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Diffstat (limited to 'contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal.metal')
| -rw-r--r-- | contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal.metal | 299 |
1 files changed, 299 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal.metal b/contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal.metal new file mode 100644 index 0000000..c266670 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal.metal | |||
| @@ -0,0 +1,299 @@ | |||
| 1 | #include <metal_common> | ||
| 2 | #include <metal_texture> | ||
| 3 | #include <metal_matrix> | ||
| 4 | |||
| 5 | using namespace metal; | ||
| 6 | |||
| 7 | // These should mirror the definitions in SDL_render_metal.m | ||
| 8 | #define TONEMAP_NONE 0 | ||
| 9 | #define TONEMAP_LINEAR 1 | ||
| 10 | #define TONEMAP_CHROME 2 | ||
| 11 | |||
| 12 | #define TEXTURETYPE_NONE 0 | ||
| 13 | #define TEXTURETYPE_RGB 1 | ||
| 14 | #define TEXTURETYPE_NV12 2 | ||
| 15 | #define TEXTURETYPE_NV21 3 | ||
| 16 | #define TEXTURETYPE_YUV 4 | ||
| 17 | |||
| 18 | #define INPUTTYPE_UNSPECIFIED 0 | ||
| 19 | #define INPUTTYPE_SRGB 1 | ||
| 20 | #define INPUTTYPE_SCRGB 2 | ||
| 21 | #define INPUTTYPE_HDR10 3 | ||
| 22 | |||
| 23 | struct ShaderConstants | ||
| 24 | { | ||
| 25 | float scRGB_output; | ||
| 26 | float texture_type; | ||
| 27 | float input_type; | ||
| 28 | float color_scale; | ||
| 29 | |||
| 30 | float tonemap_method; | ||
| 31 | float tonemap_factor1; | ||
| 32 | float tonemap_factor2; | ||
| 33 | float sdr_white_point; | ||
| 34 | }; | ||
| 35 | |||
| 36 | struct YUVDecode | ||
| 37 | { | ||
| 38 | float3 offset; | ||
| 39 | float3x3 matrix; | ||
| 40 | }; | ||
| 41 | |||
| 42 | float sRGBtoLinear(float v) | ||
| 43 | { | ||
| 44 | if (v <= 0.04045) { | ||
| 45 | v = (v / 12.92); | ||
| 46 | } else { | ||
| 47 | v = pow(abs(v + 0.055) / 1.055, 2.4); | ||
| 48 | } | ||
| 49 | return v; | ||
| 50 | } | ||
| 51 | |||
| 52 | float sRGBfromLinear(float v) | ||
| 53 | { | ||
| 54 | if (v <= 0.0031308) { | ||
| 55 | v = (v * 12.92); | ||
| 56 | } else { | ||
| 57 | v = (pow(abs(v), 1.0 / 2.4) * 1.055 - 0.055); | ||
| 58 | } | ||
| 59 | return v; | ||
| 60 | } | ||
| 61 | |||
| 62 | float3 PQtoLinear(float3 v, float sdr_white_point) | ||
| 63 | { | ||
| 64 | const float c1 = 0.8359375; | ||
| 65 | const float c2 = 18.8515625; | ||
| 66 | const float c3 = 18.6875; | ||
| 67 | const float oo_m1 = 1.0 / 0.1593017578125; | ||
| 68 | const float oo_m2 = 1.0 / 78.84375; | ||
| 69 | |||
| 70 | float3 num = max(pow(abs(v), oo_m2) - c1, 0.0); | ||
| 71 | float3 den = c2 - c3 * pow(abs(v), oo_m2); | ||
| 72 | return (10000.0 * pow(abs(num / den), oo_m1) / sdr_white_point); | ||
| 73 | } | ||
| 74 | |||
