зеркало из https://github.com/mozilla/gecko-dev.git
502 строки
15 KiB
HLSL
502 строки
15 KiB
HLSL
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "BlendingHelpers.hlslh"
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#include "BlendShaderConstants.h"
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typedef float4 rect;
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float4x4 mLayerTransform : register(vs, c0);
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float4x4 mProjection : register(vs, c4);
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float4 vRenderTargetOffset : register(vs, c8);
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rect vTextureCoords : register(vs, c9);
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rect vLayerQuad : register(vs, c10);
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float4x4 mMaskTransform : register(vs, c11);
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float4x4 mBackdropTransform : register(vs, c15);
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float4 fLayerColor : register(ps, c0);
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float fLayerOpacity : register(ps, c1);
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// x = layer type
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// y = mask type
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// z = blend op
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// w = is premultiplied
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uint4 iBlendConfig : register(ps, c2);
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float fCoefficient : register(ps, c3);
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row_major float3x3 mYuvColorMatrix : register(ps, c4);
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sampler sSampler : register(ps, s0);
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// The mix-blend mega shader uses all variables, so we have to make sure they
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// are assigned fixed slots.
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Texture2D tRGB : register(ps, t0);
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Texture2D tY : register(ps, t1);
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Texture2D tCb : register(ps, t2);
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Texture2D tCr : register(ps, t3);
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Texture2D tRGBWhite : register(ps, t4);
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Texture2D tMask : register(ps, t5);
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Texture2D tBackdrop : register(ps, t6);
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struct VS_INPUT {
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float2 vPosition : POSITION;
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};
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struct VS_TEX_INPUT {
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float2 vPosition : POSITION;
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float2 vTexCoords : TEXCOORD0;
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};
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struct VS_OUTPUT {
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float4 vPosition : SV_Position;
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float2 vTexCoords : TEXCOORD0;
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};
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struct VS_MASK_OUTPUT {
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float4 vPosition : SV_Position;
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float2 vTexCoords : TEXCOORD0;
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float3 vMaskCoords : TEXCOORD1;
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};
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// Combined struct for the mix-blend compatible vertex shaders.
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struct VS_BLEND_OUTPUT {
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float4 vPosition : SV_Position;
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float2 vTexCoords : TEXCOORD0;
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float3 vMaskCoords : TEXCOORD1;
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float2 vBackdropCoords : TEXCOORD2;
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};
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struct PS_OUTPUT {
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float4 vSrc;
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float4 vAlpha;
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};
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float2 TexCoords(const float2 aPosition)
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{
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float2 result;
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const float2 size = vTextureCoords.zw;
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result.x = vTextureCoords.x + aPosition.x * size.x;
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result.y = vTextureCoords.y + aPosition.y * size.y;
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return result;
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}
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SamplerState LayerTextureSamplerLinear
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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float4 TransformedPosition(float2 aInPosition)
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{
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// the current vertex's position on the quad
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// [x,y,0,1] is mandated by the CSS Transforms spec as the point value to transform
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float4 position = float4(0, 0, 0, 1);
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// We use 4 component floats to uniquely describe a rectangle, by the structure
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// of x, y, width, height. This allows us to easily generate the 4 corners
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// of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
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// stream source for our LayerQuad vertex shader. We do this by doing:
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// Xout = x + Xin * width
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// Yout = y + Yin * height
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float2 size = vLayerQuad.zw;
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position.x = vLayerQuad.x + aInPosition.x * size.x;
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position.y = vLayerQuad.y + aInPosition.y * size.y;
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position = mul(mLayerTransform, position);
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return position;
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}
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float4 VertexPosition(float4 aTransformedPosition)
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{
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float4 result;
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result.w = aTransformedPosition.w;
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result.xyz = aTransformedPosition.xyz / aTransformedPosition.w;
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result -= vRenderTargetOffset;
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result.xyz *= result.w;
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result = mul(mProjection, result);
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return result;
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}
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float2 BackdropPosition(float4 aPosition)
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{
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// Move the position from clip space (-1,1) into 0..1 space.
