gfx/2d/ShadersD2D1.hlsl

Tue, 06 Jan 2015 21:39:09 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Tue, 06 Jan 2015 21:39:09 +0100
branch
TOR_BUG_9701
changeset 8
97036ab72558
permissions
-rw-r--r--

Conditionally force memory storage according to privacy.thirdparty.isolate;
This solves Tor bug #9701, complying with disk avoidance documented in
https://www.torproject.org/projects/torbrowser/design/#disk-avoidance.

     1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
     2   * This Source Code Form is subject to the terms of the Mozilla Public
     3   * License, v. 2.0. If a copy of the MPL was not distributed with this
     4   * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     6 Texture2D InputTexture : register(t0);
     7 SamplerState InputSampler : register(s0);
     8 Texture2D GradientTexture : register(t1);
     9 SamplerState GradientSampler : register(s1);
    11 cbuffer constants : register(b0)
    12 {
    13     // Precalculate as much as we can!
    14     float3 diff : packoffset(c0.x);
    15     float2 center1 : packoffset(c1.x);
    16     float A : packoffset(c1.z);
    17     float radius1 : packoffset(c1.w);
    18     float sq_radius1 : packoffset(c2.x);
    19     float3x2 transform : packoffset(c3.x);
    20 }
    22 float4 SampleRadialGradientPS(
    23     float4 clipSpaceOutput  : SV_POSITION,
    24     float4 sceneSpaceOutput : SCENE_POSITION,
    25     float4 texelSpaceInput0 : TEXCOORD0
    26     ) : SV_Target
    27 {
    28   // Radial gradient painting is defined as the set of circles whose centers
    29   // are described by C(t) = (C2 - C1) * t + C1; with radii
    30   // R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the
    31   // quadratic equation that arises when calculating t for pixel (x, y).
    32   //
    33   // A more extensive derrivation can be found in the pixman radial gradient
    34   // code.
    36   float2 p = float2(sceneSpaceOutput.x * transform._11 + sceneSpaceOutput.y * transform._21 + transform._31,
    37                     sceneSpaceOutput.x * transform._12 + sceneSpaceOutput.y * transform._22 + transform._32);
    38   float3 dp = float3(p - center1, radius1);
    40   // dpx * dcx + dpy * dcy + r * dr
    41   float B = dot(dp, diff);
    43   float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1;
    45   float det = pow(B, 2) - A * C;
    47   float sqrt_det = sqrt(abs(det));
    49   float2 t = (B + float2(sqrt_det, -sqrt_det)) / A;
    51   float2 isValid = step(float2(-radius1, -radius1), t * diff.z);
    53   float upper_t = lerp(t.y, t.x, isValid.x);
    55   float4 output = GradientTexture.Sample(GradientSampler, float2(upper_t, 0.5));
    56   // Premultiply
    57   output.rgb *= output.a;
    58   // Multiply the output color by the input mask for the operation.
    59   output *= InputTexture.Sample(InputSampler, texelSpaceInput0.xy);
    61   // In order to compile for PS_4_0_level_9_3 we need to be branchless.
    62   // This is essentially returning nothing, i.e. bailing early if:
    63   // det < 0 || max(isValid.x, isValid.y) <= 0
    64   return output * abs(step(max(isValid.x, isValid.y), 0) - 1.0f) * step(0, det);
    65 };
    67 float4 SampleRadialGradientA0PS(
    68     float4 clipSpaceOutput  : SV_POSITION,
    69     float4 sceneSpaceOutput : SCENE_POSITION,
    70     float4 texelSpaceInput0 : TEXCOORD0
    71     ) : SV_Target
    72 {
    73   // This simpler shader is used for the degenerate case where A is 0,
    74   // i.e. we're actually solving a linear equation.
    76   float2 p = float2(sceneSpaceOutput.x * transform._11 + sceneSpaceOutput.y * transform._21 + transform._31,
    77                     sceneSpaceOutput.x * transform._12 + sceneSpaceOutput.y * transform._22 + transform._32);
    78   float3 dp = float3(p - center1, radius1);
    80   // dpx * dcx + dpy * dcy + r * dr
    81   float B = dot(dp, diff);
    83   float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2);
    85   float t = 0.5 * C / B;
    87   float4 output = GradientTexture.Sample(GradientSampler, float2(t, 0.5));
    88   // Premultiply
    89   output.rgb *= output.a;
    90   // Multiply the output color by the input mask for the operation.
    91   output *= InputTexture.Sample(InputSampler, texelSpaceInput0.xy);
    93   // In order to compile for PS_4_0_level_9_3 we need to be branchless.
    94   // This is essentially returning nothing, i.e. bailing early if:
    95   // -radius1 >= t * diff.z
    96   return output * abs(step(t * diff.z, -radius1) - 1.0f);
    97 };

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