/* -*- 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 "BlendingHelpers.hlslh"
#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);
rect vMaskQuad : register(vs, c11);
float4x4 mBackdropTransform : register(vs, c12);

float4 fLayerColor : register(ps, c0);
float fLayerOpacity : register(ps, c1);

// x = layer type
// y = mask type
// z = blend op
// w = is premultiplied
uint4 iBlendConfig : register(ps, c2);

row_major float3x3 mYuvColorMatrix : register(ps, c3);

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);
Texture2D tRGBWhite : register(ps, t4);
Texture2D tMask : register(ps, t5);
Texture2D tBackdrop : register(ps, t6);

struct VS_INPUT {
  float2 vPosition : POSITION;
};

struct VS_OUTPUT {
  float4 vPosition : SV_Position;
  float2 vTexCoords : TEXCOORD0;
};

struct VS_MASK_OUTPUT {
  float4 vPosition : SV_Position;
  float2 vTexCoords : TEXCOORD0;
  float3 vMaskCoords : TEXCOORD1;
};

// Combined struct for the mix-blend compatible vertex shaders.
struct VS_BLEND_OUTPUT {
  float4 vPosition : SV_Position;
  float2 vTexCoords : TEXCOORD0;
  float3 vMaskCoords : TEXCOORD1;
  float2 vBackdropCoords : TEXCOORD2;
};

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;
}

float2 BackdropPosition(float4 aPosition)
{
  // Move the position from clip space (-1,1) into 0..1 space.
  float2 pos;
  pos.x = (aPosition.x + 1.0) / 2.0;
  pos.y = 1.0 - (aPosition.y + 1.0) / 2.0;

  return mul(mBackdropTransform, float4(pos.xy, 0, 1.0)).xy;
}

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;
}

VS_MASK_OUTPUT LayerQuadMaskVS(const VS_INPUT aVertex)
{
  VS_MASK_OUTPUT outp;
  float4 position = TransformedPosition(aVertex.vPosition);

  outp.vPosition = VertexPosition(position);

  // calculate the position on the mask texture
  outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
  outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
  // We use the w coord to do non-perspective correct interpolation:
  // the quad might be transformed in 3D, in which case it will have some
  // perspective. The graphics card will do perspective-correct interpolation
  // of the texture, but our mask is already transformed and so we require
  // linear interpolation. Therefore, we must correct the interpolation
  // ourselves, we do this by multiplying all coords by w here, and dividing by
  // w in the pixel shader (post-interpolation), we pass w in outp.vMaskCoords.z.
  // See http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness
  outp.vMaskCoords.z = 1;
  outp.vMaskCoords *= position.w;

  outp.vTexCoords = TexCoords(aVertex.vPosition.xy);

  return outp;
}

float4 RGBAShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
{
  float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
  float mask = tMask.Sample(sSampler, maskCoords).r;
  return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity * mask;
}

float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
{
  float4 result;
  result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
  result.a = fLayerOpacity;

  float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
  float mask = tMask.Sample(sSampler, maskCoords).r;
  return result * mask;
}

/* 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;
  float4 color;

  yuv.x = tY.Sample(sSampler, aTexCoords).r  - 0.06275;
  yuv.y = tCb.Sample(sSampler, aTexCoords).r - 0.50196;
  yuv.z = tCr.Sample(sSampler, aTexCoords).r - 0.50196;

  color.rgb = mul(mYuvColorMatrix, yuv);
  color.a = 1.0f;

  return color;
}

float4 YCbCrShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
{
  float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
  float mask = tMask.Sample(sSampler, maskCoords).r;

  return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity * mask;
}

PS_OUTPUT ComponentAlphaShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
{
  PS_OUTPUT result;

  result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords);
  result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc;
  result.vSrc.a = result.vAlpha.g;

  float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
  float mask = tMask.Sample(sSampler, maskCoords).r;
  result.vSrc *= fLayerOpacity * mask;
  result.vAlpha *= fLayerOpacity * mask;

  return result;
}

float4 SolidColorShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
{
  float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
  float mask = tMask.Sample(sSampler, maskCoords).r;
  return fLayerColor * mask;
}

/*
 *  Un-masked versions
 *************************************************************
 */
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;
}

PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target
{
  PS_OUTPUT result;

  result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords);
  result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc;
  result.vSrc.a = result.vAlpha.g;
  result.vSrc *= fLayerOpacity;
  result.vAlpha *= fLayerOpacity;
  return result;
}

float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target
{
  return fLayerColor;
}

// Mix-blend compatible vertex shaders.
VS_BLEND_OUTPUT LayerQuadBlendVS(const VS_INPUT aVertex)
{
  VS_OUTPUT v = LayerQuadVS(aVertex);

  VS_BLEND_OUTPUT o;
  o.vPosition = v.vPosition;
  o.vTexCoords = v.vTexCoords;
  o.vMaskCoords = float3(0, 0, 0);
  o.vBackdropCoords = BackdropPosition(v.vPosition);
  return o;
}

