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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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13c90b606a
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>
73 lines
2 KiB
HLSL
73 lines
2 KiB
HLSL
/* GStreamer
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* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef BUILDING_HLSL
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cbuffer CheckerConstBuffer : register(b0)
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{
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float width;
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float height;
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float checker_size;
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float alpha;
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};
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struct PS_INPUT
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{
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float4 Position: SV_POSITION;
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float2 Texture: TEXCOORD;
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};
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float4 ENTRY_POINT (PS_INPUT input) : SV_Target
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{
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float4 output;
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float2 xy_mod = floor (0.5 * input.Texture * float2 (width, height) / checker_size);
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float result = fmod (xy_mod.x + xy_mod.y, 2.0);
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output.r = step (result, 0.5);
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output.g = 1.0 - output.r;
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output.b = 0;
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output.a = alpha;
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return output;
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}
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#else
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static const char str_PSMain_checker[] =
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"cbuffer CheckerConstBuffer : register(b0)\n"
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"{\n"
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" float width;\n"
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" float height;\n"
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" float checker_size;\n"
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" float alpha;\n"
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"};\n"
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"\n"
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"struct PS_INPUT\n"
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"{\n"
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" float4 Position: SV_POSITION;\n"
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" float2 Texture: TEXCOORD;\n"
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"};\n"
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"\n"
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"float4 ENTRY_POINT (PS_INPUT input) : SV_Target\n"
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"{\n"
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" float4 output;\n"
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" float2 xy_mod = floor (0.5 * input.Texture * float2 (width, height) / checker_size);\n"
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" float result = fmod (xy_mod.x + xy_mod.y, 2.0);\n"
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" output.r = step (result, 0.5);\n"
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" output.g = 1.0 - output.r;\n"
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" output.b = 0;\n"
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" output.a = alpha;\n"
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" return output;\n"
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"}\n";
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#endif
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