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Diffstat (limited to 'gfx/2d/ShadersD2D1.hlsl')
-rw-r--r-- | gfx/2d/ShadersD2D1.hlsl | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/gfx/2d/ShadersD2D1.hlsl b/gfx/2d/ShadersD2D1.hlsl new file mode 100644 index 0000000000..163b6b388f --- /dev/null +++ b/gfx/2d/ShadersD2D1.hlsl @@ -0,0 +1,162 @@ +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- + * 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/. */ + +Texture2D InputTexture : register(t0); +SamplerState InputSampler : register(s0); +Texture2D GradientTexture : register(t1); +SamplerState GradientSampler : register(s1); + +cbuffer radialGradientConstants : register(b0) +{ + // Precalculate as much as we can! + float3 diff : packoffset(c0.x); + float2 center1 : packoffset(c1.x); + float A : packoffset(c1.z); + float radius1 : packoffset(c1.w); + float sq_radius1 : packoffset(c2.x); + + // The next two values are used for a hack to compensate for an apparent + // bug in D2D where the GradientSampler SamplerState doesn't get the + // correct addressing modes. + float repeat_correct : packoffset(c2.y); + float allow_odd : packoffset(c2.z); + + float3x2 transform : packoffset(c3.x); +} + +cbuffer conicGradientConstants : register(b0) +{ + float2 center : packoffset(c0.x); + float angle : packoffset(c0.z); + float start_offset : packoffset(c0.w); + float end_offset : packoffset(c1.x); + + // The next two values are used for a hack to compensate for an apparent + // bug in D2D where the GradientSampler SamplerState doesn't get the + // correct addressing modes. + float repeat_correct_conic : packoffset(c1.y); + float allow_odd_conic : packoffset(c1.z); + + float3x2 transform_conic : packoffset(c2.x); +} + + +static const float M_PI = 3.14159265f; + +float4 SampleConicGradientPS( + float4 clipSpaceOutput : SV_POSITION, + float4 sceneSpaceOutput : SCENE_POSITION, + float4 texelSpaceInput0 : TEXCOORD0 + ) : SV_Target +{ + float2 p = float2(sceneSpaceOutput.x * transform_conic._11 + sceneSpaceOutput.y * transform_conic._21 + transform_conic._31, + sceneSpaceOutput.x * transform_conic._12 + sceneSpaceOutput.y * transform_conic._22 + transform_conic._32); + float2 dir = float2( + -(center.y - p.y), + (center.x - p.x)); + float vstart = start_offset; + float vend = end_offset; + float n = 1/(vend-vstart); + float current_angle = atan2(dir.y, dir.x)-angle; + float lambda = fmod(n*current_angle/M_PI/2+vend-vstart+.5,1); + float offset = lambda; + float4 output = GradientTexture.Sample(GradientSampler, float2(offset, 0.5)); + // Premultiply + output.rgb *= output.a; + // Multiply the output color by the input mask for the operation. + output *= InputTexture.Sample(InputSampler, texelSpaceInput0.xy); + + return output; +}; + +float4 SampleRadialGradientPS( + float4 clipSpaceOutput : SV_POSITION, + float4 sceneSpaceOutput : SCENE_POSITION, + float4 texelSpaceInput0 : TEXCOORD0 + ) : SV_Target +{ + // Radial gradient painting is defined as the set of circles whose centers + // are described by C(t) = (C2 - C1) * t + C1; with radii + // R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the + // quadratic equation that arises when calculating t for pixel (x, y). + // + // A more extensive derrivation can be found in the pixman radial gradient + // code. + + float2 p = float2(sceneSpaceOutput.x * transform._11 + sceneSpaceOutput.y * transform._21 + transform._31, + sceneSpaceOutput.x * transform._12 + sceneSpaceOutput.y * transform._22 + transform._32); + float3 dp = float3(p - center1, radius1); + + // dpx * dcx + dpy * dcy + r * dr + float B = dot(dp, diff); + + float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1; + + float det = pow(B, 2) - A * C; + + float sqrt_det = sqrt(abs(det)); + + float2 t = (B + float2(sqrt_det, -sqrt_det)) / A; + + float2 isValid = step(float2(-radius1, -radius1), t * diff.z); + + float upper_t = lerp(t.y, t.x, isValid.x); + + // Addressing mode bug work-around.. first let's see if we should consider odd repetitions separately. + float oddeven = abs(fmod(floor(upper_t), 2)) * allow_odd; + + // Now let's calculate even or odd addressing in a branchless manner. + float upper_t_repeated = ((upper_t - floor(upper_t)) * (1.0f - oddeven)) + ((ceil(upper_t) - upper_t) * oddeven); + + float4 output = GradientTexture.Sample(GradientSampler, float2(upper_t * (1.0f - repeat_correct) + upper_t_repeated * repeat_correct, 0.5)); + // Premultiply + output.rgb *= output.a; + // Multiply the output color by the input mask for the operation. + output *= InputTexture.Sample(InputSampler, texelSpaceInput0.xy); + + // In order to compile for PS_4_0_level_9_3 we need to be branchless. + // This is essentially returning nothing, i.e. bailing early if: + // det < 0 || max(isValid.x, isValid.y) <= 0 + return output * abs(step(max(isValid.x, isValid.y), 0) - 1.0f) * step(0, det); +}; + +float4 SampleRadialGradientA0PS( + float4 clipSpaceOutput : SV_POSITION, + float4 sceneSpaceOutput : SCENE_POSITION, + float4 texelSpaceInput0 : TEXCOORD0 + ) : SV_Target +{ + // This simpler shader is used for the degenerate case where A is 0, + // i.e. we're actually solving a linear equation. + + float2 p = float2(sceneSpaceOutput.x * transform._11 + sceneSpaceOutput.y * transform._21 + transform._31, + sceneSpaceOutput.x * transform._12 + sceneSpaceOutput.y * transform._22 + transform._32); + float3 dp = float3(p - center1, radius1); + + // dpx * dcx + dpy * dcy + r * dr + float B = dot(dp, diff); + + float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2); + + float t = 0.5 * C / B; + + // Addressing mode bug work-around.. first let's see if we should consider odd repetitions separately. + float oddeven = abs(fmod(floor(t), 2)) * allow_odd; + + // Now let's calculate even or odd addressing in a branchless manner. + float t_repeated = ((t - floor(t)) * (1.0f - oddeven)) + ((ceil(t) - t) * oddeven); + + float4 output = GradientTexture.Sample(GradientSampler, float2(t * (1.0f - repeat_correct) + t_repeated * repeat_correct, 0.5)); + // Premultiply + output.rgb *= output.a; + // Multiply the output color by the input mask for the operation. + output *= InputTexture.Sample(InputSampler, texelSpaceInput0.xy); + + // In order to compile for PS_4_0_level_9_3 we need to be branchless. + // This is essentially returning nothing, i.e. bailing early if: + // -radius1 >= t * diff.z + return output * abs(step(t * diff.z, -radius1) - 1.0f); +}; + |