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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>
49 lines
1.4 KiB
HLSL
49 lines
1.4 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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Texture2D shaderTexture;
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SamplerState samplerState;
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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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return shaderTexture.Sample (samplerState, input.Texture);
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}
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#else
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static const char str_PSMain_sample[] =
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"Texture2D shaderTexture;\n"
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"SamplerState samplerState;\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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" return shaderTexture.Sample (samplerState, input.Texture);\n"
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"}\n";
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#endif
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