зеркало из https://github.com/mozilla/gecko-dev.git
296 строки
7.8 KiB
HLSL
296 строки
7.8 KiB
HLSL
typedef float4 rect;
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cbuffer PerLayer {
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rect vTextureCoords;
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rect vLayerQuad;
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float fLayerOpacity;
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float4x4 mLayerTransform;
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}
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cbuffer PerOccasionalLayer {
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float4 vRenderTargetOffset;
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float4 fLayerColor;
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}
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cbuffer PerLayerManager {
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float4x4 mProjection;
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}
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BlendState Premul
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{
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AlphaToCoverageEnable = FALSE;
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BlendEnable[0] = TRUE;
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SrcBlend = One;
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DestBlend = Inv_Src_Alpha;
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BlendOp = Add;
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SrcBlendAlpha = One;
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DestBlendAlpha = Inv_Src_Alpha;
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BlendOpAlpha = Add;
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RenderTargetWriteMask[0] = 0x0F; // All
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};
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BlendState NonPremul
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{
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AlphaToCoverageEnable = FALSE;
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BlendEnable[0] = TRUE;
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SrcBlend = Src_Alpha;
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DestBlend = Inv_Src_Alpha;
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BlendOp = Add;
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SrcBlendAlpha = One;
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DestBlendAlpha = Inv_Src_Alpha;
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BlendOpAlpha = Add;
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RenderTargetWriteMask[0] = 0x0F; // All
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};
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BlendState ComponentAlphaBlend
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{
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AlphaToCoverageEnable = FALSE;
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BlendEnable[0] = TRUE;
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SrcBlend = One;
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DestBlend = Inv_Src1_Color;
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BlendOp = Add;
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SrcBlendAlpha = One;
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DestBlendAlpha = Inv_Src_Alpha;
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BlendOpAlpha = Add;
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RenderTargetWriteMask[0] = 0x0F; // All
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};
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RasterizerState LayerRast
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{
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ScissorEnable = True;
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CullMode = None;
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};
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Texture2D tRGB;
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Texture2D tY;
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Texture2D tCb;
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Texture2D tCr;
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Texture2D tRGBWhite;
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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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SamplerState LayerTextureSamplerPoint
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{
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VS_INPUT {
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float2 vPosition : POSITION;
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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 PS_OUTPUT {
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float4 vSrc;
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float4 vAlpha;
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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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outp.vPosition.z = 0;
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outp.vPosition.w = 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 position = vLayerQuad.xy;
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float2 size = vLayerQuad.zw;
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outp.vPosition.x = position.x + aVertex.vPosition.x * size.x;
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outp.vPosition.y = position.y + aVertex.vPosition.y * size.y;
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outp.vPosition = mul(mLayerTransform, outp.vPosition);
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outp.vPosition.xyz /= outp.vPosition.w;
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outp.vPosition = outp.vPosition - vRenderTargetOffset;
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outp.vPosition.xyz *= outp.vPosition.w;
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outp.vPosition = mul(mProjection, outp.vPosition);
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position = vTextureCoords.xy;
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size = vTextureCoords.zw;
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outp.vTexCoords.x = position.x + aVertex.vPosition.x * size.x;
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outp.vTexCoords.y = position.y + aVertex.vPosition.y * size.y;
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return outp;
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}
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float4 RGBAShaderLinear(const VS_OUTPUT aVertex) : SV_Target
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{
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return tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 RGBAShaderPoint(const VS_OUTPUT aVertex) : SV_Target
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{
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return tRGB.Sample(LayerTextureSamplerPoint, aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 RGBShaderLinear(const VS_OUTPUT aVertex) : SV_Target
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{
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float4 result;
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result = tRGB.Sample(LayerTextureSamplerLinear, 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 RGBShaderPoint(const VS_OUTPUT aVertex) : SV_Target
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{
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float4 result;
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result = tRGB.Sample(LayerTextureSamplerPoint, 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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float4 yuv;
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float4 color;
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yuv.r = tCr.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords).r - 0.5;
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yuv.g = tY.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords).r - 0.0625;
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yuv.b = tCb.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords).r - 0.5;
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color.r = yuv.g * 1.164 + yuv.r * 1.596;
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color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
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color.b = yuv.g * 1.164 + yuv.b * 2.018;
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color.a = 1.0f;
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return color * 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(LayerTextureSamplerLinear, aVertex.vTexCoords);
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result.vAlpha = 1.0 - tRGBWhite.Sample(LayerTextureSamplerLinear, 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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technique10 RenderRGBLayerPremul
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{
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pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderLinear() ) );
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}
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}
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technique10 RenderRGBLayerPremulPoint
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{
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pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderPoint() ) );
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}
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}
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technique10 RenderRGBALayerPremul
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{
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pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderLinear() ) );
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}
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}
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technique10 RenderRGBALayerNonPremul
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{
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pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderLinear() ) );
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}
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}
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technique10 RenderRGBALayerPremulPoint
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{
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pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderPoint() ) );
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}
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}
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technique10 RenderRGBALayerNonPremulPoint
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{
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pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderPoint() ) );
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}
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}
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technique10 RenderYCbCrLayer
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{
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pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, YCbCrShader() ) );
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}
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}
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technique10 RenderComponentAlphaLayer
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{
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Pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( ComponentAlphaBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, ComponentAlphaShader() ) );
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}
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}
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technique10 RenderSolidColorLayer
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{
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pass P0
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{
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SetRasterizerState( LayerRast );
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SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
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SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, SolidColorShader() ) );
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}
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}
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