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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:22:09 +0000 |
commit | 43a97878ce14b72f0981164f87f2e35e14151312 (patch) | |
tree | 620249daf56c0258faa40cbdcf9cfba06de2a846 /gfx/layers/d3d11/CompositorD3D11.hlsl | |
parent | Initial commit. (diff) | |
download | firefox-43a97878ce14b72f0981164f87f2e35e14151312.tar.xz firefox-43a97878ce14b72f0981164f87f2e35e14151312.zip |
Adding upstream version 110.0.1.upstream/110.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/layers/d3d11/CompositorD3D11.hlsl')
-rw-r--r-- | gfx/layers/d3d11/CompositorD3D11.hlsl | 186 |
1 files changed, 186 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/CompositorD3D11.hlsl b/gfx/layers/d3d11/CompositorD3D11.hlsl new file mode 100644 index 0000000000..4e13011782 --- /dev/null +++ b/gfx/layers/d3d11/CompositorD3D11.hlsl @@ -0,0 +1,186 @@ +/* -*- 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 "BlendShaderConstants.h" + +typedef float4 rect; + +float4x4 mLayerTransform : register(vs, c0); +float4x4 mProjection : register(vs, c4); +float4 vRenderTargetOffset : register(vs, c8); +rect vTextureCoords : register(vs, c9); +rect vLayerQuad : register(vs, c10); + +float4 fLayerColor : register(ps, c0); +float fLayerOpacity : register(ps, c1); + +// x = layer type +// y = mask type +// z = blend op +// w = is premultiplied + +float fCoefficient : register(ps, c3); + +row_major float3x3 mYuvColorMatrix : register(ps, c4); + +sampler sSampler : register(ps, s0); + +// The mix-blend mega shader uses all variables, so we have to make sure they +// are assigned fixed slots. +Texture2D tRGB : register(ps, t0); +Texture2D tY : register(ps, t1); +Texture2D tCb : register(ps, t2); +Texture2D tCr : register(ps, t3); + +struct VS_INPUT { + float2 vPosition : POSITION; +}; + +struct VS_TEX_INPUT { + float2 vPosition : POSITION; + float2 vTexCoords : TEXCOORD0; +}; + +struct VS_OUTPUT { + float4 vPosition : SV_Position; + float2 vTexCoords : TEXCOORD0; +}; + +struct PS_OUTPUT { + float4 vSrc; + float4 vAlpha; +}; + +float2 TexCoords(const float2 aPosition) +{ + float2 result; + const float2 size = vTextureCoords.zw; + result.x = vTextureCoords.x + aPosition.x * size.x; + result.y = vTextureCoords.y + aPosition.y * size.y; + + return result; +} + +SamplerState LayerTextureSamplerLinear +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = Clamp; + AddressV = Clamp; +}; + +float4 TransformedPosition(float2 aInPosition) +{ + // the current vertex's position on the quad + // [x,y,0,1] is mandated by the CSS Transforms spec as the point value to transform + float4 position = float4(0, 0, 0, 1); + + // We use 4 component floats to uniquely describe a rectangle, by the structure + // of x, y, width, height. This allows us to easily generate the 4 corners + // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the + // stream source for our LayerQuad vertex shader. We do this by doing: + // Xout = x + Xin * width + // Yout = y + Yin * height + float2 size = vLayerQuad.zw; + position.x = vLayerQuad.x + aInPosition.x * size.x; + position.y = vLayerQuad.y + aInPosition.y * size.y; + + position = mul(mLayerTransform, position); + + return position; +} + +float4 VertexPosition(float4 aTransformedPosition) +{ + float4 result; + result.w = aTransformedPosition.w; + result.xyz = aTransformedPosition.xyz / aTransformedPosition.w; + result -= vRenderTargetOffset; + result.xyz *= result.w; + + result = mul(mProjection, result); + + return result; +} + +VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex) +{ + VS_OUTPUT outp; + float4 position = TransformedPosition(aVertex.vPosition); + + outp.vPosition = VertexPosition(position); + outp.vTexCoords = TexCoords(aVertex.vPosition.xy); + + return outp; +} + +/* From Rec601: +[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16] +[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128] +[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128] + +For [0,1] instead of [0,255], and to 5 places: +[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275] +[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196] +[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196] + +From Rec709: +[R] [1.1643835616438356, 4.2781193979771426e-17, 1.7927410714285714] [ Y - 16] +[G] = [1.1643835616438358, -0.21324861427372963, -0.532909328559444] x [Cb - 128] +[B] [1.1643835616438356, 2.1124017857142854, 0.0] [Cr - 128] + +For [0,1] instead of [0,255], and to 5 places: +[R] [1.16438, 0.00000, 1.79274] [ Y - 0.06275] +[G] = [1.16438, -0.21325, -0.53291] x [Cb - 0.50196] +[B] [1.16438, 2.11240, 0.00000] [Cr - 0.50196] +*/ +float4 CalculateYCbCrColor(const float2 aTexCoords) +{ + float3 yuv = float3( + tY.Sample(sSampler, aTexCoords).r, + tCb.Sample(sSampler, aTexCoords).r, + tCr.Sample(sSampler, aTexCoords).r); + yuv = yuv * fCoefficient - float3(0.06275, 0.50196, 0.50196); + + return float4(mul(mYuvColorMatrix, yuv), 1.0); +} + +float4 CalculateNV12Color(const float2 aTexCoords) +{ + float3 yuv = float3( + tY.Sample(sSampler, aTexCoords).r, + tCb.Sample(sSampler, aTexCoords).r, + tCb.Sample(sSampler, aTexCoords).g); + yuv = yuv * fCoefficient - float3(0.06275, 0.50196, 0.50196); + + return float4(mul(mYuvColorMatrix, yuv), 1.0); +} + +float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target +{ + return fLayerColor; +} + +float4 RGBAShader(const VS_OUTPUT aVertex) : SV_Target +{ + return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity; +} + +float4 RGBShader(const VS_OUTPUT aVertex) : SV_Target +{ + float4 result; + result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity; + result.a = fLayerOpacity; + return result; +} + +float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target +{ + return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity; +} + +float4 NV12Shader(const VS_OUTPUT aVertex) : SV_Target +{ + return CalculateNV12Color(aVertex.vTexCoords) * fLayerOpacity; +} |