mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
783a3434f0
We were accidentally squaring alpha this caused our surface to end up with superluminescent values. Fix this by only multiplying alpha with the color componenets and not itself.
337 lines
12 KiB
HLSL
337 lines
12 KiB
HLSL
// We store vertex coordinates and the quad shape in a constant buffer, this is
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// easy to update and allows us to use a single call to set the x, y, w, h of
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// the quad.
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// The QuadDesc and TexCoords both work as follows:
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// The x component is the quad left point, the y component is the top point
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// the z component is the width, and the w component is the height. The quad
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// are specified in viewport coordinates, i.e. { -1.0f, 1.0f, 2.0f, -2.0f }
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// would cover the entire viewport (which runs from <-1.0f, 1.0f> left to right
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// and <-1.0f, 1.0f> -bottom- to top. The TexCoords desc is specified in texture
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// space <0, 1.0f> left to right and top to bottom. The input vertices of the
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// shader stage always form a rectangle from {0, 0} - {1, 1}
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cbuffer cb0
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{
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float4 QuadDesc;
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float4 TexCoords;
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float4 MaskTexCoords;
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}
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cbuffer cb1
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{
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float4 BlurOffsetsH[3];
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float4 BlurOffsetsV[3];
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float4 BlurWeights[3];
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float4 ShadowColor;
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}
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cbuffer cb2
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{
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float3x3 DeviceSpaceToUserSpace;
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float2 dimensions;
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// Precalculate as much as we can!
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float3 diff;
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float2 center1;
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float A;
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float radius1;
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float sq_radius1;
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}
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struct VS_OUTPUT
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{
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD0;
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float2 MaskTexCoord : TEXCOORD1;
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};
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struct VS_RADIAL_OUTPUT
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{
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float4 Position : SV_Position;
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float2 MaskTexCoord : TEXCOORD0;
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float2 PixelCoord : TEXCOORD1;
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};
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Texture2D tex;
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Texture2D mask;
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sampler sSampler = sampler_state {
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Filter = MIN_MAG_MIP_LINEAR;
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Texture = tex;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler sMaskSampler = sampler_state {
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Filter = MIN_MAG_MIP_LINEAR;
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Texture = mask;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler sShadowSampler = sampler_state {
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Filter = MIN_MAG_MIP_LINEAR;
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Texture = tex;
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AddressU = Border;
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AddressV = Border;
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BorderColor = float4(0, 0, 0, 0);
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};
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RasterizerState TextureRast
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{
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ScissorEnable = False;
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CullMode = None;
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};
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BlendState ShadowBlendH
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{
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BlendEnable[0] = False;
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RenderTargetWriteMask[0] = 0xF;
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};
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BlendState ShadowBlendV
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{
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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] = 0xF;
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};
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VS_OUTPUT SampleTextureVS(float3 pos : POSITION)
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{
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VS_OUTPUT Output;
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Output.Position.w = 1.0f;
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Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
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Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
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Output.Position.z = 0;
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Output.TexCoord.x = pos.x * TexCoords.z + TexCoords.x;
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Output.TexCoord.y = pos.y * TexCoords.w + TexCoords.y;
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Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
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Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
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return Output;
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}
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VS_RADIAL_OUTPUT SampleRadialVS(float3 pos : POSITION)
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{
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VS_RADIAL_OUTPUT Output;
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Output.Position.w = 1.0f;
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Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
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Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
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Output.Position.z = 0;
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Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
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Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
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// For the radial gradient pixel shader we need to pass in the pixel's
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// coordinates in user space for the color to be correctly determined.
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Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions.x;
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Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions.y;
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Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace).xy;
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return Output;
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}
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float4 SampleTexturePS( VS_OUTPUT In) : SV_Target
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{
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return tex.Sample(sSampler, In.TexCoord);
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};
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float4 SampleMaskTexturePS( VS_OUTPUT In) : SV_Target
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{
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return tex.Sample(sSampler, In.TexCoord) * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
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};
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float4 SampleRadialGradientPS( VS_RADIAL_OUTPUT In) : SV_Target
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{
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// Radial gradient painting is defined as the set of circles whose centers
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// are described by C(t) = (C2 - C1) * t + C1; with radii
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// R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the
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// quadratic equation that arises when calculating t for pixel (x, y).
