Bug 590367 - Render RGB d2d layers with a RGBA surface and shader r=Bas, a=blocking2.0

This commit is contained in:
Matt Woodrow 2010-09-03 15:51:04 +12:00
Родитель d892767b19
Коммит b11ef202f4
9 изменённых файлов: 138 добавлений и 21 удалений

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@ -239,7 +239,7 @@ CanvasLayerD3D9::RenderLayer()
opacity[0] = GetOpacity();
device()->SetPixelShaderConstantF(0, opacity, 1);
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER);
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
if (!mDataIsPremultiplied) {
device()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);

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@ -257,7 +257,7 @@ ContainerLayerD3D9::RenderLayer()
opacityVector[0] = opacity;
device()->SetPixelShaderConstantF(0, opacityVector, 1);
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER);
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
device()->SetTexture(0, renderTexture);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

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@ -338,6 +338,13 @@ DeviceManagerD3D9::Init()
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)RGBAShaderPS,
getter_AddRefs(mRGBAPS));
if (FAILED(hr)) {
return false;
}
hr = mDevice->CreatePixelShader((DWORD*)YCbCrShaderPS,
getter_AddRefs(mYCbCrPS));
@ -459,6 +466,10 @@ DeviceManagerD3D9::SetShaderMode(ShaderMode aMode)
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mRGBPS);
break;
case RGBALAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mRGBAPS);
break;
case YCBCRLAYER:
mDevice->SetVertexShader(mLayerVS);
mDevice->SetPixelShader(mYCbCrPS);

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@ -129,6 +129,7 @@ public:
enum ShaderMode {
RGBLAYER,
RGBALAYER,
YCBCRLAYER,
SOLIDCOLORLAYER
};
@ -178,6 +179,9 @@ private:
/* Pixel shader used for RGB textures */
nsRefPtr<IDirect3DPixelShader9> mRGBPS;
/* Pixel shader used for RGBA textures */
nsRefPtr<IDirect3DPixelShader9> mRGBAPS;
/* Pixel shader used for RGB textures */
nsRefPtr<IDirect3DPixelShader9> mYCbCrPS;

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@ -243,7 +243,7 @@ ImageLayerD3D9::RenderLayer()
opacity[0] = GetOpacity();
device()->SetPixelShaderConstantF(0, opacity, 1);
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER);
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
device()->SetTexture(0, cairoImage->mTexture);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

