gfx/layers/d3d10/LayerManagerD3D10.fx

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/layers/d3d10/LayerManagerD3D10.fx	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,594 @@
     1.4 +typedef float4 rect;
     1.5 +cbuffer PerLayer {
     1.6 +  rect vTextureCoords;
     1.7 +  rect vLayerQuad;
     1.8 +  rect vMaskQuad;
     1.9 +  float fLayerOpacity;
    1.10 +  float4x4 mLayerTransform;
    1.11 +}
    1.12 +
    1.13 +cbuffer PerOccasionalLayer {
    1.14 +  float4 vRenderTargetOffset;
    1.15 +  float4 fLayerColor;
    1.16 +}
    1.17 +
    1.18 +cbuffer PerLayerManager {
    1.19 +  float4x4 mProjection;
    1.20 +}
    1.21 +
    1.22 +BlendState Premul
    1.23 +{
    1.24 +  AlphaToCoverageEnable = FALSE;
    1.25 +  BlendEnable[0] = TRUE;
    1.26 +  SrcBlend = One;
    1.27 +  DestBlend = Inv_Src_Alpha;
    1.28 +  BlendOp = Add;
    1.29 +  SrcBlendAlpha = One;
    1.30 +  DestBlendAlpha = Inv_Src_Alpha;
    1.31 +  BlendOpAlpha = Add;
    1.32 +  RenderTargetWriteMask[0] = 0x0F; // All
    1.33 +};
    1.34 +
    1.35 +BlendState NonPremul
    1.36 +{
    1.37 +  AlphaToCoverageEnable = FALSE;
    1.38 +  BlendEnable[0] = TRUE;
    1.39 +  SrcBlend = Src_Alpha;
    1.40 +  DestBlend = Inv_Src_Alpha;
    1.41 +  BlendOp = Add;
    1.42 +  SrcBlendAlpha = One;
    1.43 +  DestBlendAlpha = Inv_Src_Alpha;
    1.44 +  BlendOpAlpha = Add;
    1.45 +  RenderTargetWriteMask[0] = 0x0F; // All
    1.46 +};
    1.47 +
    1.48 +BlendState NoBlendDual
    1.49 +{
    1.50 +  AlphaToCoverageEnable = FALSE;
    1.51 +  BlendEnable[0] = FALSE;
    1.52 +  BlendEnable[1] = FALSE;
    1.53 +  RenderTargetWriteMask[0] = 0x0F; // All
    1.54 +  RenderTargetWriteMask[1] = 0x0F; // All
    1.55 +};
    1.56 +
    1.57 +BlendState ComponentAlphaBlend
    1.58 +{
    1.59 +  AlphaToCoverageEnable = FALSE;
    1.60 +  BlendEnable[0] = TRUE;
    1.61 +  SrcBlend = One;
    1.62 +  DestBlend = Inv_Src1_Color;
    1.63 +  BlendOp = Add;
    1.64 +  SrcBlendAlpha = One;
    1.65 +  DestBlendAlpha = Inv_Src_Alpha;
    1.66 +  BlendOpAlpha = Add;
    1.67 +  RenderTargetWriteMask[0] = 0x0F; // All
    1.68 +};
    1.69 +
    1.70 +RasterizerState LayerRast
    1.71 +{
    1.72 +  ScissorEnable = True;
    1.73 +  CullMode = None;
    1.74 +};
    1.75 +
    1.76 +Texture2D tRGB;
    1.77 +Texture2D tY;
    1.78 +Texture2D tCb;
    1.79 +Texture2D tCr;
    1.80 +Texture2D tRGBWhite;
    1.81 +Texture2D tMask;
    1.82 +
    1.83 +SamplerState LayerTextureSamplerLinear
    1.84 +{
    1.85 +    Filter = MIN_MAG_MIP_LINEAR;
    1.86 +    AddressU = Clamp;
    1.87 +    AddressV = Clamp;
    1.88 +};
    1.89 +
    1.90 +SamplerState LayerTextureSamplerPoint
    1.91 +{
    1.92 +    Filter = MIN_MAG_MIP_POINT;
    1.93 +    AddressU = Clamp;
    1.94 +    AddressV = Clamp;
    1.95 +};
    1.96 +
    1.97 +struct VS_INPUT {
    1.98 +  float2 vPosition : POSITION;
    1.99 +};
   1.100 +
   1.101 +struct VS_OUTPUT {
   1.102 +  float4 vPosition : SV_Position;
   1.103 +  float2 vTexCoords : TEXCOORD0;
   1.104 +};
   1.105 +
   1.106 +struct VS_MASK_OUTPUT {
   1.107 +  float4 vPosition : SV_Position;
   1.108 +  float2 vTexCoords : TEXCOORD0;
   1.109 +  float2 vMaskCoords : TEXCOORD1;
   1.110 +};
   1.111 +
   1.112 +struct VS_MASK_3D_OUTPUT {
   1.113 +  float4 vPosition : SV_Position;
   1.114 +  float2 vTexCoords : TEXCOORD0;
   1.115 +  float3 vMaskCoords : TEXCOORD1;
   1.116 +};
   1.117 +
   1.118 +struct PS_OUTPUT {
   1.119 +  float4 vSrc;
   1.120 +  float4 vAlpha;
   1.121 +};
   1.122 +
   1.123 +struct PS_DUAL_OUTPUT {
   1.124 +  float4 vOutput1 : SV_Target0;
