early-access version 1611
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1887
externals/SDL/src/render/metal/SDL_render_metal.m
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Executable file
1887
externals/SDL/src/render/metal/SDL_render_metal.m
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File diff suppressed because it is too large
Load Diff
117
externals/SDL/src/render/metal/SDL_shaders_metal.metal
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117
externals/SDL/src/render/metal/SDL_shaders_metal.metal
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#include <metal_texture>
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#include <metal_matrix>
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using namespace metal;
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struct SolidVertexInput
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{
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float2 position [[attribute(0)]];
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};
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struct SolidVertexOutput
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{
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float4 position [[position]];
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float pointSize [[point_size]];
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};
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vertex SolidVertexOutput SDL_Solid_vertex(SolidVertexInput in [[stage_in]],
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constant float4x4 &projection [[buffer(2)]],
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constant float4x4 &transform [[buffer(3)]])
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{
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SolidVertexOutput v;
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v.position = (projection * transform) * float4(in.position, 0.0f, 1.0f);
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v.pointSize = 1.0f;
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return v;
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}
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fragment float4 SDL_Solid_fragment(const device float4 &col [[buffer(0)]])
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{
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return col;
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}
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struct CopyVertexInput
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{
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float2 position [[attribute(0)]];
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float2 texcoord [[attribute(1)]];
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};
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struct CopyVertexOutput
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{
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float4 position [[position]];
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float2 texcoord;
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};
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vertex CopyVertexOutput SDL_Copy_vertex(CopyVertexInput in [[stage_in]],
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constant float4x4 &projection [[buffer(2)]],
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constant float4x4 &transform [[buffer(3)]])
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{
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CopyVertexOutput v;
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v.position = (projection * transform) * float4(in.position, 0.0f, 1.0f);
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v.texcoord = in.texcoord;
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return v;
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}
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fragment float4 SDL_Copy_fragment(CopyVertexOutput vert [[stage_in]],
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const device float4 &col [[buffer(0)]],
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texture2d<float> tex [[texture(0)]],
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sampler s [[sampler(0)]])
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{
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return tex.sample(s, vert.texcoord) * col;
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}
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struct YUVDecode
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{
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float3 offset;
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float3 Rcoeff;
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float3 Gcoeff;
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float3 Bcoeff;
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};
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fragment float4 SDL_YUV_fragment(CopyVertexOutput vert [[stage_in]],
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const device float4 &col [[buffer(0)]],
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constant YUVDecode &decode [[buffer(1)]],
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texture2d<float> texY [[texture(0)]],
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texture2d_array<float> texUV [[texture(1)]],
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sampler s [[sampler(0)]])
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{
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float3 yuv;
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yuv.x = texY.sample(s, vert.texcoord).r;
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yuv.y = texUV.sample(s, vert.texcoord, 0).r;
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yuv.z = texUV.sample(s, vert.texcoord, 1).r;
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yuv += decode.offset;
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return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0);
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}
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fragment float4 SDL_NV12_fragment(CopyVertexOutput vert [[stage_in]],
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const device float4 &col [[buffer(0)]],
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constant YUVDecode &decode [[buffer(1)]],
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texture2d<float> texY [[texture(0)]],
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texture2d<float> texUV [[texture(1)]],
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sampler s [[sampler(0)]])
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{
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float3 yuv;
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yuv.x = texY.sample(s, vert.texcoord).r;
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yuv.yz = texUV.sample(s, vert.texcoord).rg;
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yuv += decode.offset;
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return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0);
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}
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fragment float4 SDL_NV21_fragment(CopyVertexOutput vert [[stage_in]],
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const device float4 &col [[buffer(0)]],
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constant YUVDecode &decode [[buffer(1)]],
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texture2d<float> texY [[texture(0)]],
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texture2d<float> texUV [[texture(1)]],
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sampler s [[sampler(0)]])
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{
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float3 yuv;
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yuv.x = texY.sample(s, vert.texcoord).r;
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yuv.yz = texUV.sample(s, vert.texcoord).gr;
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yuv += decode.offset;
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return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0);
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}
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1854
externals/SDL/src/render/metal/SDL_shaders_metal_ios.h
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1854
externals/SDL/src/render/metal/SDL_shaders_metal_ios.h
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File diff suppressed because it is too large
Load Diff
1858
externals/SDL/src/render/metal/SDL_shaders_metal_osx.h
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1858
externals/SDL/src/render/metal/SDL_shaders_metal_osx.h
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File diff suppressed because it is too large
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1854
externals/SDL/src/render/metal/SDL_shaders_metal_tvos.h
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1854
externals/SDL/src/render/metal/SDL_shaders_metal_tvos.h
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File diff suppressed because it is too large
Load Diff
22
externals/SDL/src/render/metal/build-metal-shaders.sh
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externals/SDL/src/render/metal/build-metal-shaders.sh
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@@ -0,0 +1,22 @@
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#!/bin/bash
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set -x
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set -e
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cd `dirname "$0"`
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generate_shaders()
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{
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fileplatform=$1
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compileplatform=$2
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sdkplatform=$3
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minversion=$4
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xcrun -sdk $sdkplatform metal -c -std=$compileplatform-metal1.1 -m$sdkplatform-version-min=$minversion -Wall -O3 -o ./sdl.air ./SDL_shaders_metal.metal || exit $?
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xcrun -sdk $sdkplatform metal-ar rc sdl.metalar sdl.air || exit $?
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xcrun -sdk $sdkplatform metallib -o sdl.metallib sdl.metalar || exit $?
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xxd -i sdl.metallib | perl -w -p -e 's/\Aunsigned /const unsigned /;' >./SDL_shaders_metal_$fileplatform.h
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rm -f sdl.air sdl.metalar sdl.metallib
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}
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generate_shaders osx osx macosx 10.11
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generate_shaders ios ios iphoneos 8.0
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generate_shaders tvos ios appletvos 9.0
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