VS_BLEND_OUTPUT LayerQuadBlendMaskVS(const VS_INPUT aVertex)
{
  VS_MASK_OUTPUT v = LayerQuadMaskVS(aVertex);

  VS_BLEND_OUTPUT o;
  o.vPosition = v.vPosition;
  o.vTexCoords = v.vTexCoords;
  o.vMaskCoords = v.vMaskCoords;
  o.vBackdropCoords = BackdropPosition(v.vPosition);
  return o;
}

// The layer type and mask type are specified as constants. We use these to
// call the correct pixel shader to determine the source color for blending.
// Unfortunately this also requires some boilerplate to convert VS_BLEND_OUTPUT
// to a compatible pixel shader input.
float4 ComputeBlendSourceColor(const VS_BLEND_OUTPUT aVertex)
{
  if (iBlendConfig.y == PS_MASK_NONE) {
    VS_OUTPUT tmp;
    tmp.vPosition = aVertex.vPosition;
    tmp.vTexCoords = aVertex.vTexCoords;
    if (iBlendConfig.x == PS_LAYER_RGB) {
      return RGBShader(tmp);
    } else if (iBlendConfig.x == PS_LAYER_RGBA) {
      return RGBAShader(tmp);
    } else if (iBlendConfig.x == PS_LAYER_YCBCR) {
      return YCbCrShader(tmp);
    }
    return SolidColorShader(tmp);
  } else if (iBlendConfig.y == PS_MASK) {
    VS_MASK_OUTPUT tmp;
    tmp.vPosition = aVertex.vPosition;
    tmp.vTexCoords = aVertex.vTexCoords;
    tmp.vMaskCoords = aVertex.vMaskCoords;

    if (iBlendConfig.x == PS_LAYER_RGB) {
      return RGBShaderMask(tmp);
    } else if (iBlendConfig.x == PS_LAYER_RGBA) {
      return RGBAShaderMask(tmp);
    } else if (iBlendConfig.x == PS_LAYER_YCBCR) {
      return YCbCrShaderMask(tmp);
    }
    return SolidColorShaderMask(tmp);
  }

  return float4(0.0, 0.0, 0.0, 1.0);
}

float3 ChooseBlendFunc(float3 dest, float3 src)
{
  [flatten] switch (iBlendConfig.z) {
    case PS_BLEND_MULTIPLY:
      return BlendMultiply(dest, src);
    case PS_BLEND_SCREEN:
      return BlendScreen(dest, src);
    case PS_BLEND_OVERLAY:
      return BlendOverlay(dest, src);
    case PS_BLEND_DARKEN:
      return BlendDarken(dest, src);
    case PS_BLEND_LIGHTEN:
      return BlendLighten(dest, src);
    case PS_BLEND_COLOR_DODGE:
      return BlendColorDodge(dest, src);
    case PS_BLEND_COLOR_BURN:
      return BlendColorBurn(dest, src);
    case PS_BLEND_HARD_LIGHT:
      return BlendHardLight(dest, src);
    case PS_BLEND_SOFT_LIGHT:
      return BlendSoftLight(dest, src);
    case PS_BLEND_DIFFERENCE:
      return BlendDifference(dest, src);
    case PS_BLEND_EXCLUSION:
      return BlendExclusion(dest, src);
    case PS_BLEND_HUE:
      return BlendHue(dest, src);
    case PS_BLEND_SATURATION:
      return BlendSaturation(dest, src);
    case PS_BLEND_COLOR:
      return BlendColor(dest, src);
    case PS_BLEND_LUMINOSITY:
      return BlendLuminosity(dest, src);
    default:
      return float3(0, 0, 0);
  }
}

float4 BlendShader(const VS_BLEND_OUTPUT aVertex) : SV_Target
{
  float4 backdrop = tBackdrop.Sample(sSampler, aVertex.vBackdropCoords.xy);
  float4 source = ComputeBlendSourceColor(aVertex);

  // Shortcut when the backdrop or source alpha is 0, otherwise we may leak
  // infinity into the blend function and return incorrect results.
  if (backdrop.a == 0.0) {
    return source;
  }
  if (source.a == 0.0) {
    return float4(0, 0, 0, 0);
  }

  // The spec assumes there is no premultiplied alpha. The backdrop is always
  // premultiplied, so undo the premultiply. If the source is premultiplied we
  // must fix that as well.
  backdrop.rgb /= backdrop.a;
  if (iBlendConfig.w) {
    source.rgb /= source.a;
  }

  float4 result;
  result.rgb = ChooseBlendFunc(backdrop.rgb, source.rgb);
  result.a = source.a;

  // Factor backdrop alpha, then premultiply for the final OP_OVER.
  result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
  result.rgb *= result.a;
  return result;
}