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/* -*- 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;
}