Sat, 03 Jan 2015 20:18:00 +0100
Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.
michael@0 | 1 | /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- |
michael@0 | 2 | * This Source Code Form is subject to the terms of the Mozilla Public |
michael@0 | 3 | * License, v. 2.0. If a copy of the MPL was not distributed with this |
michael@0 | 4 | * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
michael@0 | 5 | |
michael@0 | 6 | typedef float4 rect; |
michael@0 | 7 | |
michael@0 | 8 | float4x4 mLayerTransform : register(vs, c0); |
michael@0 | 9 | float4x4 mProjection : register(vs, c4); |
michael@0 | 10 | float4 vRenderTargetOffset : register(vs, c8); |
michael@0 | 11 | rect vTextureCoords : register(vs, c9); |
michael@0 | 12 | rect vLayerQuad : register(vs, c10); |
michael@0 | 13 | rect vMaskQuad : register(vs, c11); |
michael@0 | 14 | |
michael@0 | 15 | float4 fLayerColor : register(ps, c0); |
michael@0 | 16 | float fLayerOpacity : register(ps, c1); |
michael@0 | 17 | |
michael@0 | 18 | sampler sSampler : register(ps, s0); |
michael@0 | 19 | |
michael@0 | 20 | Texture2D tRGB; |
michael@0 | 21 | Texture2D tY; |
michael@0 | 22 | Texture2D tCb; |
michael@0 | 23 | Texture2D tCr; |
michael@0 | 24 | Texture2D tRGBWhite; |
michael@0 | 25 | // Always bind this to slot 3 since this is always available! |
michael@0 | 26 | Texture2D tMask : register(ps, t3); |
michael@0 | 27 | |
michael@0 | 28 | struct VS_INPUT { |
michael@0 | 29 | float2 vPosition : POSITION; |
michael@0 | 30 | }; |
michael@0 | 31 | |
michael@0 | 32 | struct VS_OUTPUT { |
michael@0 | 33 | float4 vPosition : SV_Position; |
michael@0 | 34 | float2 vTexCoords : TEXCOORD0; |
michael@0 | 35 | }; |
michael@0 | 36 | |
michael@0 | 37 | struct VS_MASK_OUTPUT { |
michael@0 | 38 | float4 vPosition : SV_Position; |
michael@0 | 39 | float2 vTexCoords : TEXCOORD0; |
michael@0 | 40 | float2 vMaskCoords : TEXCOORD1; |
michael@0 | 41 | }; |
michael@0 | 42 | |
michael@0 | 43 | struct VS_MASK_3D_OUTPUT { |
michael@0 | 44 | float4 vPosition : SV_Position; |
michael@0 | 45 | float2 vTexCoords : TEXCOORD0; |
michael@0 | 46 | float3 vMaskCoords : TEXCOORD1; |
michael@0 | 47 | }; |
michael@0 | 48 | |
michael@0 | 49 | struct PS_OUTPUT { |
michael@0 | 50 | float4 vSrc; |
michael@0 | 51 | float4 vAlpha; |
michael@0 | 52 | }; |
michael@0 | 53 | |
michael@0 | 54 | float2 TexCoords(const float2 aPosition) |
michael@0 | 55 | { |
michael@0 | 56 | float2 result; |
michael@0 | 57 | const float2 size = vTextureCoords.zw; |
michael@0 | 58 | result.x = vTextureCoords.x + aPosition.x * size.x; |
michael@0 | 59 | result.y = vTextureCoords.y + aPosition.y * size.y; |
michael@0 | 60 | |
michael@0 | 61 | return result; |
michael@0 | 62 | } |
michael@0 | 63 | |
michael@0 | 64 | SamplerState LayerTextureSamplerLinear |
michael@0 | 65 | { |
michael@0 | 66 | Filter = MIN_MAG_MIP_LINEAR; |
michael@0 | 67 | AddressU = Clamp; |
michael@0 | 68 | AddressV = Clamp; |
michael@0 | 69 | }; |
michael@0 | 70 | |
michael@0 | 71 | float4 TransformedPosition(float2 aInPosition) |
michael@0 | 72 | { |
michael@0 | 73 | // the current vertex's position on the quad |
michael@0 | 74 | float4 position = float4(0, 0, 0, 1); |
michael@0 | 75 | |
michael@0 | 76 | // We use 4 component floats to uniquely describe a rectangle, by the structure |
michael@0 | 77 | // of x, y, width, height. This allows us to easily generate the 4 corners |
michael@0 | 78 | // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the |
michael@0 | 79 | // stream source for our LayerQuad vertex shader. We do this by doing: |
michael@0 | 80 | // Xout = x + Xin * width |
michael@0 | 81 | // Yout = y + Yin * height |
michael@0 | 82 | float2 size = vLayerQuad.zw; |
michael@0 | 83 | position.x = vLayerQuad.x + aInPosition.x * size.x; |
michael@0 | 84 | position.y = vLayerQuad.y + aInPosition.y * size.y; |
michael@0 | 85 | |
michael@0 | 86 | position = mul(mLayerTransform, position); |
michael@0 | 87 | |
michael@0 | 88 | return position; |
michael@0 | 89 | } |
michael@0 | 90 | |
michael@0 | 91 | float4 VertexPosition(float4 aTransformedPosition) |
michael@0 | 92 | { |
michael@0 | 93 | float4 result; |
michael@0 | 94 | result.w = aTransformedPosition.w; |
