mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
583 lines
16 KiB
HLSL
583 lines
16 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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rect vMaskQuad;
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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 NoBlendDual
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{
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AlphaToCoverageEnable = FALSE;
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BlendEnable[0] = FALSE;
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BlendEnable[1] = FALSE;
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RenderTargetWriteMask[0] = 0x0F; // All
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RenderTargetWriteMask[1] = 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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Texture2D tMask;
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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 VS_MASK_OUTPUT {
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float4 vPosition : SV_Position;
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float2 vTexCoords : TEXCOORD0;
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float2 vMaskCoords : TEXCOORD1;
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};
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struct VS_MASK_3D_OUTPUT {
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float4 vPosition : SV_Position;
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float2 vTexCoords : TEXCOORD0;
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float3 vMaskCoords : TEXCOORD1;
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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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struct PS_DUAL_OUTPUT {
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float4 vOutput1 : SV_Target0;
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float4 vOutput2 : SV_Target1;
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};
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float2 TexCoords(const float2 aPosition)
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{
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float2 result;
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const float2 size = vTextureCoords.zw;
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result.x = vTextureCoords.x + aPosition.x * size.x;
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result.y = vTextureCoords.y + aPosition.y * size.y;
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return result;
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}
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float4 TransformedPostion(float2 aInPosition)
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{
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// the current vertex's position on the quad
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float4 position = float4(0, 0, 0, 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 size = vLayerQuad.zw;
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position.x = vLayerQuad.x + aInPosition.x * size.x;
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position.y = vLayerQuad.y + aInPosition.y * size.y;
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position = mul(mLayerTransform, position);
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return position;
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}
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float4 VertexPosition(float4 aTransformedPosition)
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{
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float4 result;
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result.w = aTransformedPosition.w;
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result.xyz = aTransformedPosition.xyz / aTransformedPosition.w;
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result -= vRenderTargetOffset;
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result.xyz *= result.w;
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result = mul(mProjection, result);
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return result;
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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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float4 position = TransformedPostion(aVertex.vPosition);
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outp.vPosition = VertexPosition(position);
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outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
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return outp;
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}
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VS_MASK_OUTPUT LayerQuadMaskVS(const VS_INPUT aVertex)
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{
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VS_MASK_OUTPUT outp;
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float4 position = TransformedPostion(aVertex.vPosition);
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outp.vPosition = VertexPosition(position);
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// calculate the position on the mask texture
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outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
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outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
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outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
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return outp;
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}
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VS_MASK_3D_OUTPUT LayerQuadMask3DVS(const VS_INPUT aVertex)
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{
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VS_MASK_3D_OUTPUT outp;
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float4 position = TransformedPostion(aVertex.vPosition);
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outp.vPosition = VertexPosition(position);
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// calculate the position on the mask texture
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position.xyz /= position.w;
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outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
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outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
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// We use the w coord to do non-perspective correct interpolation:
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// the quad might be transformed in 3D, in which case it will have some
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// perspective. The graphics card will do perspective-correct interpolation
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// of the texture, but our mask is already transformed and so we require
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// linear interpolation. Therefore, we must correct the interpolation
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// ourselves, we do this by multiplying all coords by w here, and dividing by
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// w in the pixel shader (post-interpolation), we pass w in outp.vMaskCoords.z.
