_conic : packoffset(c2.x);
}
static const float M_PI = 3.14159265f;
float4 SampleConicGradientPS(
float4 clipSpaceOutput : SV_POSITION,
float4 sceneSpaceOutput : SCENE_POSITION,
float4 texelSpaceInput0 : TEXCOORD0
) : SV_Target
{
float2 p = float2(sceneSpaceOutput.x * transform_conic._11 + sceneSpaceOutput.y * transform_conic._21 + transform_conic._31,
sceneSpaceOutput.x * transform_conic._12 + sceneSpaceOutput.y * transform_conic._22 + transform_conic._32);
float2 dir = float2(
-(center.y - p.y),
(center.x - p.x));
float vstart = start_offset;
float vend = end_offset;
float n = 1/(vend-vstart);
float current_angle = atan2(dir.y, dir.x)-angle;
float lambda = fmod(n*current_angle/M_PI/2+vend-vstart+.5,1);
float offset = lambda;
float4 output = GradientTexture.Sample(GradientSampler, float2(offset, 0.5));
// Premultiply
output.rgb *= output.a;
// Multiply the output color by the input mask for the operation.
output *= InputTexture.Sample(InputSampler, texelSpaceInput0.xy);
return output;
};
float4 SampleRadialGradientPS(
float4 clipSpaceOutput : SV_POSITION,
float4 sceneSpaceOutput : SCENE_POSITION,

Просмотреть файл

@ -7,4 +7,6 @@ fxc ShadersD2D1.hlsl -ESampleRadialGradientPS -nologo -Tps_4_0_level_9_3 -Fhtmpf
cat tmpfile > ShadersD2D1.h
fxc ShadersD2D1.hlsl -ESampleRadialGradientA0PS -nologo -Tps_4_0_level_9_3 -Fhtmpfile -VnSampleRadialGradientA0PS
cat tmpfile >> ShadersD2D1.h
fxc ShadersD2D1.hlsl -ESampleConicGradientPS -nologo -Tps_4_0_level_9_3 -Fhtmpfile -VnSampleConicGradientPS
cat tmpfile >> ShadersD2D1.h
rm tmpfile

Просмотреть файл

@ -80,6 +80,7 @@ elif CONFIG['MOZ_WIDGET_TOOLKIT'] == 'windows':
'UnscaledFontGDI.h',
]
SOURCES += [
'ConicGradientEffectD2D1.cpp',
'DrawTargetD2D1.cpp',
'ExtendInputEffectD2D1.cpp',
'FilterNodeD2D1.cpp',