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Diffstat (limited to 'gfx/layers/d3d11/CompositorD3D11.hlsl')
-rw-r--r-- | gfx/layers/d3d11/CompositorD3D11.hlsl | 421 |
1 files changed, 421 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/CompositorD3D11.hlsl b/gfx/layers/d3d11/CompositorD3D11.hlsl new file mode 100644 index 000000000..21175704b --- /dev/null +++ b/gfx/layers/d3d11/CompositorD3D11.hlsl @@ -0,0 +1,421 @@ +/* -*- 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; +} |