   1.125 +  float4 vOutput2 : SV_Target1;
   1.126 +};
   1.127 +
   1.128 +float2 TexCoords(const float2 aPosition)
   1.129 +{
   1.130 +  float2 result;
   1.131 +  const float2 size = vTextureCoords.zw;
   1.132 +  result.x = vTextureCoords.x + aPosition.x * size.x;
   1.133 +  result.y = vTextureCoords.y + aPosition.y * size.y;
   1.134 +
   1.135 +  return result;
   1.136 +}
   1.137 +
   1.138 +float4 TransformedPostion(float2 aInPosition)
   1.139 +{
   1.140 +  // the current vertex's position on the quad
   1.141 +  float4 position = float4(0, 0, 0, 1);
   1.142 +  
   1.143 +  // We use 4 component floats to uniquely describe a rectangle, by the structure
   1.144 +  // of x, y, width, height. This allows us to easily generate the 4 corners
   1.145 +  // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
   1.146 +  // stream source for our LayerQuad vertex shader. We do this by doing:
   1.147 +  // Xout = x + Xin * width
   1.148 +  // Yout = y + Yin * height
   1.149 +  float2 size = vLayerQuad.zw;
   1.150 +  position.x = vLayerQuad.x + aInPosition.x * size.x;
   1.151 +  position.y = vLayerQuad.y + aInPosition.y * size.y;
   1.152 +
   1.153 +  position = mul(mLayerTransform, position);
   1.154 +
   1.155 +  return position;
   1.156 +}
   1.157 +
   1.158 +float4 VertexPosition(float4 aTransformedPosition)
   1.159 +{
   1.160 +  float4 result;
   1.161 +  result.w = aTransformedPosition.w;
   1.162 +  result.xyz = aTransformedPosition.xyz / aTransformedPosition.w;
   1.163 +  result -= vRenderTargetOffset;
   1.164 +  result.xyz *= result.w;
   1.165 +  
   1.166 +  result = mul(mProjection, result);
   1.167 +
   1.168 +  return result;
   1.169 +}
   1.170 +
   1.171 +VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
   1.172 +{
   1.173 +  VS_OUTPUT outp;
   1.174 +  float4 position = TransformedPostion(aVertex.vPosition);
   1.175 +
   1.176 +  outp.vPosition = VertexPosition(position);
   1.177 +  outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
   1.178 +
   1.179 +  return outp;
   1.180 +}
   1.181 +
   1.182 +VS_MASK_OUTPUT LayerQuadMaskVS(const VS_INPUT aVertex)
   1.183 +{
   1.184 +  VS_MASK_OUTPUT outp;
   1.185 +  float4 position = TransformedPostion(aVertex.vPosition);
   1.186 +
   1.187 +  outp.vPosition = VertexPosition(position);
   1.188 +
   1.189 +  // calculate the position on the mask texture
   1.190 +  outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
   1.191 +  outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
   1.192 +
   1.193 +  outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
   1.194 +
   1.195 +  return outp;
   1.196 +}
   1.197 +
   1.198 +VS_MASK_3D_OUTPUT LayerQuadMask3DVS(const VS_INPUT aVertex)
   1.199 +{
   1.200 +  VS_MASK_3D_OUTPUT outp;
   1.201 +  float4 position = TransformedPostion(aVertex.vPosition);
   1.202 +
   1.203 +  outp.vPosition = VertexPosition(position);
   1.204 +
   1.205 +  // calculate the position on the mask texture
   1.206 +  position.xyz /= position.w;
   1.207 +  outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
   1.208 +  outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
   1.209 +  // We use the w coord to do non-perspective correct interpolation:
   1.210 +  // the quad might be transformed in 3D, in which case it will have some
   1.211 +  // perspective. The graphics card will do perspective-correct interpolation
   1.212 +  // of the texture, but our mask is already transformed and so we require
   1.213 +  // linear interpolation. Therefore, we must correct the interpolation
   1.214 +  // ourselves, we do this by multiplying all coords by w here, and dividing by