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float2 pos;
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pos.x = (aPosition.x + 1.0) / 2.0;
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pos.y = 1.0 - (aPosition.y + 1.0) / 2.0;
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return mul(mBackdropTransform, float4(pos.xy, 0, 1.0)).xy;
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}
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VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
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{
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VS_OUTPUT outp;
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float4 position = TransformedPosition(aVertex.vPosition);
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outp.vPosition = VertexPosition(position);
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outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
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return outp;
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}
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float3 MaskCoords(float4 aPosition)
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{
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// We use the w coord to do non-perspective correct interpolation:
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// the quad might be transformed in 3D, in which case it will have some
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// perspective. The graphics card will do perspective-correct interpolation
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// of the texture, but our mask is already transformed and so we require
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// linear interpolation. Therefore, we must correct the interpolation
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// ourselves, we do this by multiplying all coords by w here, and dividing by
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// w in the pixel shader (post-interpolation), we pass w in outp.vMaskCoords.z.
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// See http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness
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return float3(mul(mMaskTransform, (aPosition / aPosition.w)).xy, 1.0) * aPosition.w;
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}
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VS_MASK_OUTPUT LayerQuadMaskVS(const VS_INPUT aVertex)
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{
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float4 position = TransformedPosition(aVertex.vPosition);
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VS_MASK_OUTPUT outp;
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outp.vPosition = VertexPosition(position);
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outp.vMaskCoords = MaskCoords(position);
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outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
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return outp;
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}
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VS_OUTPUT LayerDynamicVS(const VS_TEX_INPUT aVertex)
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{
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VS_OUTPUT outp;
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float4 position = float4(aVertex.vPosition, 0, 1);
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position = mul(mLayerTransform, position);
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outp.vPosition = VertexPosition(position);
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outp.vTexCoords = aVertex.vTexCoords;
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return outp;
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}
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VS_MASK_OUTPUT LayerDynamicMaskVS(const VS_TEX_INPUT aVertex)
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{
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VS_MASK_OUTPUT outp;
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float4 position = float4(aVertex.vPosition, 0, 1);
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position = mul(mLayerTransform, position);
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outp.vPosition = VertexPosition(position);
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// calculate the position on the mask texture
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outp.vMaskCoords = MaskCoords(position);
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outp.vTexCoords = aVertex.vTexCoords;
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return outp;
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}
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float4 RGBAShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
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float mask = tMask.Sample(sSampler, maskCoords).r;
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return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float4 result;
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result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
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result.a = fLayerOpacity;
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float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
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float mask = tMask.Sample(sSampler, maskCoords).r;
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return result * mask;
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}
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/* From Rec601:
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[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
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[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
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[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
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For [0,1] instead of [0,255], and to 5 places:
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[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
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[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
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[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
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From Rec709:
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[R] [1.1643835616438356, 4.2781193979771426e-17, 1.7927410714285714] [ Y - 16]
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[G] = [1.1643835616438358, -0.21324861427372963, -0.532909328559444] x [Cb - 128]
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[B] [1.1643835616438356, 2.1124017857142854, 0.0] [Cr - 128]
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For [0,1] instead of [0,255], and to 5 places:
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[R] [1.16438, 0.00000, 1.79274] [ Y - 0.06275]
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[G] = [1.16438, -0.21325, -0.53291] x [Cb - 0.50196]
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[B] [1.16438, 2.11240, 0.00000] [Cr - 0.50196]
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*/
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float4 CalculateYCbCrColor(const float2 aTexCoords)
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{
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float3 yuv = float3(
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tY.Sample(sSampler, aTexCoords).r,
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tCb.Sample(sSampler, aTexCoords).r,
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tCr.Sample(sSampler, aTexCoords).r);
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yuv = yuv * fCoefficient - float3(0.06275, 0.50196, 0.50196);
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return float4(mul(mYuvColorMatrix, yuv), 1.0);
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}
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float4 CalculateNV12Color(const float2 aTexCoords)
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{
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float3 yuv = float3(
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tY.Sample(sSampler, aTexCoords).r,
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tCb.Sample(sSampler, aTexCoords).r,
