gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/PSMain_checker.hlsl
Seungha Yang 13c90b606a d3dshader: Add HLSL shader library
Adding a new library for HLSL compile and compiled bytecode caching.
This library will be used by d3d11 and d3d12 library/plugin, in order to
reuse single HLSL code and compiled HLSL bytecode.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6434>
2024-03-24 22:05:49 +09:00

73 lines
2 KiB
HLSL

/* GStreamer
* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef BUILDING_HLSL
cbuffer CheckerConstBuffer : register(b0)
{
float width;
float height;
float checker_size;
float alpha;
};
struct PS_INPUT
{
float4 Position: SV_POSITION;
float2 Texture: TEXCOORD;
};
float4 ENTRY_POINT (PS_INPUT input) : SV_Target
{
float4 output;
float2 xy_mod = floor (0.5 * input.Texture * float2 (width, height) / checker_size);
float result = fmod (xy_mod.x + xy_mod.y, 2.0);
output.r = step (result, 0.5);
output.g = 1.0 - output.r;
output.b = 0;
output.a = alpha;
return output;
}
#else
static const char str_PSMain_checker[] =
"cbuffer CheckerConstBuffer : register(b0)\n"
"{\n"
" float width;\n"
" float height;\n"
" float checker_size;\n"
" float alpha;\n"
"};\n"
"\n"
"struct PS_INPUT\n"
"{\n"
" float4 Position: SV_POSITION;\n"
" float2 Texture: TEXCOORD;\n"
"};\n"
"\n"
"float4 ENTRY_POINT (PS_INPUT input) : SV_Target\n"
"{\n"
" float4 output;\n"
" float2 xy_mod = floor (0.5 * input.Texture * float2 (width, height) / checker_size);\n"
" float result = fmod (xy_mod.x + xy_mod.y, 2.0);\n"
" output.r = step (result, 0.5);\n"
" output.g = 1.0 - output.r;\n"
" output.b = 0;\n"
" output.a = alpha;\n"
" return output;\n"
"}\n";
#endif