This is not a continuation of the Metal backend; this is simply bringing the branch up to date and merging it as-is behind an experiment. --------- Co-authored-by: Isaac Marovitz <isaacryu@icloud.com> Co-authored-by: Samuliak <samuliak77@gmail.com> Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com> Co-authored-by: Isaac Marovitz <42140194+IsaacMarovitz@users.noreply.github.com> Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Gabriel A <gab.dark.100@gmail.com>
44 lines
1.0 KiB
Metal
44 lines
1.0 KiB
Metal
#include <metal_stdlib>
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using namespace metal;
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struct CopyVertexOut {
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float4 position [[position]];
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float2 uv;
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};
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struct TexCoords {
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float data[4];
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};
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struct ConstantBuffers {
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constant TexCoords* tex_coord;
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};
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struct Textures
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{
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texture2d<FORMAT, access::sample> texture;
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sampler sampler;
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};
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vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
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constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) {
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CopyVertexOut out;
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int low = vid & 1;
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int high = vid >> 1;
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out.uv.x = constant_buffers.tex_coord->data[low];
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out.uv.y = constant_buffers.tex_coord->data[2 + high];
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.w = 1.0f;
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return out;
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}
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fragment FORMAT4 fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(TEXTURES_INDEX)]]) {
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return textures.texture.sample(textures.sampler, in.uv);
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}
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