RetroArch/gfx/common/metal/Shaders.metal

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//
// Shaders.metal
// MetalRenderer
//
// Created by Stuart Carnie on 5/31/18.
// Copyright © 2018 Stuart Carnie. All rights reserved.
//
// File for Metal kernel and shader functions
#include <metal_stdlib>
#include <simd/simd.h>
// Including header shared between this Metal shader code and Swift/C code executing Metal API commands
#import "ShaderTypes.h"
using namespace metal;
#pragma mark - functions using projected coordinates
vertex ColorInOut basic_vertex_proj_tex(const Vertex in [[ stage_in ]],
const device Uniforms &uniforms [[ buffer(BufferIndexUniforms) ]])
{
ColorInOut out;
out.position = uniforms.projectionMatrix * float4(in.position, 1.0);
out.texCoord = in.texCoord;
return out;
}
fragment float4 basic_fragment_proj_tex(ColorInOut in [[stage_in]],
constant Uniforms & uniforms [[ buffer(BufferIndexUniforms) ]],
texture2d<half> tex [[ texture(TextureIndexColor) ]],
sampler samp [[ sampler(SamplerIndexDraw) ]])
{
half4 colorSample = tex.sample(samp, in.texCoord.xy);
return float4(colorSample);
}
#pragma mark - functions using normalized device coordinates
vertex ColorInOut basic_vertex_ndc_tex(const Vertex in [[ stage_in ]])
{
ColorInOut out;
out.position = float4(in.position, 1.0);
out.texCoord = in.texCoord;
return out;
}
fragment float4 basic_fragment_ndc_tex(ColorInOut in [[stage_in]],
texture2d<half> tex [[ texture(TextureIndexColor) ]],
sampler samp [[ sampler(SamplerIndexDraw) ]])
{
half4 colorSample = tex.sample(samp, in.texCoord.xy);
return float4(colorSample);
}
#pragma mark - functions for rendering fonts
vertex FontFragmentIn font_vertex(const FontVertex in [[ stage_in ]], const device Uniforms &uniforms [[ buffer(BufferIndexUniforms) ]])
{
FontFragmentIn out;
out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);
out.texCoord = in.texCoord;
out.color = in.color;
return out;
}
fragment float4 font_fragment(FontFragmentIn in [[ stage_in ]],
texture2d<half> tex [[ texture(TextureIndexColor) ]],
sampler samp [[ sampler(SamplerIndexDraw) ]])
{
half4 colorSample = tex.sample(samp, in.texCoord.xy);
return float4(in.color.rgb, in.color.a * colorSample.r);
}