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Side by Side Diff: ui/gfx/resources/compositor.fx

Issue 7067029: Prototype compositor to render views to a texture using d3d 10. This (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Fix gyp Created 9 years, 7 months ago
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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 // HLSL file used by views.
6
7 Texture2D textureMap;
8
9 // Blender to give source-over for textures.
10 BlendState SrcAlphaBlendingAdd {
11 BlendEnable[0] = TRUE;
12 SrcBlend = ONE;
13 DestBlend = INV_SRC_ALPHA;
14 BlendOp = ADD;
15 SrcBlendAlpha = ONE;
16 DestBlendAlpha = INV_SRC_ALPHA;
17 BlendOpAlpha = ADD;
18 RenderTargetWriteMask[0] = 0x0F; // Enables for all color components.
19 };
20
21 // Avoids doing depth detection, which would normally mean only the frontmost
22 // texture is drawn.
23 DepthStencilState StencilState {
24 DepthEnable = false;
25 };
26
27 cbuffer cbPerObject {
28 float4x4 gWVP;
29 };
30
31 struct VS_IN {
32 float3 posL : POSITION;
33 float2 texC : TEXC;
34 };
35
36 struct VS_OUT {
37 float4 posW : SV_POSITION;
38 float2 texC : TEXC;
39 };
40
41 SamplerState Sampler {
42 Filter = MIN_MAG_MIP_POINT;
43 AddressU = Wrap;
44 AddressV = Wrap;
45 };
46
47 VS_OUT VS(VS_IN vIn) {
48 VS_OUT vOut;
49 vOut.posW = mul(float4(vIn.posL, 1.0f), gWVP);
50 vOut.texC = vIn.texC;
51 return vOut;
52 }
53
54 float4 PS(VS_OUT pIn) : SV_Target {
55 return textureMap.Sample(Sampler, float2(pIn.texC));
56 }
57
58 technique10 ViewTech {
59 pass P0 {
60 SetVertexShader(CompileShader(vs_4_0, VS()));
61 SetGeometryShader(NULL);
62 SetPixelShader(CompileShader(ps_4_0, PS()));
63 SetDepthStencilState(StencilState, 0);
64 SetBlendState(SrcAlphaBlendingAdd, float4(0.0f, 0.0f, 0.0f, 0.0f),
65 0xFFFFFFFF);
Ben Goodger (Google) 2011/05/24 19:46:16 nit: 1-space outdent
66 }
67 }
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