| 75 | float3 ApplyTonemap(float3 v, float input_type, float tonemap_method, float tonemap_factor1, float tonemap_factor2) | ||
| 76 | { | ||
| 77 | const float3x3 mat709to2020 = { | ||
| 78 | { 0.627404, 0.329283, 0.043313 }, | ||
| 79 | { 0.069097, 0.919541, 0.011362 }, | ||
| 80 | { 0.016391, 0.088013, 0.895595 } | ||
| 81 | }; | ||
| 82 | const float3x3 mat2020to709 = { | ||
| 83 | { 1.660496, -0.587656, -0.072840 }, | ||
| 84 | { -0.124547, 1.132895, -0.008348 }, | ||
| 85 | { -0.018154, -0.100597, 1.118751 } | ||
| 86 | }; | ||
| 87 | |||
| 88 | if (tonemap_method == TONEMAP_LINEAR) { | ||
| 89 | v *= tonemap_factor1; | ||
| 90 | } else if (tonemap_method == TONEMAP_CHROME) { | ||
| 91 | if (input_type == INPUTTYPE_SCRGB) { | ||
| 92 | // Convert to BT.2020 colorspace for tone mapping | ||
| 93 | v = v * mat709to2020; | ||
| 94 | } | ||
| 95 | |||
| 96 | float vmax = max(v.r, max(v.g, v.b)); | ||
| 97 | if (vmax > 0.0) { | ||
| 98 | float scale = (1.0 + tonemap_factor1 * vmax) / (1.0 + tonemap_factor2 * vmax); | ||
| 99 | v *= scale; | ||
| 100 | } | ||
| 101 | |||
| 102 | if (input_type == INPUTTYPE_SCRGB) { | ||
| 103 | // Convert to BT.709 colorspace after tone mapping | ||
| 104 | v = v * mat2020to709; | ||
| 105 | } | ||
| 106 | } | ||
| 107 | return v; | ||
| 108 | } | ||
| 109 | |||
| 110 | float4 GetOutputColorSimple(float4 rgba, float color_scale) | ||
| 111 | { | ||
| 112 | float4 output; | ||
| 113 | |||
| 114 | output.rgb = rgba.rgb * color_scale; | ||
| 115 | output.a = rgba.a; | ||
| 116 | |||
| 117 | return output; | ||
| 118 | } | ||
| 119 | |||
| 120 | float3 GetOutputColorFromSRGB(float3 rgb, float scRGB_output, float color_scale) | ||
| 121 | { | ||
| 122 | float3 output; | ||
| 123 | |||
| 124 | if (scRGB_output) { | ||
| 125 | rgb.r = sRGBtoLinear(rgb.r); | ||
| 126 | rgb.g = sRGBtoLinear(rgb.g); | ||
| 127 | rgb.b = sRGBtoLinear(rgb.b); | ||
| 128 | } | ||
| 129 | |||
| 130 | output = rgb * color_scale; | ||
| 131 | |||
| 132 | return output; | ||
| 133 | } | ||
| 134 | |||
| 135 | float3 GetOutputColorFromLinear(float3 rgb, float scRGB_output, float color_scale) | ||
| 136 | { | ||
| 137 | float3 output; | ||
| 138 | |||
| 139 | output = rgb * color_scale; | ||
| 140 | |||
| 141 | if (!scRGB_output) { | ||
| 142 | output.r = sRGBfromLinear(output.r); | ||
| 143 | output.g = sRGBfromLinear(output.g); | ||
| 144 | output.b = sRGBfromLinear(output.b); | ||
| 145 | output = clamp(output, 0.0, 1.0); | ||
| 146 | } | ||
| 147 | |||
| 148 | return output; | ||
| 149 | } | ||
| 150 | |||
| 151 | float4 GetOutputColor(float4 rgba, constant ShaderConstants &c) | ||
| 152 | { | ||
| 153 | const float3x3 mat2020to709 = { | ||
| 154 | { 1.660496, -0.587656, -0.072840 }, | ||
| 155 | { -0.124547, 1.132895, -0.008348 }, | ||
| 156 | { -0.018154, -0.100597, 1.118751 } | ||