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tCb.Sample(sSampler, aTexCoords).g);
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yuv = yuv * fCoefficient - float3(0.06275, 0.50196, 0.50196);
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return float4(mul(mYuvColorMatrix, yuv), 1.0);
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}
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float4 YCbCrShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
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float mask = tMask.Sample(sSampler, maskCoords).r;
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return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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float4 NV12ShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
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float mask = tMask.Sample(sSampler, maskCoords).r;
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return CalculateNV12Color(aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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PS_OUTPUT ComponentAlphaShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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PS_OUTPUT result;
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result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords);
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result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc;
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result.vSrc.a = result.vAlpha.g;
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float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
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float mask = tMask.Sample(sSampler, maskCoords).r;
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result.vSrc *= fLayerOpacity * mask;
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result.vAlpha *= fLayerOpacity * mask;
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return result;
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}
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float4 SolidColorShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
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float mask = tMask.Sample(sSampler, maskCoords).r;
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return fLayerColor * mask;
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}
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/*
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* Un-masked versions
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*************************************************************
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*/
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float4 RGBAShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 RGBShader(const VS_OUTPUT aVertex) : SV_Target
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{
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float4 result;
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result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
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result.a = fLayerOpacity;
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return result;
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}
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float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 NV12Shader(const VS_OUTPUT aVertex) : SV_Target
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{
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return CalculateNV12Color(aVertex.vTexCoords) * fLayerOpacity;
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}
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PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target
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{
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PS_OUTPUT result;
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result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords);
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result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc;
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result.vSrc.a = result.vAlpha.g;
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result.vSrc *= fLayerOpacity;
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result.vAlpha *= fLayerOpacity;
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return result;
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}
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float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return fLayerColor;
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}
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// Mix-blend compatible vertex shaders.
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VS_BLEND_OUTPUT LayerQuadBlendVS(const VS_INPUT aVertex)
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{
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VS_OUTPUT v = LayerQuadVS(aVertex);
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VS_BLEND_OUTPUT o;
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o.vPosition = v.vPosition;
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o.vTexCoords = v.vTexCoords;
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o.vMaskCoords = float3(0, 0, 0);
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o.vBackdropCoords = BackdropPosition(v.vPosition);
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return o;
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}
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VS_BLEND_OUTPUT LayerQuadBlendMaskVS(const VS_INPUT aVertex)
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{
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VS_MASK_OUTPUT v = LayerQuadMaskVS(aVertex);
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VS_BLEND_OUTPUT o;
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o.vPosition = v.vPosition;
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o.vTexCoords = v.vTexCoords;
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o.vMaskCoords = v.vMaskCoords;
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o.vBackdropCoords = BackdropPosition(v.vPosition);
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return o;
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}
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VS_BLEND_OUTPUT LayerDynamicBlendVS(const VS_TEX_INPUT aVertex)
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{
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VS_OUTPUT v = LayerDynamicVS(aVertex);
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VS_BLEND_OUTPUT o;
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o.vPosition = v.vPosition;
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o.vTexCoords = v.vTexCoords;
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o.vMaskCoords = float3(0, 0, 0);
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o.vBackdropCoords = BackdropPosition(v.vPosition);
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return o;
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}
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VS_BLEND_OUTPUT LayerDynamicBlendMaskVS(const VS_TEX_INPUT aVertex)
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{
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VS_MASK_OUTPUT v = LayerDynamicMaskVS(aVertex);
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VS_BLEND_OUTPUT o;
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o.vPosition = v.vPosition;
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o.vTexCoords = v.vTexCoords;
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o.vMaskCoords = v.vMaskCoords;
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o.vBackdropCoords = BackdropPosition(v.vPosition);
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return o;
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}
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// The layer type and mask type are specified as constants. We use these to
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// call the correct pixel shader to determine the source color for blending.
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// Unfortunately this also requires some boilerplate to convert VS_BLEND_OUTPUT
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// to a compatible pixel shader input.
