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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/2d/ShadersD2D1.hlsl
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
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+/* -*- 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 constants : 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);
+}
+
+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);
+};
+