| 157 | }; | ||
| 158 | float4 output; | ||
| 159 | |||
| 160 | if (c.input_type == INPUTTYPE_HDR10) { | ||
| 161 | rgba.rgb = PQtoLinear(rgba.rgb, c.sdr_white_point); | ||
| 162 | } | ||
| 163 | |||
| 164 | if (c.tonemap_method != TONEMAP_NONE) { | ||
| 165 | rgba.rgb = ApplyTonemap(rgba.rgb, c.input_type, c.tonemap_method, c.tonemap_factor1, c.tonemap_factor2); | ||
| 166 | } | ||
| 167 | |||
| 168 | if (c.input_type == INPUTTYPE_SRGB) { | ||
| 169 | if (c.texture_type == TEXTURETYPE_RGB) { | ||
| 170 | // The sampler has already converted to linear if necessary | ||
| 171 | output.rgb = rgba.rgb * c.color_scale; | ||
| 172 | } else { | ||
| 173 | output.rgb = GetOutputColorFromSRGB(rgba.rgb, c.scRGB_output, c.color_scale); | ||
| 174 | } | ||
| 175 | } else if (c.input_type == INPUTTYPE_SCRGB) { | ||
| 176 | output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale); | ||
| 177 | } else if (c.input_type == INPUTTYPE_HDR10) { | ||
| 178 | rgba.rgb = rgba.rgb * mat2020to709; | ||
| 179 | output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale); | ||
| 180 | } else { | ||
| 181 | // Unexpected input type, use magenta error color | ||
| 182 | output.rgb = float3(1.0, 0.0, 1.0); | ||
| 183 | } | ||
| 184 | output.a = rgba.a; | ||
| 185 | |||
| 186 | return output; | ||
| 187 | } | ||
| 188 | |||
| 189 | struct SolidVertexInput | ||
| 190 | { | ||
| 191 | float2 position [[attribute(0)]]; | ||
| 192 | float4 color [[attribute(1)]]; | ||
| 193 | }; | ||
| 194 | |||
| 195 | struct SolidVertexOutput | ||
| 196 | { | ||
| 197 | float4 position [[position]]; | ||
| 198 | float4 color; | ||
| 199 | float pointSize [[point_size]]; | ||
| 200 | }; | ||
| 201 | |||
| 202 | vertex SolidVertexOutput SDL_Solid_vertex(SolidVertexInput in [[stage_in]], | ||
| 203 | constant float4x4 &projection [[buffer(2)]], | ||
| 204 | constant float4x4 &transform [[buffer(3)]]) | ||
| 205 | { | ||
| 206 | SolidVertexOutput v; | ||
| 207 | v.position = (projection * transform) * float4(in.position, 0.0f, 1.0f); | ||
| 208 | v.color = in.color; | ||
| 209 | v.pointSize = 1.0f; | ||
| 210 | return v; | ||
| 211 | } | ||
| 212 | |||
| 213 | fragment float4 SDL_Solid_fragment(SolidVertexInput in [[stage_in]], | ||
| 214 | constant ShaderConstants &c [[buffer(0)]]) | ||
| 215 | { | ||
| 216 | return GetOutputColorSimple(1.0, c.color_scale) * in.color; | ||
| 217 | } | ||
| 218 | |||
| 219 | struct CopyVertexInput | ||
| 220 | { | ||
| 221 | float2 position [[attribute(0)]]; | ||
| 222 | float4 color [[attribute(1)]]; | ||
| 223 | float2 texcoord [[attribute(2)]]; | ||
| 224 | }; | ||
| 225 | |||
| 226 | struct CopyVertexOutput | ||
| 227 | { | ||
| 228 | float4 position [[position]]; | ||
| 229 | float4 color; | ||
| 230 | float2 texcoord; | ||
| 231 | }; | ||
| 232 | |||
