#include #include using namespace metal; struct SolidVertexOutput { float4 position [[position]]; float pointSize [[point_size]]; }; vertex SolidVertexOutput SDL_Solid_vertex(const device float2 *position [[buffer(0)]], constant float4x4 &projection [[buffer(2)]], constant float4x4 &transform [[buffer(3)]], uint vid [[vertex_id]]) { SolidVertexOutput v; v.position = (projection * transform) * float4(position[vid], 0.0f, 1.0f); v.pointSize = 1.0f; return v; } fragment float4 SDL_Solid_fragment(constant float4 &col [[buffer(0)]]) { return col; } struct CopyVertexOutput { float4 position [[position]]; float2 texcoord; }; vertex CopyVertexOutput SDL_Copy_vertex(const device float2 *position [[buffer(0)]], const device float2 *texcoords [[buffer(1)]], constant float4x4 &projection [[buffer(2)]], constant float4x4 &transform [[buffer(3)]], uint vid [[vertex_id]]) { CopyVertexOutput v; v.position = (projection * transform) * float4(position[vid], 0.0f, 1.0f); v.texcoord = texcoords[vid]; return v; } fragment float4 SDL_Copy_fragment(CopyVertexOutput vert [[stage_in]], constant float4 &col [[buffer(0)]], texture2d tex [[texture(0)]], sampler s [[sampler(0)]]) { return tex.sample(s, vert.texcoord) * col; } struct YUVDecode { float3 offset; float3 Rcoeff; float3 Gcoeff; float3 Bcoeff; }; fragment float4 SDL_YUV_fragment(CopyVertexOutput vert [[stage_in]], constant float4 &col [[buffer(0)]], constant YUVDecode &decode [[buffer(1)]], texture2d texY [[texture(0)]], texture2d_array texUV [[texture(1)]], sampler s [[sampler(0)]]) { float3 yuv; yuv.x = texY.sample(s, vert.texcoord).r; yuv.y = texUV.sample(s, vert.texcoord, 0).r; yuv.z = texUV.sample(s, vert.texcoord, 1).r; yuv += decode.offset; return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0); } fragment float4 SDL_NV12_fragment(CopyVertexOutput vert [[stage_in]], constant float4 &col [[buffer(0)]], constant YUVDecode &decode [[buffer(1)]], texture2d texY [[texture(0)]], texture2d texUV [[texture(1)]], sampler s [[sampler(0)]]) { float3 yuv; yuv.x = texY.sample(s, vert.texcoord).r; yuv.yz = texUV.sample(s, vert.texcoord).rg; yuv += decode.offset; return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0); } fragment float4 SDL_NV21_fragment(CopyVertexOutput vert [[stage_in]], constant float4 &col [[buffer(0)]], constant YUVDecode &decode [[buffer(1)]], texture2d texY [[texture(0)]], texture2d texUV [[texture(1)]], sampler s [[sampler(0)]]) { float3 yuv; yuv.x = texY.sample(s, vert.texcoord).r; yuv.yz = texUV.sample(s, vert.texcoord).gr; yuv += decode.offset; return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0); }