From 5a079a2d114f96d4847d1ee305d5b7c16eeec50e Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 27 Dec 2025 12:03:39 -0800 Subject: Initial commit --- contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl | 97 +++++++++++++++++++++++++++ 1 file changed, 97 insertions(+) create mode 100644 contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl (limited to 'contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl') 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 @@ +#define BlitRS \ + "DescriptorTable ( Sampler(s0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "DescriptorTable ( SRV(t0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\ + "CBV(b0, space=3, visibility = SHADER_VISIBILITY_PIXEL),"\ + +struct VertexToPixel +{ + float2 tex : TEXCOORD0; + float4 pos : SV_POSITION; +}; + +cbuffer SourceRegionBuffer : register(b0, space3) +{ + float2 UVLeftTop; + float2 UVDimensions; + uint MipLevel; + float LayerOrDepth; +}; + +Texture2D SourceTexture2D : register(t0, space2); +Texture2DArray SourceTexture2DArray : register(t0, space2); +Texture3D SourceTexture3D : register(t0, space2); +TextureCube SourceTextureCube : register(t0, space2); +TextureCubeArray SourceTextureCubeArray : register(t0, space2); +sampler SourceSampler : register(s0, space2); + +[RootSignature(BlitRS)] +VertexToPixel FullscreenVert(uint vI : SV_VERTEXID) +{ + float2 inTex = float2((vI << 1) & 2, vI & 2); + VertexToPixel Out = (VertexToPixel)0; + Out.tex = inTex; + Out.pos = float4(inTex * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f); + return Out; +} + +[RootSignature(BlitRS)] +float4 BlitFrom2D(VertexToPixel input) : SV_Target0 +{ + float2 newCoord = UVLeftTop + UVDimensions * input.tex; + return SourceTexture2D.SampleLevel(SourceSampler, newCoord, MipLevel); +} + +[RootSignature(BlitRS)] +float4 BlitFrom2DArray(VertexToPixel input) : SV_Target0 +{ + float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, (uint)LayerOrDepth); + return SourceTexture2DArray.SampleLevel(SourceSampler, newCoord, MipLevel); +} + +[RootSignature(BlitRS)] +float4 BlitFrom3D(VertexToPixel input) : SV_Target0 +{ + float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, LayerOrDepth); + return SourceTexture3D.SampleLevel(SourceSampler, newCoord, MipLevel); +} + +[RootSignature(BlitRS)] +float4 BlitFromCube(VertexToPixel input) : SV_Target0 +{ + // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping + float3 newCoord; + float2 scaledUV = UVLeftTop + UVDimensions * input.tex; + float u = 2.0 * scaledUV.x - 1.0; + float v = 2.0 * scaledUV.y - 1.0; + switch ((uint)LayerOrDepth) { + case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X + case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X + case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y + case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y + case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z + case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z + default: newCoord = float3(0, 0, 0); break; // silences warning + } + return SourceTextureCube.SampleLevel(SourceSampler, newCoord, MipLevel); +} + +[RootSignature(BlitRS)] +float4 BlitFromCubeArray(VertexToPixel input) : SV_Target0 +{ + // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping + float3 newCoord; + float2 scaledUV = UVLeftTop + UVDimensions * input.tex; + float u = 2.0 * scaledUV.x - 1.0; + float v = 2.0 * scaledUV.y - 1.0; + uint ArrayIndex = (uint)LayerOrDepth / 6; + switch ((uint)LayerOrDepth % 6) { + case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X + case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X + case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y + case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y + case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z + case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z + default: newCoord = float3(0, 0, 0); break; // silences warning + } + return SourceTextureCubeArray.SampleLevel(SourceSampler, float4(newCoord, float(ArrayIndex)), MipLevel); +} -- cgit v1.2.3