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float4 ComputeBlendSourceColor(const VS_BLEND_OUTPUT aVertex)
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{
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if (iBlendConfig.y == PS_MASK_NONE) {
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VS_OUTPUT tmp;
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tmp.vPosition = aVertex.vPosition;
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tmp.vTexCoords = aVertex.vTexCoords;
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if (iBlendConfig.x == PS_LAYER_RGB) {
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return RGBShader(tmp);
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} else if (iBlendConfig.x == PS_LAYER_RGBA) {
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return RGBAShader(tmp);
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} else if (iBlendConfig.x == PS_LAYER_YCBCR) {
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return YCbCrShader(tmp);
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} else if (iBlendConfig.x == PS_LAYER_NV12) {
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return NV12Shader(tmp);
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}
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return SolidColorShader(tmp);
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} else if (iBlendConfig.y == PS_MASK) {
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VS_MASK_OUTPUT tmp;
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tmp.vPosition = aVertex.vPosition;
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tmp.vTexCoords = aVertex.vTexCoords;
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tmp.vMaskCoords = aVertex.vMaskCoords;
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if (iBlendConfig.x == PS_LAYER_RGB) {
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return RGBShaderMask(tmp);
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} else if (iBlendConfig.x == PS_LAYER_RGBA) {
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return RGBAShaderMask(tmp);
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} else if (iBlendConfig.x == PS_LAYER_YCBCR) {
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return YCbCrShaderMask(tmp);
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} else if (iBlendConfig.x == PS_LAYER_NV12) {
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return NV12ShaderMask(tmp);
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}
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return SolidColorShaderMask(tmp);
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}
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return float4(0.0, 0.0, 0.0, 1.0);
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}
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float3 ChooseBlendFunc(float3 dest, float3 src)
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{
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[flatten] switch (iBlendConfig.z) {
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case PS_BLEND_MULTIPLY:
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return BlendMultiply(dest, src);
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case PS_BLEND_SCREEN:
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return BlendScreen(dest, src);
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case PS_BLEND_OVERLAY:
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return BlendOverlay(dest, src);
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case PS_BLEND_DARKEN:
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return BlendDarken(dest, src);
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case PS_BLEND_LIGHTEN:
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return BlendLighten(dest, src);
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case PS_BLEND_COLOR_DODGE:
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return BlendColorDodge(dest, src);
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case PS_BLEND_COLOR_BURN:
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return BlendColorBurn(dest, src);
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case PS_BLEND_HARD_LIGHT:
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return BlendHardLight(dest, src);
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case PS_BLEND_SOFT_LIGHT:
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return BlendSoftLight(dest, src);
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case PS_BLEND_DIFFERENCE:
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return BlendDifference(dest, src);
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case PS_BLEND_EXCLUSION:
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return BlendExclusion(dest, src);
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case PS_BLEND_HUE:
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return BlendHue(dest, src);
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case PS_BLEND_SATURATION:
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return BlendSaturation(dest, src);
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case PS_BLEND_COLOR:
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return BlendColor(dest, src);
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case PS_BLEND_LUMINOSITY:
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return BlendLuminosity(dest, src);
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default:
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return float3(0, 0, 0);
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}
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}
|
|
|
|
float4 BlendShader(const VS_BLEND_OUTPUT aVertex) : SV_Target
|
|
{
|
|
float4 backdrop = tBackdrop.Sample(sSampler, aVertex.vBackdropCoords.xy);
|
|
float4 source = ComputeBlendSourceColor(aVertex);
|
|
|
|
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
|
|
// infinity into the blend function and return incorrect results.
|
|
if (backdrop.a == 0.0) {
|
|
return source;
|
|
}
|
|
if (source.a == 0.0) {
|
|
return float4(0, 0, 0, 0);
|
|
}
|
|
|
|
// The spec assumes there is no premultiplied alpha. The backdrop is always
|
|
// premultiplied, so undo the premultiply. If the source is premultiplied we
|
|
// must fix that as well.
|
|
backdrop.rgb /= backdrop.a;
|
|
if (iBlendConfig.w) {
|
|
source.rgb /= source.a;
|
|
}
|
|
|
|
float4 result;
|
|
result.rgb = ChooseBlendFunc(backdrop.rgb, source.rgb);
|
|
result.a = source.a;
|
|
|
|
// Factor backdrop alpha, then premultiply for the final OP_OVER.
|
|
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
|
|
result.rgb *= result.a;
|
|
return result;
|
|
}
|