gstreamer/subprojects/gst-plugins-bad/sys/d3d11/hlsl/ps-sample-premul.hlsl
Seungha Yang cf1286b0e9 d3d11: Add support for HLSL precompile and shader caching
Compile HLSL at build time in case of MSVC, and use it if device
supports shader model 5. Also cache/reuse pixel shader and vertex
shader objects.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5426>
2023-10-03 09:42:03 +00:00

61 lines
1.9 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
Texture2D shaderTexture;
SamplerState samplerState;
struct PS_INPUT
{
float4 Position : SV_POSITION;
float2 Texture : TEXCOORD;
};
float4 PSMain_sample_premul (PS_INPUT input): SV_TARGET
{
float4 sample = shaderTexture.Sample (samplerState, input.Texture);
float4 premul_sample;
premul_sample.r = saturate (sample.r * sample.a);
premul_sample.g = saturate (sample.g * sample.a);
premul_sample.b = saturate (sample.b * sample.a);
premul_sample.a = sample.a;
return premul_sample;
}
#else
static const char g_PSMain_sample_premul_str[] =
"Texture2D shaderTexture;\n"
"SamplerState samplerState;\n"
"\n"
"struct PS_INPUT\n"
"{\n"
" float4 Position : SV_POSITION;\n"
" float2 Texture : TEXCOORD;\n"
"};\n"
"\n"
"float4 PSMain_sample_premul (PS_INPUT input): SV_TARGET\n"
"{\n"
" float4 sample = shaderTexture.Sample (samplerState, input.Texture);\n"
" float4 premul_sample;\n"
" premul_sample.r = saturate (sample.r * sample.a);\n"
" premul_sample.g = saturate (sample.g * sample.a);\n"
" premul_sample.b = saturate (sample.b * sample.a);\n"
" premul_sample.a = sample.a;\n"
" return premul_sample;\n"
"}\n";
#endif