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// See http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness
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outp.vMaskCoords.z = 1;
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outp.vMaskCoords *= position.w;
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outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
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return outp;
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}
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float4 RGBAShaderMask(const VS_MASK_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
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return tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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float4 RGBAShaderLinearMask3D(const VS_MASK_3D_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
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float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
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return tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
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{
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float4 result;
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result = tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity;
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result.a = fLayerOpacity;
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
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return result * mask;
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}
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float4 CalculateYCbCrColor(const float2 aTexCoords)
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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, aTexCoords).r - 0.5;
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yuv.g = tY.Sample(LayerTextureSamplerLinear, aTexCoords).r - 0.0625;
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yuv.b = tCb.Sample(LayerTextureSamplerLinear, aTexCoords).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;
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}
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float4 YCbCrShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
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return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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PS_OUTPUT ComponentAlphaShaderMask(const VS_MASK_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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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
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result.vSrc *= fLayerOpacity * mask;
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result.vAlpha *= fLayerOpacity * mask;
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return result;
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}
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float4 SolidColorShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
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return fLayerColor * mask;
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}
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/*
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* Un-masked versions
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*************************************************************
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*/
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float4 RGBAShader(const VS_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
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{
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return tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 RGBShader(const VS_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
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{
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float4 result;
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result = tRGB.Sample(aSampler, 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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return CalculateYCbCrColor(aVertex.vTexCoords) * 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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PS_DUAL_OUTPUT AlphaExtractionPrepareShader(const VS_OUTPUT aVertex)
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{
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PS_DUAL_OUTPUT result;
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result.vOutput1 = float4(0, 0, 0, 1);
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result.vOutput2 = float4(1, 1, 1, 1);
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return result;
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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, RGBShader(LayerTextureSamplerLinear) ) );
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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, RGBShader(LayerTextureSamplerPoint) ) );
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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, RGBAShader(LayerTextureSamplerLinear) ) );
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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, RGBAShader(LayerTextureSamplerLinear) ) );
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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, RGBAShader(LayerTextureSamplerPoint) ) );
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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, RGBAShader(LayerTextureSamplerPoint) ) );
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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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technique10 PrepareAlphaExtractionTextures
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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( NoBlendDual, 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, AlphaExtractionPrepareShader() ) );
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}
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}
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technique10 RenderRGBLayerPremulMask
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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, LayerQuadMaskVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderMask(LayerTextureSamplerLinear) ) );
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}
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}
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technique10 RenderRGBLayerPremulPointMask
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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, LayerQuadMaskVS() ) );
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SetGeometryShader( NULL );
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SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderMask(LayerTextureSamplerPoint) ) );
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}
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}
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technique10 RenderRGBALayerPremulMask
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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 );
|
|
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
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|
SetGeometryShader( NULL );
|
|
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerLinear) ) );
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|
}
|
|
}
|
|
|
|
technique10 RenderRGBALayerPremulMask3D
|
|
{
|
|
pass P0
|
|
{
|
|
SetRasterizerState( LayerRast );
|
|
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
|
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMask3DVS() ) );
|
|
SetGeometryShader( NULL );
|
|
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderLinearMask3D() ) );
|
|
}
|
|
}
|
|
|
|
technique10 RenderRGBALayerNonPremulMask
|
|
{
|
|
pass P0
|
|
{
|
|
SetRasterizerState( LayerRast );
|
|
SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
|
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
|
|
SetGeometryShader( NULL );
|
|
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerLinear) ) );
|
|
}
|
|
}
|
|
|
|
technique10 RenderRGBALayerPremulPointMask
|
|
{
|
|
pass P0
|
|
{
|
|
SetRasterizerState( LayerRast );
|
|
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
|
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
|
|
SetGeometryShader( NULL );
|
|
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerPoint) ) );
|
|
}
|
|
}
|
|
|
|
technique10 RenderRGBALayerNonPremulPointMask
|
|
{
|
|
pass P0
|
|
{
|
|
SetRasterizerState( LayerRast );
|
|
SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
|
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
|
|
SetGeometryShader( NULL );
|
|
SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerPoint) ) );
|
|
}
|
|
}
|
|
|
|
technique10 RenderYCbCrLayerMask
|
|
{
|
|
pass P0
|
|
{
|
|
SetRasterizerState( LayerRast );
|
|
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
|
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
|
|
SetGeometryShader( NULL );
|
|
SetPixelShader( CompileShader( ps_4_0_level_9_3, YCbCrShaderMask() ) );
|
|
}
|
|
}
|
|
|
|
technique10 RenderComponentAlphaLayerMask
|
|
{
|
|
Pass P0
|
|
{
|
|
SetRasterizerState( LayerRast );
|
|
SetBlendState( ComponentAlphaBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
|
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
|
|
SetGeometryShader( NULL );
|
|
SetPixelShader( CompileShader( ps_4_0_level_9_3, ComponentAlphaShaderMask() ) );
|
|
}
|
|
}
|
|
|
|
technique10 RenderSolidColorLayerMask
|
|
{
|
|
pass P0
|
|
{
|
|
SetRasterizerState( LayerRast );
|
|
SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
|
SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
|
|
SetGeometryShader( NULL );
|
|
SetPixelShader( CompileShader( ps_4_0_level_9_3, SolidColorShaderMask() ) );
|
|
}
|
|
}
|
|
|