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Bug 589395. d3d9: adjust vertex locations in the vertex shader. r=bas,a=blocking
Previously we adjusted the vertex locations directly, now they have an implicit adjustment that happens in the vertex shader. This should let us ignore the pixel center differences between opengl/d3d9/d3d10.
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@ -218,13 +218,13 @@ CanvasLayerD3D9::RenderLayer()
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quadTransform[0][0] = (float)mBounds.width;
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if (mNeedsYFlip) {
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quadTransform[1][1] = (float)-mBounds.height;
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quadTransform[3][1] = (float)mBounds.height - 0.5f;
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quadTransform[3][1] = (float)mBounds.height;
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} else {
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quadTransform[1][1] = (float)mBounds.height;
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quadTransform[3][1] = -0.5f;
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quadTransform[3][1] = 0.0f;
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}
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = -0.5f;
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quadTransform[3][0] = 0.0f;
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quadTransform[3][3] = 1.0f;
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device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
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@ -239,8 +239,8 @@ ContainerLayerD3D9::RenderLayer()
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quadTransform[0][0] = (float)visibleRect.width;
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quadTransform[1][1] = (float)visibleRect.height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = (float)visibleRect.x - 0.5f;
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quadTransform[3][1] = (float)visibleRect.y - 0.5f;
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quadTransform[3][0] = (float)visibleRect.x;
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quadTransform[3][1] = (float)visibleRect.y;
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quadTransform[3][3] = 1.0f;
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device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
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@ -172,8 +172,8 @@ ImageLayerD3D9::RenderLayer()
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* beyond all edges.
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*/
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memset(&quadTransform, 0, sizeof(quadTransform));
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quadTransform[0][0] = (float)yuvImage->mSize.width + 0.5f;
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quadTransform[1][1] = (float)yuvImage->mSize.height + 0.5f;
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quadTransform[0][0] = (float)yuvImage->mSize.width;
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quadTransform[1][1] = (float)yuvImage->mSize.height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][3] = 1.0f;
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@ -226,8 +226,8 @@ ImageLayerD3D9::RenderLayer()
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* beyond all edges.
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*/
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memset(&quadTransform, 0, sizeof(quadTransform));
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quadTransform[0][0] = (float)cairoImage->mSize.width + 0.5f;
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quadTransform[1][1] = (float)cairoImage->mSize.height + 0.5f;
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quadTransform[0][0] = (float)cairoImage->mSize.width;
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quadTransform[1][1] = (float)cairoImage->mSize.height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][3] = 1.0f;
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@ -25,6 +25,7 @@
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//
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vs_2_0
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def c13, -0.5, 0, 0, 0
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dcl_position v0
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mul r0, v0.y, c1
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mad r0, c0, v0.x, r0
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@ -35,13 +36,14 @@
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mad r1, c6, r0.z, r1
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mad r0, c7, r0.w, r1
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add r0, r0, -c12
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add r0.xy, r0, c13.x
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mul r1, r0.y, c9
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mad r1, c8, r0.x, r1
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mad r1, c10, r0.z, r1
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mad oPos, c11, r0.w, r1
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mov oT0.xy, v0
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// approximately 14 instruction slots used
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// approximately 15 instruction slots used
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#endif
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const BYTE LayerQuadVS[] =
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@ -92,6 +94,10 @@ const BYTE LayerQuadVS[] =
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108, 101, 114, 32, 57, 46,
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50, 57, 46, 57, 53, 50,
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46, 51, 49, 49, 49, 0,
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81, 0, 0, 5, 13, 0,
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15, 160, 0, 0, 0, 191,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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31, 0, 0, 2, 0, 0,
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0, 128, 0, 0, 15, 144,
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5, 0, 0, 3, 0, 0,
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@ -122,22 +128,24 @@ const BYTE LayerQuadVS[] =
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228, 128, 2, 0, 0, 3,
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0, 0, 15, 128, 0, 0,
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228, 128, 12, 0, 228, 161,
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5, 0, 0, 3, 1, 0,
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15, 128, 0, 0, 85, 128,
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9, 0, 228, 160, 4, 0,
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2, 0, 0, 3, 0, 0,
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3, 128, 0, 0, 228, 128,
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13, 0, 0, 160, 5, 0,
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0, 3, 1, 0, 15, 128,
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0, 0, 85, 128, 9, 0,
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228, 160, 4, 0, 0, 4,
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1, 0, 15, 128, 8, 0,
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228, 160, 0, 0, 0, 128,
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1, 0, 228, 128, 4, 0,
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0, 4, 1, 0, 15, 128,
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8, 0, 228, 160, 0, 0,
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0, 128, 1, 0, 228, 128,
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4, 0, 0, 4, 1, 0,
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15, 128, 10, 0, 228, 160,
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0, 0, 170, 128, 1, 0,
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228, 128, 4, 0, 0, 4,
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0, 0, 15, 192, 11, 0,
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228, 160, 0, 0, 255, 128,
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1, 0, 228, 128, 1, 0,
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0, 2, 0, 0, 3, 224,
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0, 0, 228, 144, 255, 255,
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0, 0
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10, 0, 228, 160, 0, 0,
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170, 128, 1, 0, 228, 128,
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4, 0, 0, 4, 0, 0,
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15, 192, 11, 0, 228, 160,
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0, 0, 255, 128, 1, 0,
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228, 128, 1, 0, 0, 2,
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0, 0, 3, 224, 0, 0,
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228, 144, 255, 255, 0, 0
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};
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#if 0
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//
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@ -28,7 +28,13 @@ VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
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outp.vPosition = mul(mLayerQuadTransform, outp.vPosition);
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outp.vPosition = mul(mLayerTransform, outp.vPosition);
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outp.vPosition = outp.vPosition - vRenderTargetOffset;
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// adjust our vertices to match d3d9's pixel coordinate system
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// which has pixel centers at integer locations
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outp.vPosition.xy -= 0.5;
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outp.vPosition = mul(mProjection, outp.vPosition);
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outp.vTexCoords = aVertex.vPosition.xy;
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return outp;
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}
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@ -239,8 +239,8 @@ ThebesLayerD3D9::RenderLayer()
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quadTransform[0][0] = (float)visibleRect.width;
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quadTransform[1][1] = (float)visibleRect.height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = (float)visibleRect.x - 0.5f;
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quadTransform[3][1] = (float)visibleRect.y - 0.5f;
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quadTransform[3][0] = (float)visibleRect.x;
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quadTransform[3][1] = (float)visibleRect.y;
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quadTransform[3][3] = 1.0f;
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device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
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