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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/layers/d3d11/mlgshaders/blend-vs.hlsl
parentInitial commit. (diff)
downloadfirefox-upstream.tar.xz
firefox-upstream.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/layers/d3d11/mlgshaders/blend-vs.hlsl')
-rw-r--r--gfx/layers/d3d11/mlgshaders/blend-vs.hlsl52
1 files changed, 52 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/mlgshaders/blend-vs.hlsl b/gfx/layers/d3d11/mlgshaders/blend-vs.hlsl
new file mode 100644
index 0000000000..db873e34a2
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+++ b/gfx/layers/d3d11/mlgshaders/blend-vs.hlsl
@@ -0,0 +1,52 @@
+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+#include "common-vs.hlsl"
+#include "blend-common.hlsl"
+#include "textured-common.hlsl"
+
+cbuffer BlendConstants : register(b4)
+{
+ float4x4 mBackdropTransform;
+}
+
+float2 BackdropPosition(float4 aPosition)
+{
+ // Move the position from clip space (-1,1) into 0..1 space.
+ float2 pos;
+ pos.x = (aPosition.x + 1.0) / 2.0;
+ pos.y = 1.0 - (aPosition.y + 1.0) / 2.0;
+
+ return mul(mBackdropTransform, float4(pos.xy, 0, 1.0)).xy;
+}
+
+VS_BLEND_OUTPUT BlendImpl(const VertexInfo aInfo, float2 aTexCoord)
+{
+ VS_BLEND_OUTPUT output;
+ output.vPosition = aInfo.worldPos;
+ output.vTexCoords = aTexCoord;
+ output.vBackdropCoords = BackdropPosition(output.vPosition);
+ output.vLocalPos = aInfo.screenPos;
+ output.vClipRect = aInfo.clipRect;
+ output.vMaskCoords = aInfo.maskCoords;
+ return output;
+}
+
+VS_BLEND_OUTPUT BlendVertexVS(const VS_TEXTUREDVERTEX aVertex)
+{
+ float2 layerPos = UnitTriangleToPos(
+ aVertex.vUnitPos,
+ aVertex.vPos1,
+ aVertex.vPos2,
+ aVertex.vPos3);
+
+ float2 texCoord = UnitTriangleToPos(
+ aVertex.vUnitPos,
+ aVertex.vTexCoord1,
+ aVertex.vTexCoord2,
+ aVertex.vTexCoord3);
+
+ VertexInfo info = ComputePosition(layerPos, aVertex.vLayerId, aVertex.vDepth);
+ return BlendImpl(info, texCoord);
+}