| 233 | vertex CopyVertexOutput SDL_Copy_vertex(CopyVertexInput in [[stage_in]], | ||
| 234 | constant float4x4 &projection [[buffer(2)]], | ||
| 235 | constant float4x4 &transform [[buffer(3)]]) | ||
| 236 | { | ||
| 237 | CopyVertexOutput v; | ||
| 238 | v.position = (projection * transform) * float4(in.position, 0.0f, 1.0f); | ||
| 239 | v.color = in.color; | ||
| 240 | v.texcoord = in.texcoord; | ||
| 241 | return v; | ||
| 242 | } | ||
| 243 | |||
| 244 | fragment float4 SDL_Copy_fragment(CopyVertexOutput vert [[stage_in]], | ||
| 245 | constant ShaderConstants &c [[buffer(0)]], | ||
| 246 | texture2d<float> tex [[texture(0)]], | ||
| 247 | sampler s [[sampler(0)]]) | ||
| 248 | { | ||
| 249 | float4 rgba = tex.sample(s, vert.texcoord); | ||
| 250 | return GetOutputColor(rgba, c) * vert.color; | ||
| 251 | } | ||
| 252 | |||
| 253 | fragment float4 SDL_YUV_fragment(CopyVertexOutput vert [[stage_in]], | ||
| 254 | constant ShaderConstants &c [[buffer(0)]], | ||
| 255 | constant YUVDecode &decode [[buffer(1)]], | ||
| 256 | texture2d<float> texY [[texture(0)]], | ||
| 257 | texture2d_array<float> texUV [[texture(1)]], | ||
| 258 | sampler s [[sampler(0)]]) | ||
| 259 | { | ||
| 260 | float3 yuv; | ||
| 261 | yuv.x = texY.sample(s, vert.texcoord).r; | ||
| 262 | yuv.y = texUV.sample(s, vert.texcoord, 0).r; | ||
| 263 | yuv.z = texUV.sample(s, vert.texcoord, 1).r; | ||
| 264 | |||
| 265 | float4 rgba; | ||
| 266 | rgba.rgb = (yuv + decode.offset) * decode.matrix; | ||
| 267 | rgba.a = 1.0; | ||
| 268 | |||
| 269 | return GetOutputColor(rgba, c) * vert.color; | ||
| 270 | } | ||
| 271 | |||
| 272 | fragment float4 SDL_NV12_fragment(CopyVertexOutput vert [[stage_in]], | ||
| 273 | constant ShaderConstants &c [[buffer(0)]], | ||
| 274 | constant YUVDecode &decode [[buffer(1)]], | ||
| 275 | texture2d<float> texY [[texture(0)]], | ||
| 276 | texture2d<float> texUV [[texture(1)]], | ||
| 277 | sampler s [[sampler(0)]]) | ||
| 278 | { | ||
| 279 | float4 rgba; | ||
| 280 | if (c.texture_type == TEXTURETYPE_NV12) { | ||
| 281 | float3 yuv; | ||
| 282 | yuv.x = texY.sample(s, vert.texcoord).r; | ||
| 283 | yuv.yz = texUV.sample(s, vert.texcoord).rg; | ||
| 284 | |||
| 285 | rgba.rgb = (yuv + decode.offset) * decode.matrix; | ||
| 286 | } else if (c.texture_type == TEXTURETYPE_NV21) { | ||
| 287 | float3 yuv; | ||
| 288 | yuv.x = texY.sample(s, vert.texcoord).r; | ||
| 289 | yuv.yz = texUV.sample(s, vert.texcoord).gr; | ||
| 290 | |||
| 291 | rgba.rgb = (yuv + decode.offset) * decode.matrix; | ||
| 292 | } else { | ||
| 293 | // Unexpected texture type, use magenta error color | ||
| 294 | rgba.rgb = float3(1.0, 0.0, 1.0); | ||
| 295 | } | ||
| 296 | rgba.a = 1.0; | ||
| 297 | |||
| 298 | return GetOutputColor(rgba, c) * vert.color; | ||
| 299 | } | ||