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@ -1,6 +1,6 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVS -nologo -FhtmpShaderHeader
// -VnLayerQuadVS
@ -92,8 +92,8 @@ const BYTE LayerQuadVS[] =
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
50, 55, 46, 57, 53, 50,
46, 51, 48, 50, 50, 0,
81, 0, 0, 5, 13, 0,
15, 160, 0, 0, 0, 191,
0, 0, 0, 0, 0, 0,
@ -149,10 +149,10 @@ const BYTE LayerQuadVS[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// fxc LayerManagerD3D9Shaders.hlsl -ERGBShader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnRGBShaderPS
// fxc LayerManagerD3D9Shaders.hlsl -ERGBAShader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnRGBAShaderPS
//
//
// Parameters:
@ -179,6 +179,87 @@ const BYTE LayerQuadVS[] =
// approximately 3 instruction slots used (1 texture, 2 arithmetic)
#endif
const BYTE RGBAShaderPS[] =
{
0, 2, 255, 255, 254, 255,
45, 0, 67, 84, 65, 66,
28, 0, 0, 0, 127, 0,
0, 0, 0, 2, 255, 255,
2, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
120, 0, 0, 0, 68, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 84, 0,
0, 0, 0, 0, 0, 0,
100, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
104, 0, 0, 0, 0, 0,
0, 0, 102, 76, 97, 121,
101, 114, 79, 112, 97, 99,
105, 116, 121, 0, 171, 171,
0, 0, 3, 0, 1, 0,
1, 0, 1, 0, 0, 0,
0, 0, 0, 0, 115, 50,
68, 0, 4, 0, 12, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 55, 46, 57,
53, 50, 46, 51, 48, 50,
50, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
15, 160, 66, 0, 0, 3,
0, 0, 15, 128, 0, 0,
228, 176, 0, 8, 228, 160,
5, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 128,
0, 0, 0, 160, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// fxc LayerManagerD3D9Shaders.hlsl -ERGBShader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnRGBShaderPS
//
//
// Parameters:
//
// float fLayerOpacity;
// sampler2D s2D;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// fLayerOpacity c0 1
// s2D s0 1
//
ps_2_0
def c1, 1, 0, 0, 0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
mul r0.xyz, r0, c0.x
mov r0.w, c1.x
mov oC0, r0
// approximately 4 instruction slots used (1 texture, 3 arithmetic)
#endif
const BYTE RGBShaderPS[] =
{
0, 2, 255, 255, 254, 255,
@ -210,9 +291,13 @@ const BYTE RGBShaderPS[] =
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 49, 49,
49, 0, 31, 0, 0, 2,
57, 46, 50, 55, 46, 57,
53, 50, 46, 51, 48, 50,
50, 0, 81, 0, 0, 5,
1, 0, 15, 160, 0, 0,
128, 63, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 31, 0, 0, 2,
0, 0, 0, 128, 0, 0,
3, 176, 31, 0, 0, 2,
0, 0, 0, 144, 0, 8,
@ -220,15 +305,17 @@ const BYTE RGBShaderPS[] =
0, 0, 15, 128, 0, 0,
228, 176, 0, 8, 228, 160,
5, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 128,
7, 128, 0, 0, 228, 128,
0, 0, 0, 160, 1, 0,
0, 2, 0, 0, 8, 128,
1, 0, 0, 160, 1, 0,
0, 2, 0, 8, 15, 128,
0, 0, 228, 128, 255, 255,
0, 0
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// fxc LayerManagerD3D9Shaders.hlsl -EYCbCrShader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnYCbCrShaderPS
@ -323,9 +410,9 @@ const BYTE YCbCrShaderPS[] =
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
114, 32, 57, 46, 50, 55,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 81, 0,
48, 50, 50, 0, 81, 0,
0, 5, 1, 0, 15, 160,
0, 0, 0, 191, 0, 0,
128, 189, 244, 253, 148, 63,
@ -384,7 +471,7 @@ const BYTE YCbCrShaderPS[] =
};
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// fxc LayerManagerD3D9Shaders.hlsl -ESolidColorShader -nologo -Tps_2_0
// -FhtmpShaderHeader -VnSolidColorShaderPS
@ -432,8 +519,8 @@ const BYTE SolidColorShaderPS[] =
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
50, 55, 46, 57, 53, 50,
46, 51, 48, 50, 50, 0,
1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 160,
255, 255, 0, 0

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@ -39,11 +39,19 @@ VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
return outp;
}
float4 RGBShader(const VS_OUTPUT aVertex) : COLOR
float4 RGBAShader(const VS_OUTPUT aVertex) : COLOR
{
return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
}
float4 RGBShader(const VS_OUTPUT aVertex) : COLOR
{
float4 result;
result = tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
result.a = 1.0;
return result;
}
float4 YCbCrShader(const VS_OUTPUT aVertex) : COLOR
{
float4 yuv;

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@ -234,7 +234,12 @@ ThebesLayerD3D9::RenderLayer()
opacity[0] = GetOpacity();
device()->SetPixelShaderConstantF(0, opacity, 1);
#ifdef CAIRO_HAS_D2D_SURFACE
if (mD2DSurface && UseOpaqueSurface(this)) {
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER);
} else
#endif
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
device()->SetTexture(0, mTexture);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

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@ -2,6 +2,8 @@ tempfile=tmpShaderHeader
rm LayerManagerD3D9Shaders.h
fxc LayerManagerD3D9Shaders.hlsl -ELayerQuadVS -nologo -Fh$tempfile -VnLayerQuadVS
cat $tempfile >> LayerManagerD3D9Shaders.h
fxc LayerManagerD3D9Shaders.hlsl -ERGBAShader -nologo -Tps_2_0 -Fh$tempfile -VnRGBAShaderPS
cat $tempfile >> LayerManagerD3D9Shaders.h
fxc LayerManagerD3D9Shaders.hlsl -ERGBShader -nologo -Tps_2_0 -Fh$tempfile -VnRGBShaderPS
cat $tempfile >> LayerManagerD3D9Shaders.h
fxc LayerManagerD3D9Shaders.hlsl -EYCbCrShader -nologo -Tps_2_0 -Fh$tempfile -VnYCbCrShaderPS