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author3gg <3gg@shellblade.net>2025-12-27 12:03:39 -0800
committer3gg <3gg@shellblade.net>2025-12-27 12:03:39 -0800
commit5a079a2d114f96d4847d1ee305d5b7c16eeec50e (patch)
tree8926ab44f168acf787d8e19608857b3af0f82758 /contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl
Initial commit
Diffstat (limited to 'contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl')
-rw-r--r--contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl97
1 files changed, 97 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl b/contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl
new file mode 100644
index 0000000..69748d4
--- /dev/null
+++ b/contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl
@@ -0,0 +1,97 @@
1#define BlitRS \
2 "DescriptorTable ( Sampler(s0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\
3 "DescriptorTable ( SRV(t0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\
4 "CBV(b0, space=3, visibility = SHADER_VISIBILITY_PIXEL),"\
5
6struct VertexToPixel
7{
8 float2 tex : TEXCOORD0;
9 float4 pos : SV_POSITION;
10};
11
12cbuffer SourceRegionBuffer : register(b0, space3)
13{
14 float2 UVLeftTop;
15 float2 UVDimensions;
16 uint MipLevel;
17 float LayerOrDepth;
18};
19
20Texture2D SourceTexture2D : register(t0, space2);
21Texture2DArray SourceTexture2DArray : register(t0, space2);
22Texture3D SourceTexture3D : register(t0, space2);
23TextureCube SourceTextureCube : register(t0, space2);
24TextureCubeArray SourceTextureCubeArray : register(t0, space2);
25sampler SourceSampler : register(s0, space2);
26
27[RootSignature(BlitRS)]
28VertexToPixel FullscreenVert(uint vI : SV_VERTEXID)
29{
30 float2 inTex = float2((vI << 1) & 2, vI & 2);
31 VertexToPixel Out = (VertexToPixel)0;
32 Out.tex = inTex;
33 Out.pos = float4(inTex * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
34 return Out;
35}
36
37[RootSignature(BlitRS)]
38float4 BlitFrom2D(VertexToPixel input) : SV_Target0
39{
40 float2 newCoord = UVLeftTop + UVDimensions * input.tex;
41 return SourceTexture2D.SampleLevel(SourceSampler, newCoord, MipLevel);
42}
43
44[RootSignature(BlitRS)]
45float4 BlitFrom2DArray(VertexToPixel input) : SV_Target0
46{
47 float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, (uint)LayerOrDepth);
48 return SourceTexture2DArray.SampleLevel(SourceSampler, newCoord, MipLevel);
49}
50
51[RootSignature(BlitRS)]
52float4 BlitFrom3D(VertexToPixel input) : SV_Target0
53{
54 float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, LayerOrDepth);
55 return SourceTexture3D.SampleLevel(SourceSampler, newCoord, MipLevel);
56}
57
58[RootSignature(BlitRS)]
59float4 BlitFromCube(VertexToPixel input) : SV_Target0
60{
61 // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping
62 float3 newCoord;
63 float2 scaledUV = UVLeftTop + UVDimensions * input.tex;
64 float u = 2.0 * scaledUV.x - 1.0;
65 float v = 2.0 * scaledUV.y - 1.0;
66 switch ((uint)LayerOrDepth) {
67 case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X
68 case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X
69 case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y
70 case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y
71 case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z
72 case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z
73 default: newCoord = float3(0, 0, 0); break; // silences warning
74 }
75 return SourceTextureCube.SampleLevel(SourceSampler, newCoord, MipLevel);
76}
77
78[RootSignature(BlitRS)]
79float4 BlitFromCubeArray(VertexToPixel input) : SV_Target0
80{
81 // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping
82 float3 newCoord;
83 float2 scaledUV = UVLeftTop + UVDimensions * input.tex;
84 float u = 2.0 * scaledUV.x - 1.0;
85 float v = 2.0 * scaledUV.y - 1.0;
86 uint ArrayIndex = (uint)LayerOrDepth / 6;
87 switch ((uint)LayerOrDepth % 6) {
88 case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X
89 case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X
90 case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y
91 case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y
92 case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z
93 case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z
94 default: newCoord = float3(0, 0, 0); break; // silences warning
95 }
96 return SourceTextureCubeArray.SampleLevel(SourceSampler, float4(newCoord, float(ArrayIndex)), MipLevel);
97}