   1.215 +  // w in the pixel shader (post-interpolation), we pass w in outp.vMaskCoords.z.
   1.216 +  // See http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness
   1.217 +  outp.vMaskCoords.z = 1;
   1.218 +  outp.vMaskCoords *= position.w;
   1.219 +
   1.220 +  outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
   1.221 +
   1.222 +  return outp;
   1.223 +}
   1.224 +
   1.225 +float4 RGBAShaderMask(const VS_MASK_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
   1.226 +{
   1.227 +  float2 maskCoords = aVertex.vMaskCoords;
   1.228 +  float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
   1.229 +  return tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity * mask;
   1.230 +}
   1.231 +
   1.232 +float4 RGBAShaderLinearMask3D(const VS_MASK_3D_OUTPUT aVertex) : SV_Target
   1.233 +{
   1.234 +  float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
   1.235 +  float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
   1.236 +  return tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) * fLayerOpacity * mask;
   1.237 +}
   1.238 +
   1.239 +float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
   1.240 +{
   1.241 +  float4 result;
   1.242 +  result = tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity;
   1.243 +  result.a = fLayerOpacity;
   1.244 +
   1.245 +  float2 maskCoords = aVertex.vMaskCoords;
   1.246 +  float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
   1.247 +  return result * mask;
   1.248 +}
   1.249 +
   1.250 +float4 CalculateYCbCrColor(const float2 aTexCoords)
   1.251 +{
   1.252 +  float4 yuv;
   1.253 +  float4 color;
   1.254 +
   1.255 +  yuv.r = tCr.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.5;
   1.256 +  yuv.g = tY.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.0625;
   1.257 +  yuv.b = tCb.Sample(LayerTextureSamplerLinear, aTexCoords).a - 0.5;
   1.258 +
   1.259 +  color.r = yuv.g * 1.164 + yuv.r * 1.596;
   1.260 +  color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
   1.261 +  color.b = yuv.g * 1.164 + yuv.b * 2.018;
   1.262 +  color.a = 1.0f;
   1.263 +
   1.264 +  return color;
   1.265 +}
   1.266 +
   1.267 +float4 YCbCrShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
   1.268 +{
   1.269 +  float2 maskCoords = aVertex.vMaskCoords;
   1.270 +  float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
   1.271 +
   1.272 +  return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity * mask;
   1.273 +}
   1.274 +
   1.275 +PS_OUTPUT ComponentAlphaShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
   1.276 +{
   1.277 +  PS_OUTPUT result;
   1.278 +
   1.279 +  result.vSrc = tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords);
   1.280 +  result.vAlpha = 1.0 - tRGBWhite.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) + result.vSrc;
   1.281 +  result.vSrc.a = result.vAlpha.g;
   1.282 +
   1.283 +  float2 maskCoords = aVertex.vMaskCoords;
   1.284 +  float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
   1.285 +  result.vSrc *= fLayerOpacity * mask;
   1.286 +  result.vAlpha *= fLayerOpacity * mask;
   1.287 +
   1.288 +  return result;
   1.289 +}
   1.290 +
   1.291 +float4 SolidColorShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
   1.292 +{
   1.293 +  float2 maskCoords = aVertex.vMaskCoords;
   1.294 +  float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
   1.295 +  return fLayerColor * mask;
   1.296 +}
   1.297 +
   1.298 +/*
   1.299 + *  Un-masked versions
   1.300 + *************************************************************
   1.301 + */