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//
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// A more extensive derrivation can be found in the pixman radial gradient
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// code.
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float2 p = In.PixelCoord;
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float3 dp = float3(p - center1, radius1);
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// dpx * dcx + dpy * dcy + r * dr
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float B = dot(dp, diff);
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float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1;
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float det = pow(B, 2) - A * C;
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if (det < 0) {
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return float4(0, 0, 0, 0);
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}
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float sqrt_det = sqrt(abs(det));
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float2 t = (B + float2(sqrt_det, -sqrt_det)) / A;
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float2 isValid = step(float2(-radius1, -radius1), t * diff.z);
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if (max(isValid.x, isValid.y) <= 0) {
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return float4(0, 0, 0, 0);
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}
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float upper_t = lerp(t.y, t.x, isValid.x);
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float4 output = tex.Sample(sSampler, float2(upper_t, 0.5));
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// Premultiply
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output.rgb *= output.a;
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// Multiply the output color by the input mask for the operation.
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output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
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return output;
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};
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float4 SampleRadialGradientA0PS( VS_RADIAL_OUTPUT In) : SV_Target
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{
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// This simpler shader is used for the degenerate case where A is 0,
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// i.e. we're actually solving a linear equation.
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float2 p = In.PixelCoord;
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float3 dp = float3(p - center1, radius1);
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// dpx * dcx + dpy * dcy + r * dr
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float B = dot(dp, diff);
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float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2);
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float t = 0.5 * C / B;
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if (-radius1 >= t * diff.z) {
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return float4(0, 0, 0, 0);
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}
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float4 output = tex.Sample(sSampler, float2(t, 0.5));
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// Premultiply
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output.rgb *= output.a;
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// Multiply the output color by the input mask for the operation.
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output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
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return output;
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};
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float4 SampleShadowHPS( VS_OUTPUT In) : SV_Target
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{
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float outputStrength = 0;
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outputStrength += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].x, In.TexCoord.y)).a;
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outputStrength += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].y, In.TexCoord.y)).a;
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outputStrength += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].z, In.TexCoord.y)).a;
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outputStrength += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].w, In.TexCoord.y)).a;
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outputStrength += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].x, In.TexCoord.y)).a;
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outputStrength += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].y, In.TexCoord.y)).a;
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outputStrength += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].z, In.TexCoord.y)).a;
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outputStrength += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].w, In.TexCoord.y)).a;
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outputStrength += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[2].x, In.TexCoord.y)).a;
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return ShadowColor * outputStrength;
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};
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float4 SampleShadowVPS( VS_OUTPUT In) : SV_Target
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{
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float4 outputColor = float4(0, 0, 0, 0);
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outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x));
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outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y));
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outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z));
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outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w));
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outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x));
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outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y));
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outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z));
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outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w));
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outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x));
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return outputColor;
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};
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float4 SampleMaskShadowVPS( VS_OUTPUT In) : SV_Target
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{
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float4 outputColor = float4(0, 0, 0, 0);
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outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x));
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outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y));
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outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z));
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outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w));
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outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x));
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outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y));
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outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z));
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outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w));
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outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x));
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return outputColor * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
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};
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technique10 SampleTexture
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{
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pass P0
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTexturePS()));
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}
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}
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technique10 SampleRadialGradient
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{
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pass P0
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS()));
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}
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pass P1
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS()));
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}
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}
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technique10 SampleMaskedTexture
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{
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pass P0
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskTexturePS()));
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}
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}
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technique10 SampleTextureWithShadow
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{
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// Horizontal pass
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pass P0
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{
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SetRasterizerState(TextureRast);
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SetBlendState(ShadowBlendH, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowHPS()));
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}
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// Vertical pass
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pass P1
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{
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SetRasterizerState(TextureRast);
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SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowVPS()));
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}
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// Vertical pass - used when using a mask
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pass P2
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{
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SetRasterizerState(TextureRast);
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SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskShadowVPS()));
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}
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}
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