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/* $Id: d3d11blitter.hlsl $ */
/*
* Blitter for dxgiBlt/SVGA_3D_CMD_DX_PRESENTBLT.
*
* fxc /nologo /Fhd3d11blitter.hlsl.vs.h /Evs_blitter /Tvs_5_0 d3d11blitter.hlsl
* fxc /nologo /Fhd3d11blitter.hlsl.ps.h /Eps_blitter /Tps_5_0 d3d11blitter.hlsl
*/
/*
* Copyright (C) 2022-2023 Oracle and/or its affiliates.
*
* This file is part of VirtualBox base platform packages, as
* available from https://www.virtualbox.org.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation, in version 3 of the
* License.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <https://www.gnu.org/licenses>.
*
* SPDX-License-Identifier: GPL-3.0-only
*/
Texture2D t;
sampler s;
cbuffer VSParameters
{
float scaleX;
float scaleY;
float shiftX;
float shiftY;
};
struct VSInput
{
uint VertexID : SV_VertexID;
};
struct VSOutput
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 alpha : TEXCOORD1;
};
VSOutput vs_blitter(VSInput input)
{
VSOutput output;
float x = (input.VertexID & 1) ? 1.0f : -1.0f;
float y = (input.VertexID & 2) ? -1.0f : 1.0f;
x = x * scaleX + shiftX;
y = y * scaleY + shiftY;
output.position = float4(x, y, 0.0f, 1.0f);
output.texcoord.x = (input.VertexID & 1) ? 1.0f : 0.0f;
output.texcoord.y = (input.VertexID & 2) ? 1.0f : 0.0f;
output.alpha = float2(1.0f, 0.0f);
return output;
}
float4 ps_blitter(VSOutput input) : SV_TARGET
{
return float4(t.Sample(s, input.texcoord).rgb, input.alpha.x);
}
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