   1.302 +float4 RGBAShader(const VS_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
   1.303 +{
   1.304 +  return tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity;
   1.305 +}
   1.306 +
   1.307 +float4 RGBShader(const VS_OUTPUT aVertex, uniform sampler aSampler) : SV_Target
   1.308 +{
   1.309 +  float4 result;
   1.310 +  result = tRGB.Sample(aSampler, aVertex.vTexCoords) * fLayerOpacity;
   1.311 +  result.a = fLayerOpacity;
   1.312 +  return result;
   1.313 +}
   1.314 +
   1.315 +float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target
   1.316 +{
   1.317 +  return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity;
   1.318 +}
   1.319 +
   1.320 +PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target
   1.321 +{
   1.322 +  PS_OUTPUT result;
   1.323 +
   1.324 +  result.vSrc = tRGB.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords);
   1.325 +  result.vAlpha = 1.0 - tRGBWhite.Sample(LayerTextureSamplerLinear, aVertex.vTexCoords) + result.vSrc;
   1.326 +  result.vSrc.a = result.vAlpha.g;
   1.327 +  result.vSrc *= fLayerOpacity;
   1.328 +  result.vAlpha *= fLayerOpacity;
   1.329 +  return result;
   1.330 +}
   1.331 +
   1.332 +float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target
   1.333 +{
   1.334 +  return fLayerColor;
   1.335 +}
   1.336 +
   1.337 +PS_DUAL_OUTPUT AlphaExtractionPrepareShader(const VS_OUTPUT aVertex)
   1.338 +{
   1.339 +  PS_DUAL_OUTPUT result;
   1.340 +  result.vOutput1 = float4(0, 0, 0, 1);
   1.341 +  result.vOutput2 = float4(1, 1, 1, 1);
   1.342 +  return result;
   1.343 +}
   1.344 +
   1.345 +technique10 RenderRGBLayerPremul
   1.346 +{
   1.347 +  pass P0
   1.348 +  {
   1.349 +    SetRasterizerState( LayerRast );
   1.350 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.351 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.352 +    SetGeometryShader( NULL );
   1.353 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShader(LayerTextureSamplerLinear) ) );
   1.354 +  }
   1.355 +}
   1.356 +
   1.357 +technique10 RenderRGBLayerPremulPoint
   1.358 +{
   1.359 +  pass P0
   1.360 +  {
   1.361 +    SetRasterizerState( LayerRast );
   1.362 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.363 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.364 +    SetGeometryShader( NULL );
   1.365 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShader(LayerTextureSamplerPoint) ) );
   1.366 +  }
   1.367 +}
   1.368 +
   1.369 +technique10 RenderRGBALayerPremul
   1.370 +{
   1.371 +  pass P0
   1.372 +  {
   1.373 +    SetRasterizerState( LayerRast );
   1.374 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.375 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.376 +    SetGeometryShader( NULL );
   1.377 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShader(LayerTextureSamplerLinear) ) );
   1.378 +  }
   1.379 +}
   1.380 +
   1.381 +technique10 RenderRGBALayerNonPremul
   1.382 +{
   1.383 +  pass P0
   1.384 +  {
   1.385 +    SetRasterizerState( LayerRast );
   1.386 +    SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.387 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.388 +    SetGeometryShader( NULL );
   1.389 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShader(LayerTextureSamplerLinear) ) );
   1.390 +  }
   1.391 +}
   1.392 +
   1.393 +technique10 RenderRGBALayerPremulPoint
   1.394 +{
   1.395 +  pass P0
   1.396 +  {
   1.397 +    SetRasterizerState( LayerRast );
   1.398 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.399 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.400 +    SetGeometryShader( NULL );
