зеркало из https://github.com/mozilla/gecko-dev.git
64 строки
1.4 KiB
HLSL
64 строки
1.4 KiB
HLSL
cbuffer Region : register(b0) {
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float2 offset;
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float2 extent;
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float z;
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float level;
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};
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struct VsOutput {
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float4 pos: SV_POSITION;
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float4 uv: TEXCOORD0;
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};
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// Create a screen filling triangle
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VsOutput vs_blit_2d(uint id: SV_VertexID) {
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float2 coord = float2((id << 1) & 2, id & 2);
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VsOutput output = {
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float4(float2(-1.0, 1.0) + coord * float2(2.0, -2.0), 0.0, 1.0),
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float4(offset + coord * extent, z, level)
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};
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return output;
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}
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SamplerState BlitSampler : register(s0);
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Texture2DArray<uint4> BlitSrc_Uint : register(t0);
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Texture2DArray<int4> BlitSrc_Sint : register(t0);
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Texture2DArray<float4> BlitSrc_Float : register(t0);
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// TODO: get rid of GetDimensions call
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uint4 Nearest_Uint(float4 uv)
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{
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float4 size;
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BlitSrc_Uint.GetDimensions(0, size.x, size.y, size.z, size.w);
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float2 pix = uv.xy * size.xy;
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return BlitSrc_Uint.Load(int4(int2(pix), uv.zw));
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}
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int4 Nearest_Sint(float4 uv)
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{
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float4 size;
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BlitSrc_Sint.GetDimensions(0, size.x, size.y, size.z, size.w);
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float2 pix = uv.xy * size.xy;
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return BlitSrc_Sint.Load(int4(int2(pix), uv.zw));
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}
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uint4 ps_blit_2d_uint(VsOutput input) : SV_Target
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{
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return Nearest_Uint(input.uv);
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}
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int4 ps_blit_2d_int(VsOutput input) : SV_Target
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{
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return Nearest_Sint(input.uv);
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}
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float4 ps_blit_2d_float(VsOutput input) : SV_Target
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{
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return BlitSrc_Float.SampleLevel(BlitSampler, input.uv.xyz, input.uv.w);
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}
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