// Automatically generated from files in pathfinder/shaders/. Do not edit! #pragma clang diagnostic ignored "-Wmissing-prototypes" #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float2* uTileSize [[id(0)]]; constant float2* uStencilTextureSize [[id(1)]]; constant float4x4* uTransform [[id(2)]]; }; struct main0_out { float2 vMaskTexCoord [[user(locn0)]]; float2 vColorTexCoord [[user(locn1)]]; float vBackdrop [[user(locn2)]]; float4 gl_Position [[position]]; }; struct main0_in { uint2 aTessCoord [[attribute(0)]]; uint3 aTileOrigin [[attribute(1)]]; float4 aColorTexMatrix [[attribute(2)]]; float2 aColorTexOffset [[attribute(3)]]; int aBackdrop [[attribute(4)]]; int aTileIndex [[attribute(5)]]; }; float2 computeTileOffset(thread const uint& tileIndex, thread const float& stencilTextureWidth, thread float2 uTileSize) { uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x); uint2 tileOffset = uint2(tileIndex % tilesPerRow, tileIndex / tilesPerRow); return float2(tileOffset) * uTileSize; } vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; float2 tileOffset = float2(in.aTessCoord) * (*spvDescriptorSet0.uTileSize); float2 origin = float2(in.aTileOrigin.xy) + (float2(float(in.aTileOrigin.z & 15u), float(in.aTileOrigin.z >> 4u)) * 256.0); float2 position = (origin * (*spvDescriptorSet0.uTileSize)) + tileOffset; uint param = uint(in.aTileIndex); float param_1 = (*spvDescriptorSet0.uStencilTextureSize).x; float2 maskTexCoordOrigin = computeTileOffset(param, param_1, (*spvDescriptorSet0.uTileSize)); float2 maskTexCoord = maskTexCoordOrigin + tileOffset; out.vMaskTexCoord = maskTexCoord / (*spvDescriptorSet0.uStencilTextureSize); out.vColorTexCoord = (float2x2(float2(in.aColorTexMatrix.xy), float2(in.aColorTexMatrix.zw)) * tileOffset) + in.aColorTexOffset; out.vBackdrop = float(in.aBackdrop); out.gl_Position = (*spvDescriptorSet0.uTransform) * float4(position, 0.0, 1.0); return out; }