Cemu/src/Cafe/HW/Latte/Renderer/Metal/UtilityShaderSource.h
2024-08-28 13:43:06 +02:00

52 lines
1.8 KiB
C++

#pragma once
#define __STRINGIFY(x) #x
#define _STRINGIFY(x) __STRINGIFY(x)
constexpr const char* utilityShaderSource = R"V0G0N(
#include <metal_stdlib>
using namespace metal;
#define GET_BUFFER_BINDING(index) (28 + index)
#define GET_TEXTURE_BINDING(index) (29 + index)
#define GET_SAMPLER_BINDING(index) (14 + index)\n
constant float2 positions[] = {float2(-1.0, -3.0), float2(-1.0, 1.0), float2(3.0, 1.0)};
struct VertexOut {
float4 position [[position]];
float2 texCoord;
};
vertex VertexOut vertexFullscreen(ushort vid [[vertex_id]]) {
VertexOut out;
out.position = float4(positions[vid], 0.0, 1.0);
out.texCoord = positions[vid] * 0.5 + 0.5;
out.texCoord.y = 1.0 - out.texCoord.y;
return out;
}
fragment float4 fragmentPresent(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler samplr [[sampler(0)]]) {
return tex.sample(samplr, in.texCoord);
}
/*
vertex void vertexCopyTextureToTexture(uint vid [[vertex_id]], texture2d<float, access::read> src [[texture(GET_TEXTURE_BINDING(0))]], texture2d<float, access::write> dst [[texture(GET_TEXTURE_BINDING(1))]], constant uint32_t& width [[buffer(GET_BUFFER_BINDING(0))]]) {
uint2 coord = uint2(vid % width, vid / width);
return dst.write(float4(src.read(coord).r, 0.0, 0.0, 0.0), coord);
}
*/
struct RestrideParams {
uint oldStride;
uint newStride;
};
// TODO: use uint32? Since that would require less iterations
vertex void vertexRestrideBuffer(uint vid [[vertex_id]], device uint8_t* src [[buffer(GET_BUFFER_BINDING(0))]], device uint8_t* dst [[buffer(GET_BUFFER_BINDING(1))]], constant RestrideParams& params [[buffer(GET_BUFFER_BINDING(2))]]) {
for (uint32_t i = 0; i < params.oldStride; i++) {
dst[vid * params.newStride + i] = src[vid * params.oldStride + i];
}
}
)V0G0N";