gecko-dev/gfx/layers/d3d10/LayerManagerD3D10.fx

296 строки
7.8 KiB
HLSL

typedef float4 rect;
cbuffer PerLayer {
rect vTextureCoords;
rect vLayerQuad;
float fLayerOpacity;
float4x4 mLayerTransform;
}
cbuffer PerOccasionalLayer {
float4 vRenderTargetOffset;
float4 fLayerColor;
}
cbuffer PerLayerManager {
float4x4 mProjection;
}
BlendState Premul
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = One;
DestBlend = Inv_Src_Alpha;
BlendOp = Add;
SrcBlendAlpha = One;
DestBlendAlpha = Inv_Src_Alpha;
BlendOpAlpha = Add;
RenderTargetWriteMask[0] = 0x0F; // All
};
BlendState NonPremul
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = Src_Alpha;
DestBlend = Inv_Src_Alpha;
BlendOp = Add;
SrcBlendAlpha = One;
DestBlendAlpha = Inv_Src_Alpha;
BlendOpAlpha = Add;
RenderTargetWriteMask[0] = 0x0F; // All
};
BlendState ComponentAlphaBlend
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = One;
DestBlend = Inv_Src1_Color;
BlendOp = Add;
SrcBlendAlpha = One;
DestBlendAlpha = Inv_Src_Alpha;
BlendOpAlpha = Add;
RenderTargetWriteMask[0] = 0x0F; // All
};
RasterizerState LayerRast
{
ScissorEnable = True;
CullMode = None;
};
Texture2D tRGB;
Texture2D tY;
Texture2D tCb;
Texture2D tCr;
Texture2D tRGBWhite;
SamplerState LayerTextureSamplerLinear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
SamplerState LayerTextureSamplerPoint
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
};
struct VS_INPUT {
float2 vPosition : POSITION;
};
struct VS_OUTPUT {
float4 vPosition : SV_Position;
float2 vTexCoords : TEXCOORD0;
};
struct PS_OUTPUT {
float4 vSrc;
float4 vAlpha;
};
VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
{
VS_OUTPUT outp;
outp.vPosition.z = 0;
outp.vPosition.w = 1;
// We use 4 component floats to uniquely describe a rectangle, by the structure
// of x, y, width, height. This allows us to easily generate the 4 corners
// of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
// stream source for our LayerQuad vertex shader. We do this by doing:
// Xout = x + Xin * width
// Yout = y + Yin * height
float2 position = vLayerQuad.xy;
float2 size = vLayerQuad.zw;
outp.vPosition.x = position.x + aVertex.vPosition.x * size.x;
outp.vPosition.y = position.y + aVertex.vPosition.y * size.y;
outp.vPosition = mul(mLayerTransform, outp.vPosition);
outp.vPosition.xyz /= outp.vPosition.w;
outp.vPosition = outp.vPosition - vRenderTargetOffset;
outp.vPosition.xyz *= outp.vPosition.w;
outp.vPosition = mul(mProjection, outp.vPosition);
position = vTextureCoords.xy;
size = vTextureCoords.zw;
outp.vTexCoords.x = position.x + aVertex.vPosition.x * size.x;
outp.vTexCoords.y = position.y + aVertex.vPosition.y * size.y;
return outp;
}
float4 RGBAShaderLinear(const VS_OUTPUT aVertex) : SV_Target
{
return tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) * fLayerOpacity;
}
float4 RGBAShaderPoint(const VS_OUTPUT aVertex) : SV_Target
{
return tRGB.Sample(LayerTextureSamplerPoint, aVertex.vTexCoords) * fLayerOpacity;
}
float4 RGBShaderLinear(const VS_OUTPUT aVertex) : SV_Target
{
float4 result;
result = tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) * fLayerOpacity;
result.a = fLayerOpacity;
return result;
}
float4 RGBShaderPoint(const VS_OUTPUT aVertex) : SV_Target
{
float4 result;
result = tRGB.Sample(LayerTextureSamplerPoint, aVertex.vTexCoords) * fLayerOpacity;
result.a = fLayerOpacity;
return result;
}
float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target
{
float4 yuv;
float4 color;
yuv.r = tCr.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords).r - 0.5;
yuv.g = tY.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords).r - 0.0625;
yuv.b = tCb.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords).r - 0.5;
color.r = yuv.g * 1.164 + yuv.r * 1.596;
color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
color.b = yuv.g * 1.164 + yuv.b * 2.018;
color.a = 1.0f;
return color * fLayerOpacity;
}
PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target
{
PS_OUTPUT result;
result.vSrc = tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords);
result.vAlpha = 1.0 - tRGBWhite.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) + result.vSrc;
result.vSrc.a = result.vAlpha.g;
result.vSrc *= fLayerOpacity;
result.vAlpha *= fLayerOpacity;
return result;
}
float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target
{
return fLayerColor;
}
technique10 RenderRGBLayerPremul
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderLinear() ) );
}
}
technique10 RenderRGBLayerPremulPoint
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderPoint() ) );
}
}
technique10 RenderRGBALayerPremul
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderLinear() ) );
}
}
technique10 RenderRGBALayerNonPremul
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderLinear() ) );
}
}
technique10 RenderRGBALayerPremulPoint
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderPoint() ) );
}
}
technique10 RenderRGBALayerNonPremulPoint
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderPoint() ) );
}
}
technique10 RenderYCbCrLayer
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, YCbCrShader() ) );
}
}
technique10 RenderComponentAlphaLayer
{
Pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( ComponentAlphaBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, ComponentAlphaShader() ) );
}
}
technique10 RenderSolidColorLayer
{
pass P0
{
SetRasterizerState( LayerRast );
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_3, SolidColorShader() ) );
}
}