186 lines
5.2 KiB
HLSL
186 lines
5.2 KiB
HLSL
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "BlendShaderConstants.h"
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typedef float4 rect;
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float4x4 mLayerTransform : register(vs, c0);
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float4x4 mProjection : register(vs, c4);
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float4 vRenderTargetOffset : register(vs, c8);
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rect vTextureCoords : register(vs, c9);
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rect vLayerQuad : register(vs, c10);
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float4 fLayerColor : register(ps, c0);
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float fLayerOpacity : register(ps, c1);
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// x = layer type
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// y = mask type
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// z = blend op
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// w = is premultiplied
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float fCoefficient : register(ps, c3);
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row_major float3x3 mYuvColorMatrix : register(ps, c4);
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sampler sSampler : register(ps, s0);
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// The mix-blend mega shader uses all variables, so we have to make sure they
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// are assigned fixed slots.
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Texture2D tRGB : register(ps, t0);
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Texture2D tY : register(ps, t1);
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Texture2D tCb : register(ps, t2);
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Texture2D tCr : register(ps, t3);
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struct VS_INPUT {
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float2 vPosition : POSITION;
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};
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struct VS_TEX_INPUT {
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float2 vPosition : POSITION;
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float2 vTexCoords : TEXCOORD0;
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};
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struct VS_OUTPUT {
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float4 vPosition : SV_Position;
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float2 vTexCoords : TEXCOORD0;
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};
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struct PS_OUTPUT {
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float4 vSrc;
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float4 vAlpha;
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};
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float2 TexCoords(const float2 aPosition)
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{
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float2 result;
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const float2 size = vTextureCoords.zw;
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result.x = vTextureCoords.x + aPosition.x * size.x;
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result.y = vTextureCoords.y + aPosition.y * size.y;
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return result;
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}
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SamplerState LayerTextureSamplerLinear
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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float4 TransformedPosition(float2 aInPosition)
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{
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// the current vertex's position on the quad
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// [x,y,0,1] is mandated by the CSS Transforms spec as the point value to transform
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float4 position = float4(0, 0, 0, 1);
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// We use 4 component floats to uniquely describe a rectangle, by the structure
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// of x, y, width, height. This allows us to easily generate the 4 corners
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// of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
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// stream source for our LayerQuad vertex shader. We do this by doing:
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// Xout = x + Xin * width
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// Yout = y + Yin * height
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float2 size = vLayerQuad.zw;
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position.x = vLayerQuad.x + aInPosition.x * size.x;
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position.y = vLayerQuad.y + aInPosition.y * size.y;
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position = mul(mLayerTransform, position);
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return position;
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}
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float4 VertexPosition(float4 aTransformedPosition)
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{
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float4 result;
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result.w = aTransformedPosition.w;
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result.xyz = aTransformedPosition.xyz / aTransformedPosition.w;
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result -= vRenderTargetOffset;
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result.xyz *= result.w;
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result = mul(mProjection, result);
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return result;
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}
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VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
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{
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VS_OUTPUT outp;
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float4 position = TransformedPosition(aVertex.vPosition);
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outp.vPosition = VertexPosition(position);
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outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
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return outp;
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}
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/* From Rec601:
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[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
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[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
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[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
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For [0,1] instead of [0,255], and to 5 places:
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[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
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[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
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[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
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From Rec709:
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[R] [1.1643835616438356, 4.2781193979771426e-17, 1.7927410714285714] [ Y - 16]
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[G] = [1.1643835616438358, -0.21324861427372963, -0.532909328559444] x [Cb - 128]
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[B] [1.1643835616438356, 2.1124017857142854, 0.0] [Cr - 128]
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For [0,1] instead of [0,255], and to 5 places:
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[R] [1.16438, 0.00000, 1.79274] [ Y - 0.06275]
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[G] = [1.16438, -0.21325, -0.53291] x [Cb - 0.50196]
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[B] [1.16438, 2.11240, 0.00000] [Cr - 0.50196]
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*/
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float4 CalculateYCbCrColor(const float2 aTexCoords)
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{
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float3 yuv = float3(
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tY.Sample(sSampler, aTexCoords).r,
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tCb.Sample(sSampler, aTexCoords).r,
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tCr.Sample(sSampler, aTexCoords).r);
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yuv = yuv * fCoefficient - float3(0.06275, 0.50196, 0.50196);
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return float4(mul(mYuvColorMatrix, yuv), 1.0);
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}
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float4 CalculateNV12Color(const float2 aTexCoords)
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{
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float3 yuv = float3(
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tY.Sample(sSampler, aTexCoords).r,
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tCb.Sample(sSampler, aTexCoords).r,
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tCb.Sample(sSampler, aTexCoords).g);
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yuv = yuv * fCoefficient - float3(0.06275, 0.50196, 0.50196);
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return float4(mul(mYuvColorMatrix, yuv), 1.0);
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}
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float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return fLayerColor;
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}
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float4 RGBAShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 RGBShader(const VS_OUTPUT aVertex) : SV_Target
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{
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float4 result;
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result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
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result.a = fLayerOpacity;
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return result;
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}
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float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 NV12Shader(const VS_OUTPUT aVertex) : SV_Target
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{
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return CalculateNV12Color(aVertex.vTexCoords) * fLayerOpacity;
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}
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