mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
250 lines
6.6 KiB
HLSL
250 lines
6.6 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
|
|
};
|
|
|
|
RasterizerState LayerRast
|
|
{
|
|
ScissorEnable = True;
|
|
CullMode = None;
|
|
};
|
|
|
|
Texture2D tRGB;
|
|
Texture2D tY;
|
|
Texture2D tCb;
|
|
Texture2D tCr;
|
|
|
|
SamplerState LayerTextureSamplerLinear
|
|
{
|
|
Filter = MIN_MAG_MIP_LINEAR;
|
|
AddressU = Wrap;
|
|
AddressV = Wrap;
|
|
};
|
|
|
|
SamplerState LayerTextureSamplerPoint
|
|
{
|
|
Filter = MIN_MAG_MIP_POINT;
|
|
AddressU = Wrap;
|
|
AddressV = Wrap;
|
|
};
|
|
|
|
struct VS_INPUT {
|
|
float2 vPosition : POSITION;
|
|
};
|
|
|
|
struct VS_OUTPUT {
|
|
float4 vPosition : SV_Position;
|
|
float2 vTexCoords : TEXCOORD0;
|
|
};
|
|
|
|
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 = outp.vPosition - vRenderTargetOffset;
|
|
|
|
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;
|
|
}
|
|
|
|
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 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() ) );
|
|
}
|
|
}
|