RetroArch/gfx/common/metal/Shaders.metal

121 lines
4.6 KiB
Metal

/* RetroArch - A frontend for libretro.
* Copyright (C) 2018 - Stuart Carnie
* copyright (c) 2011-2021 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
/* 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 "metal_shader_types.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 for rendering sprites
vertex FontFragmentIn sprite_vertex(const SpriteVertex 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 sprite_fragment_a8(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);
}
#pragma mark - functions for rendering sprites
vertex FontFragmentIn stock_vertex(const SpriteVertex 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 stock_fragment(FontFragmentIn in [[ stage_in ]],
texture2d<float> tex [[ texture(TextureIndexColor) ]],
sampler samp [[ sampler(SamplerIndexDraw) ]])
{
float4 colorSample = tex.sample(samp, in.texCoord.xy);
return colorSample * in.color;
}
fragment half4 stock_fragment_color(FontFragmentIn in [[ stage_in ]])
{
return half4(in.color);
}
#pragma mark - filter kernels
kernel void convert_bgra4444_to_bgra8888(texture2d<ushort, access::read> in [[ texture(0) ]],
texture2d<half, access::write> out [[ texture(1) ]],
uint2 gid [[ thread_position_in_grid ]])
{
ushort pix = in.read(gid).r;
uchar4 pix2 = uchar4(
extract_bits(pix, 4, 4),
extract_bits(pix, 8, 4),
extract_bits(pix, 12, 4),
extract_bits(pix, 0, 4)
);
out.write(half4(pix2) / 15.0, gid);
}
kernel void convert_rgb565_to_bgra8888(texture2d<ushort, access::read> in [[ texture(0) ]],
texture2d<half, access::write> out [[ texture(1) ]],
uint2 gid [[ thread_position_in_grid ]])
{
ushort pix = in.read(gid).r;
uchar4 pix2 = uchar4(
extract_bits(pix, 11, 5),
extract_bits(pix, 5, 6),
extract_bits(pix, 0, 5),
0xf
);
out.write(half4(pix2) / half4(0x1f, 0x3f, 0x1f, 0xf), gid);
}