michael@0 | 95 | result.xyz = aTransformedPosition.xyz / aTransformedPosition.w; |
michael@0 | 96 | result -= vRenderTargetOffset; |
michael@0 | 97 | result.xyz *= result.w; |
michael@0 | 98 | |
michael@0 | 99 | result = mul(mProjection, result); |
michael@0 | 100 | |
michael@0 | 101 | return result; |
michael@0 | 102 | } |
michael@0 | 103 | |
michael@0 | 104 | VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex) |
michael@0 | 105 | { |
michael@0 | 106 | VS_OUTPUT outp; |
michael@0 | 107 | float4 position = TransformedPosition(aVertex.vPosition); |
michael@0 | 108 | |
michael@0 | 109 | outp.vPosition = VertexPosition(position); |
michael@0 | 110 | outp.vTexCoords = TexCoords(aVertex.vPosition.xy); |
michael@0 | 111 | |
michael@0 | 112 | return outp; |
michael@0 | 113 | } |
michael@0 | 114 | |
michael@0 | 115 | VS_MASK_OUTPUT LayerQuadMaskVS(const VS_INPUT aVertex) |
michael@0 | 116 | { |
michael@0 | 117 | VS_MASK_OUTPUT outp; |
michael@0 | 118 | float4 position = TransformedPosition(aVertex.vPosition); |
michael@0 | 119 | |
michael@0 | 120 | outp.vPosition = VertexPosition(position); |
michael@0 | 121 | |
michael@0 | 122 | // calculate the position on the mask texture |
michael@0 | 123 | outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z; |
michael@0 | 124 | outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w; |
michael@0 | 125 | |
michael@0 | 126 | outp.vTexCoords = TexCoords(aVertex.vPosition.xy); |
michael@0 | 127 | |
michael@0 | 128 | return outp; |
michael@0 | 129 | } |
michael@0 | 130 | |
michael@0 | 131 | VS_MASK_3D_OUTPUT LayerQuadMask3DVS(const VS_INPUT aVertex) |
michael@0 | 132 | { |
michael@0 | 133 | VS_MASK_3D_OUTPUT outp; |
michael@0 | 134 | float4 position = TransformedPosition(aVertex.vPosition); |
michael@0 | 135 | |
michael@0 | 136 | outp.vPosition = VertexPosition(position); |
michael@0 | 137 | |
michael@0 | 138 | // calculate the position on the mask texture |
michael@0 | 139 | position.xyz /= position.w; |
michael@0 | 140 | outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z; |
michael@0 | 141 | outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w; |
michael@0 | 142 | // We use the w coord to do non-perspective correct interpolation: |
michael@0 | 143 | // the quad might be transformed in 3D, in which case it will have some |
michael@0 | 144 | // perspective. The graphics card will do perspective-correct interpolation |
michael@0 | 145 | // of the texture, but our mask is already transformed and so we require |
michael@0 | 146 | // linear interpolation. Therefore, we must correct the interpolation |
michael@0 | 147 | // ourselves, we do this by multiplying all coords by w here, and dividing by |
michael@0 | 148 | // w in the pixel shader (post-interpolation), we pass w in outp.vMaskCoords.z. |
michael@0 | 149 | // See http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness |
michael@0 | 150 | outp.vMaskCoords.z = 1; |
michael@0 | 151 | outp.vMaskCoords *= position.w; |
michael@0 | 152 | |
michael@0 | 153 | outp.vTexCoords = TexCoords(aVertex.vPosition.xy); |
michael@0 | 154 | |
michael@0 | 155 | return outp; |
michael@0 | 156 | } |
michael@0 | 157 | |
michael@0 | 158 | float4 RGBAShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target |
michael@0 | 159 | { |
michael@0 | 160 | float2 maskCoords = aVertex.vMaskCoords; |
michael@0 | 161 | float mask = tMask.Sample(sSampler, maskCoords).a; |
michael@0 | 162 | return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity * mask; |
michael@0 | 163 | } |
michael@0 | 164 | |
michael@0 | 165 | float4 RGBAShaderMask3D(const VS_MASK_3D_OUTPUT aVertex) : SV_Target |
michael@0 | 166 | { |
michael@0 | 167 | float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z; |
michael@0 | 168 | float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a; |
michael@0 | 169 | return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity * mask; |
michael@0 | 170 | } |
michael@0 | 171 | |
michael@0 | 172 | float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target |
michael@0 | 173 | { |
michael@0 | 174 | float4 result; |
michael@0 | 175 | result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity; |
michael@0 | 176 | result.a = fLayerOpacity; |
