gecko-dev/third_party/rust/gfx-backend-dx11/shaders/blit.hlsl

64 строки
1.4 KiB
HLSL

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