   1.401 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShader(LayerTextureSamplerPoint) ) );
   1.402 +  }
   1.403 +}
   1.404 +
   1.405 +technique10 RenderRGBALayerNonPremulPoint
   1.406 +{
   1.407 +  pass P0
   1.408 +  {
   1.409 +    SetRasterizerState( LayerRast );
   1.410 +    SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.411 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.412 +    SetGeometryShader( NULL );
   1.413 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShader(LayerTextureSamplerPoint) ) );
   1.414 +  }
   1.415 +}
   1.416 +
   1.417 +technique10 RenderYCbCrLayer
   1.418 +{
   1.419 +  pass P0
   1.420 +  {
   1.421 +    SetRasterizerState( LayerRast );
   1.422 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.423 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.424 +    SetGeometryShader( NULL );
   1.425 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, YCbCrShader() ) );
   1.426 +  }
   1.427 +}
   1.428 +
   1.429 +technique10 RenderComponentAlphaLayer
   1.430 +{
   1.431 +  Pass P0
   1.432 +  {
   1.433 +    SetRasterizerState( LayerRast );
   1.434 +    SetBlendState( ComponentAlphaBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.435 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.436 +    SetGeometryShader( NULL );
   1.437 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, ComponentAlphaShader() ) );
   1.438 +  }
   1.439 +
   1.440 +}
   1.441 +
   1.442 +technique10 RenderSolidColorLayer
   1.443 +{
   1.444 +  pass P0
   1.445 +  {
   1.446 +    SetRasterizerState( LayerRast );
   1.447 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.448 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.449 +    SetGeometryShader( NULL );
   1.450 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, SolidColorShader() ) );
   1.451 +  }
   1.452 +}
   1.453 +
   1.454 +technique10 RenderClearLayer
   1.455 +{
   1.456 +  pass P0
   1.457 +  {
   1.458 +    SetRasterizerState( LayerRast );
   1.459 +    SetBlendState( NoBlendDual, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.460 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.461 +    SetGeometryShader( NULL );
   1.462 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, SolidColorShader() ) );
   1.463 +  }
   1.464 +}
   1.465 +
   1.466 +technique10 PrepareAlphaExtractionTextures
   1.467 +{
   1.468 +    pass P0
   1.469 +    {
   1.470 +        SetRasterizerState( LayerRast );
   1.471 +        SetBlendState( NoBlendDual, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.472 +        SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadVS() ) );
   1.473 +        SetGeometryShader( NULL );
   1.474 +        SetPixelShader( CompileShader( ps_4_0_level_9_3, AlphaExtractionPrepareShader() ) );
   1.475 +    }
   1.476 +}
   1.477 +
   1.478 +technique10 RenderRGBLayerPremulMask
   1.479 +{
   1.480 +  pass P0
   1.481 +  {
   1.482 +    SetRasterizerState( LayerRast );
   1.483 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.484 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
   1.485 +    SetGeometryShader( NULL );
   1.486 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderMask(LayerTextureSamplerLinear) ) );
   1.487 +  }
   1.488 +}
   1.489 +
   1.490 +technique10 RenderRGBLayerPremulPointMask
   1.491 +{
   1.492 +  pass P0
   1.493 +  {
   1.494 +    SetRasterizerState( LayerRast );
   1.495 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.496 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
   1.497 +    SetGeometryShader( NULL );
   1.498 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBShaderMask(LayerTextureSamplerPoint) ) );