michael@0 | 177 | |
michael@0 | 178 | float2 maskCoords = aVertex.vMaskCoords; |
michael@0 | 179 | float mask = tMask.Sample(sSampler, maskCoords).a; |
michael@0 | 180 | return result * mask; |
michael@0 | 181 | } |
michael@0 | 182 | |
michael@0 | 183 | float4 CalculateYCbCrColor(const float2 aTexCoords) |
michael@0 | 184 | { |
michael@0 | 185 | float4 yuv; |
michael@0 | 186 | float4 color; |
michael@0 | 187 | |
michael@0 | 188 | yuv.r = tCr.Sample(sSampler, aTexCoords).a - 0.5; |
michael@0 | 189 | yuv.g = tY.Sample(sSampler, aTexCoords).a - 0.0625; |
michael@0 | 190 | yuv.b = tCb.Sample(sSampler, aTexCoords).a - 0.5; |
michael@0 | 191 | |
michael@0 | 192 | color.r = yuv.g * 1.164 + yuv.r * 1.596; |
michael@0 | 193 | color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b; |
michael@0 | 194 | color.b = yuv.g * 1.164 + yuv.b * 2.018; |
michael@0 | 195 | color.a = 1.0f; |
michael@0 | 196 | |
michael@0 | 197 | return color; |
michael@0 | 198 | } |
michael@0 | 199 | |
michael@0 | 200 | float4 YCbCrShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target |
michael@0 | 201 | { |
michael@0 | 202 | float2 maskCoords = aVertex.vMaskCoords; |
michael@0 | 203 | float mask = tMask.Sample(sSampler, maskCoords).a; |
michael@0 | 204 | |
michael@0 | 205 | return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity * mask; |
michael@0 | 206 | } |
michael@0 | 207 | |
michael@0 | 208 | PS_OUTPUT ComponentAlphaShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target |
michael@0 | 209 | { |
michael@0 | 210 | PS_OUTPUT result; |
michael@0 | 211 | |
michael@0 | 212 | result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords); |
michael@0 | 213 | result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc; |
michael@0 | 214 | result.vSrc.a = result.vAlpha.g; |
michael@0 | 215 | |
michael@0 | 216 | float2 maskCoords = aVertex.vMaskCoords; |
michael@0 | 217 | float mask = tMask.Sample(sSampler, maskCoords).a; |
michael@0 | 218 | result.vSrc *= fLayerOpacity * mask; |
michael@0 | 219 | result.vAlpha *= fLayerOpacity * mask; |
michael@0 | 220 | |
michael@0 | 221 | return result; |
michael@0 | 222 | } |
michael@0 | 223 | |
michael@0 | 224 | float4 SolidColorShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target |
michael@0 | 225 | { |
michael@0 | 226 | float2 maskCoords = aVertex.vMaskCoords; |
michael@0 | 227 | float mask = tMask.Sample(sSampler, maskCoords).a; |
michael@0 | 228 | return fLayerColor * mask; |
michael@0 | 229 | } |
michael@0 | 230 | |
michael@0 | 231 | /* |
michael@0 | 232 | * Un-masked versions |
michael@0 | 233 | ************************************************************* |
michael@0 | 234 | */ |
michael@0 | 235 | float4 RGBAShader(const VS_OUTPUT aVertex) : SV_Target |
michael@0 | 236 | { |
michael@0 | 237 | return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity; |
michael@0 | 238 | } |
michael@0 | 239 | |
michael@0 | 240 | float4 RGBShader(const VS_OUTPUT aVertex) : SV_Target |
michael@0 | 241 | { |
michael@0 | 242 | float4 result; |
michael@0 | 243 | result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity; |
michael@0 | 244 | result.a = fLayerOpacity; |
michael@0 | 245 | return result; |
michael@0 | 246 | } |
michael@0 | 247 | |
michael@0 | 248 | float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target |
michael@0 | 249 | { |
michael@0 | 250 | return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity; |
michael@0 | 251 | } |
michael@0 | 252 | |
michael@0 | 253 | PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target |
michael@0 | 254 | { |
michael@0 | 255 | PS_OUTPUT result; |
michael@0 | 256 | |
michael@0 | 257 | result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords); |
michael@0 | 258 | result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc; |
michael@0 | 259 | result.vSrc.a = result.vAlpha.g; |
michael@0 | 260 | result.vSrc *= fLayerOpacity; |
michael@0 | 261 | result.vAlpha *= fLayerOpacity; |
michael@0 | 262 | return result; |
michael@0 | 263 | } |
michael@0 | 264 | |
michael@0 | 265 | float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target |
michael@0 | 266 | { |
michael@0 | 267 | return fLayerColor; |
michael@0 | 268 | } |