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