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-rw-r--r--third_party/rust/gfx-backend-dx11/shaders/blit.hlsl63
1 files changed, 63 insertions, 0 deletions
diff --git a/third_party/rust/gfx-backend-dx11/shaders/blit.hlsl b/third_party/rust/gfx-backend-dx11/shaders/blit.hlsl
new file mode 100644
index 0000000000..f627e5c9b9
--- /dev/null
+++ b/third_party/rust/gfx-backend-dx11/shaders/blit.hlsl
@@ -0,0 +1,63 @@
+cbuffer Region : register(b0) {
+ float2 offset;
+ float2 extent;
+ float z;
+ float level;
+};
+
+struct VsOutput {
+ float4 pos: SV_POSITION;
+ float4 uv: TEXCOORD0;
+};
+
+// Create a screen filling triangle
+VsOutput vs_blit_2d(uint id: SV_VertexID) {
+ float2 coord = float2((id << 1) & 2, id & 2);
+ VsOutput output = {
+ float4(float2(-1.0, 1.0) + coord * float2(2.0, -2.0), 0.0, 1.0),
+ float4(offset + coord * extent, z, level)
+ };
+ return output;
+}
+
+SamplerState BlitSampler : register(s0);
+
+Texture2DArray<uint4> BlitSrc_Uint : register(t0);
+Texture2DArray<int4> BlitSrc_Sint : register(t0);
+Texture2DArray<float4> BlitSrc_Float : register(t0);
+
+// TODO: get rid of GetDimensions call
+uint4 Nearest_Uint(float4 uv)
+{
+ float4 size;
+ BlitSrc_Uint.GetDimensions(0, size.x, size.y, size.z, size.w);
+
+ float2 pix = uv.xy * size.xy;
+
+ return BlitSrc_Uint.Load(int4(int2(pix), uv.zw));
+}
+
+int4 Nearest_Sint(float4 uv)
+{
+ float4 size;
+ BlitSrc_Sint.GetDimensions(0, size.x, size.y, size.z, size.w);
+
+ float2 pix = uv.xy * size.xy;
+
+ return BlitSrc_Sint.Load(int4(int2(pix), uv.zw));
+}
+
+uint4 ps_blit_2d_uint(VsOutput input) : SV_Target
+{
+ return Nearest_Uint(input.uv);
+}
+
+int4 ps_blit_2d_int(VsOutput input) : SV_Target
+{
+ return Nearest_Sint(input.uv);
+}
+
+float4 ps_blit_2d_float(VsOutput input) : SV_Target
+{
+ return BlitSrc_Float.SampleLevel(BlitSampler, input.uv.xyz, input.uv.w);
+}