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-rw-r--r--gfx/layers/d3d11/mlgshaders/textured-vs.hlsl49
1 files changed, 49 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/mlgshaders/textured-vs.hlsl b/gfx/layers/d3d11/mlgshaders/textured-vs.hlsl
new file mode 100644
index 0000000000..9475ec048d
--- /dev/null
+++ b/gfx/layers/d3d11/mlgshaders/textured-vs.hlsl
@@ -0,0 +1,49 @@
+/* -*- 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 "textured-common.hlsl"
+
+VS_SAMPLEOUTPUT TexturedQuadImpl(const VertexInfo aInfo, const float2 aTexCoord)
+{
+ VS_SAMPLEOUTPUT output;
+ output.vPosition = aInfo.worldPos;
+ output.vTexCoords = aTexCoord;
+ output.vLocalPos = aInfo.screenPos;
+ output.vClipRect = aInfo.clipRect;
+ output.vMaskCoords = aInfo.maskCoords;
+ return output;
+}
+
+VS_SAMPLEOUTPUT_CLIPPED TexturedQuadVS(const VS_TEXTUREDINPUT aVertex)
+{
+ float4 worldPos = ComputeClippedPosition(
+ aVertex.vPos,
+ aVertex.vRect,
+ aVertex.vLayerId,
+ aVertex.vDepth);
+
+ VS_SAMPLEOUTPUT_CLIPPED output;
+ output.vPosition = worldPos;
+ output.vTexCoords = UnitQuadToRect(aVertex.vPos, aVertex.vTexRect);
+ return output;
+}
+
+VS_SAMPLEOUTPUT TexturedVertexVS(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 TexturedQuadImpl(info, texCoord);
+}