   1.499 +  }
   1.500 +}
   1.501 +
   1.502 +technique10 RenderRGBALayerPremulMask
   1.503 +{
   1.504 +  pass P0
   1.505 +  {
   1.506 +    SetRasterizerState( LayerRast );
   1.507 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.508 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
   1.509 +    SetGeometryShader( NULL );
   1.510 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerLinear) ) );
   1.511 +  }
   1.512 +}
   1.513 +
   1.514 +technique10 RenderRGBALayerPremulMask3D
   1.515 +{
   1.516 +  pass P0
   1.517 +  {
   1.518 +    SetRasterizerState( LayerRast );
   1.519 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.520 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMask3DVS() ) );
   1.521 +    SetGeometryShader( NULL );
   1.522 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderLinearMask3D() ) );
   1.523 +  }
   1.524 +}
   1.525 +
   1.526 +technique10 RenderRGBALayerNonPremulMask
   1.527 +{
   1.528 +  pass P0
   1.529 +  {
   1.530 +    SetRasterizerState( LayerRast );
   1.531 +    SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.532 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
   1.533 +    SetGeometryShader( NULL );
   1.534 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerLinear) ) );
   1.535 +  }
   1.536 +}
   1.537 +
   1.538 +technique10 RenderRGBALayerPremulPointMask
   1.539 +{
   1.540 +  pass P0
   1.541 +  {
   1.542 +    SetRasterizerState( LayerRast );
   1.543 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.544 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
   1.545 +    SetGeometryShader( NULL );
   1.546 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerPoint) ) );
   1.547 +  }
   1.548 +}
   1.549 +
   1.550 +technique10 RenderRGBALayerNonPremulPointMask
   1.551 +{
   1.552 +  pass P0
   1.553 +  {
   1.554 +    SetRasterizerState( LayerRast );
   1.555 +    SetBlendState( NonPremul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.556 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
   1.557 +    SetGeometryShader( NULL );
   1.558 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, RGBAShaderMask(LayerTextureSamplerPoint) ) );
   1.559 +  }
   1.560 +}
   1.561 +
   1.562 +technique10 RenderYCbCrLayerMask
   1.563 +{
   1.564 +  pass P0
   1.565 +  {
   1.566 +    SetRasterizerState( LayerRast );
   1.567 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.568 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
   1.569 +    SetGeometryShader( NULL );
   1.570 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, YCbCrShaderMask() ) );
   1.571 +  }
   1.572 +}
   1.573 +
   1.574 +technique10 RenderComponentAlphaLayerMask
   1.575 +{
   1.576 +  Pass P0
   1.577 +  {
   1.578 +    SetRasterizerState( LayerRast );
   1.579 +    SetBlendState( ComponentAlphaBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.580 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
   1.581 +    SetGeometryShader( NULL );
   1.582 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, ComponentAlphaShaderMask() ) );
   1.583 +  }
   1.584 +}
   1.585 +
   1.586 +technique10 RenderSolidColorLayerMask
   1.587 +{
   1.588 +  pass P0
   1.589 +  {
   1.590 +    SetRasterizerState( LayerRast );
   1.591 +    SetBlendState( Premul, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
   1.592 +    SetVertexShader( CompileShader( vs_4_0_level_9_3, LayerQuadMaskVS() ) );
   1.593 +    SetGeometryShader( NULL );
   1.594 +    SetPixelShader( CompileShader( ps_4_0_level_9_3, SolidColorShaderMask() ) );
   1.595 +  }
   1.596 +}
   1.597 +

mercurial