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refterm.hlsl
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refterm.hlsl
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struct TerminalCell
{
uint GlyphIndex;
uint Foreground;
uint Background;
};
cbuffer ConstBuffer : register(b0)
{
uint2 CellSize;
uint2 TermSize;
uint2 TopLeftMargin;
uint BlinkModulate;
uint MarginColor;
uint StrikeMin;
uint StrikeMax;
uint UnderlineMin;
uint UnderlineMax;
};
StructuredBuffer<TerminalCell> Cells : register(t0);
Texture2D<float4> GlyphTexture : register(t1);
float3 UnpackColor(uint Packed)
{
int R = Packed & 0xff;
int G = (Packed >> 8) & 0xff;
int B = (Packed >> 16) & 0xff;
return float3(R, G, B) / 255.0;
}
uint2 UnpackGlyphXY(uint GlyphIndex)
{
int x = (GlyphIndex & 0xffff);
int y = (GlyphIndex >> 16);
return uint2(x, y);
}
float4 ComputeOutputColor(uint2 ScreenPos)
{
uint2 CellIndex = (ScreenPos - TopLeftMargin) / CellSize;
uint2 CellPos = (ScreenPos - TopLeftMargin) % CellSize;
float3 Result;
if((ScreenPos.x >= TopLeftMargin.x) &&
(ScreenPos.y >= TopLeftMargin.y) &&
(CellIndex.x < TermSize.x) &&
(CellIndex.y < TermSize.y))
{
TerminalCell Cell = Cells[CellIndex.y * TermSize.x + CellIndex.x];
uint2 GlyphPos = UnpackGlyphXY(Cell.GlyphIndex)*CellSize;
uint2 PixelPos = GlyphPos + CellPos;
float4 GlyphTexel = GlyphTexture[PixelPos];
float3 Background = UnpackColor(Cell.Background);
float3 Foreground = UnpackColor(Cell.Foreground);
float3 Blink = UnpackColor(BlinkModulate);
if((Cell.Foreground >> 28) & 1) Foreground *= Blink;
if((Cell.Foreground >> 25) & 1) Foreground *= 0.5;
// TODO: proper ClearType blending
Result = (1-GlyphTexel.a)*Background + GlyphTexel.rgb*Foreground;
if( ((Cell.Foreground >> 27) & 1) &&
(CellPos.y >= UnderlineMin) &&
(CellPos.y < UnderlineMax)) Result.rgb = Foreground.rgb;
if( (Cell.Foreground >> 31) &&
(CellPos.y >= StrikeMin) &&
(CellPos.y < StrikeMax)) Result.rgb = Foreground.rgb;
}
else
{
Result = UnpackColor(MarginColor);
}
// NOTE(casey): Uncomment this to view the cache texture
// Result = GlyphTexture[ScreenPos].rgb;
return float4(Result, 1);
}
//
// NOTE(casey): This is the pixel shader version
//
float4 VertexMain(uint vI : SV_VERTEXID):SV_POSITION
{
return float4(2.0*(float(vI&1) - 0.5), -(float(vI>>1) - 0.5)*2.0, 0, 1);
}
float4 PixelMain(float4 ScreenPos:SV_POSITION):SV_TARGET
{
return ComputeOutputColor(ScreenPos.xy);
}
//
// NOTE(casey): This is the compute shader version
//
RWTexture2D<float4> Output : register(u0);
// dispatch with (TermSize*CellSize+7)/8 groups for x,y and 1 for z
[numthreads(8, 8, 1)]
void ComputeMain(uint3 Id: SV_DispatchThreadID)
{
uint2 ScreenPos = Id.xy;
Output[ScreenPos] = ComputeOutputColor(ScreenPos);
}