diff options
| author | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
| commit | 5a079a2d114f96d4847d1ee305d5b7c16eeec50e (patch) | |
| tree | 8926ab44f168acf787d8e19608857b3af0f82758 /contrib/SDL-3.2.8/src/gpu/metal/Metal_Blit.metal | |
Initial commit
Diffstat (limited to 'contrib/SDL-3.2.8/src/gpu/metal/Metal_Blit.metal')
| -rw-r--r-- | contrib/SDL-3.2.8/src/gpu/metal/Metal_Blit.metal | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/gpu/metal/Metal_Blit.metal b/contrib/SDL-3.2.8/src/gpu/metal/Metal_Blit.metal new file mode 100644 index 0000000..212903d --- /dev/null +++ b/contrib/SDL-3.2.8/src/gpu/metal/Metal_Blit.metal | |||
| @@ -0,0 +1,110 @@ | |||
| 1 | #include <metal_stdlib> | ||
| 2 | using namespace metal; | ||
| 3 | |||
| 4 | struct VertexToFragment { | ||
| 5 | float2 tex; | ||
| 6 | float4 pos [[position]]; | ||
| 7 | }; | ||
| 8 | |||
| 9 | struct SourceRegion { | ||
| 10 | float2 UVLeftTop; | ||
| 11 | float2 UVDimensions; | ||
| 12 | uint MipLevel; | ||
| 13 | float LayerOrDepth; | ||
| 14 | }; | ||
| 15 | |||
| 16 | #if COMPILE_FullscreenVert | ||
| 17 | vertex VertexToFragment FullscreenVert(uint vI [[vertex_id]]) { | ||
| 18 | float2 inTex = float2((vI << 1) & 2, vI & 2); | ||
| 19 | VertexToFragment out; | ||
| 20 | out.tex = inTex; | ||
| 21 | out.pos = float4(inTex * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f); | ||
| 22 | return out; | ||
| 23 | } | ||
| 24 | #endif | ||
| 25 | |||
| 26 | #if COMPILE_BlitFrom2D | ||
| 27 | fragment float4 BlitFrom2D( | ||
| 28 | VertexToFragment input [[stage_in]], | ||
| 29 | constant SourceRegion &sourceRegion [[buffer(0)]], | ||
| 30 | texture2d<float> sourceTexture [[texture(0)]], | ||
| 31 | sampler sourceSampler [[sampler(0)]]) | ||
| 32 | { | ||
| 33 | float2 newCoord = sourceRegion.UVLeftTop + sourceRegion.UVDimensions * input.tex; | ||
| 34 | return sourceTexture.sample(sourceSampler, newCoord, level(sourceRegion.MipLevel)); | ||
| 35 | } | ||
| 36 | #endif | ||
| 37 | |||
| 38 | #if COMPILE_BlitFrom2DArray | ||
| 39 | fragment float4 BlitFrom2DArray( | ||
| 40 | VertexToFragment input [[stage_in]], | ||
| 41 | constant SourceRegion &sourceRegion [[buffer(0)]], | ||
| 42 | texture2d_array<float> sourceTexture [[texture(0)]], | ||
| 43 | sampler sourceSampler [[sampler(0)]]) | ||
| 44 | { | ||
| 45 | float2 newCoord = sourceRegion.UVLeftTop + sourceRegion.UVDimensions * input.tex; | ||
| 46 | return sourceTexture.sample(sourceSampler, newCoord, (uint)sourceRegion.LayerOrDepth, level(sourceRegion.MipLevel)); | ||
| 47 | } | ||
| 48 | #endif | ||
| 49 | |||
| 50 | #if COMPILE_BlitFrom3D | ||
| 51 | fragment float4 BlitFrom3D( | ||
| 52 | VertexToFragment input [[stage_in]], | ||
| 53 | constant SourceRegion &sourceRegion [[buffer(0)]], | ||
| 54 | texture3d<float> sourceTexture [[texture(0)]], | ||
| 55 | sampler sourceSampler [[sampler(0)]]) | ||
| 56 | { | ||
| 57 | float2 newCoord = sourceRegion.UVLeftTop + sourceRegion.UVDimensions * input.tex; | ||
| 58 | return sourceTexture.sample(sourceSampler, float3(newCoord, sourceRegion.LayerOrDepth), level(sourceRegion.MipLevel)); | ||
| 59 | } | ||
| 60 | #endif | ||
| 61 | |||
| 62 | #if COMPILE_BlitFromCube | ||
| 63 | fragment float4 BlitFromCube( | ||
| 64 | VertexToFragment input [[stage_in]], | ||
| 65 | constant SourceRegion &sourceRegion [[buffer(0)]], | ||
| 66 | texturecube<float> sourceTexture [[texture(0)]], | ||
| 67 | sampler sourceSampler [[sampler(0)]]) | ||
| 68 | { | ||
| 69 | // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping | ||
| 70 | float2 scaledUV = sourceRegion.UVLeftTop + sourceRegion.UVDimensions * input.tex; | ||
| 71 | float u = 2.0 * scaledUV.x - 1.0; | ||
| 72 | float v = 2.0 * scaledUV.y - 1.0; | ||
| 73 | float3 newCoord; | ||
| 74 | switch ((uint)sourceRegion.LayerOrDepth) { | ||
| 75 | case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X | ||
| 76 | case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X | ||
| 77 | case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y | ||
| 78 | case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y | ||
| 79 | case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z | ||
| 80 | case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z | ||
| 81 | default: newCoord = float3(0, 0, 0); break; // silences warning | ||
| 82 | } | ||
| 83 | return sourceTexture.sample(sourceSampler, newCoord, level(sourceRegion.MipLevel)); | ||
| 84 | } | ||
| 85 | #endif | ||
| 86 | |||
| 87 | #if COMPILE_BlitFromCubeArray | ||
| 88 | fragment float4 BlitFromCubeArray( | ||
| 89 | VertexToFragment input [[stage_in]], | ||
| 90 | constant SourceRegion &sourceRegion [[buffer(0)]], | ||
| 91 | texturecube_array<float> sourceTexture [[texture(0)]], | ||
| 92 | sampler sourceSampler [[sampler(0)]]) | ||
| 93 | { | ||
| 94 | // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping | ||
| 95 | float2 scaledUV = sourceRegion.UVLeftTop + sourceRegion.UVDimensions * input.tex; | ||
| 96 | float u = 2.0 * scaledUV.x - 1.0; | ||
| 97 | float v = 2.0 * scaledUV.y - 1.0; | ||
| 98 | float3 newCoord; | ||
| 99 | switch (((uint)sourceRegion.LayerOrDepth) % 6) { | ||
| 100 | case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X | ||
| 101 | case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X | ||
| 102 | case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y | ||
| 103 | case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y | ||
| 104 | case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z | ||
| 105 | case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z | ||
| 106 | default: newCoord = float3(0, 0, 0); break; // silences warning | ||
| 107 | } | ||
| 108 | return sourceTexture.sample(sourceSampler, newCoord, (uint)sourceRegion.LayerOrDepth / 6, level(sourceRegion.MipLevel)); | ||
| 109 | } | ||
| 110 | #endif | ||
