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stringify utility shader source
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@ -57,9 +57,17 @@ MetalRenderer::MetalRenderer()
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}
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}
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// Utility shader source
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// Utility shader library
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// Process the source first
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std::string processedUtilityShaderSource = utilityShaderSource;
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processedUtilityShaderSource.pop_back();
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processedUtilityShaderSource.erase(processedUtilityShaderSource.begin());
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processedUtilityShaderSource = "#include <metal_stdlib>\n" + processedUtilityShaderSource;
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// Create the library
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NS::Error* error = nullptr;
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MTL::Library* utilityLibrary = m_device->newLibrary(NS::String::string(utilityShaderSource, NS::ASCIIStringEncoding), nullptr, &error);
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MTL::Library* utilityLibrary = m_device->newLibrary(NS::String::string(processedUtilityShaderSource.c_str(), NS::ASCIIStringEncoding), nullptr, &error);
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if (error)
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{
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debug_printf("failed to create utility library (error: %s)\n", error->localizedDescription()->utf8String());
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@ -1,49 +1,53 @@
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inline const char* utilityShaderSource = \
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"#include <metal_stdlib>\n" \
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"using namespace metal;\n" \
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"\n" \
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"constant float2 positions[] = {float2(-1.0, -3.0), float2(-1.0, 1.0), float2(3.0, 1.0)};\n"
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"\n" \
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"struct VertexOut {\n" \
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" float4 position [[position]];\n" \
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" float2 texCoord;\n" \
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"};\n" \
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"\n" \
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"vertex VertexOut vertexFullscreen(ushort vid [[vertex_id]]) {\n" \
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" VertexOut out;\n" \
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" out.position = float4(positions[vid], 0.0, 1.0);\n" \
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" out.texCoord = positions[vid] * 0.5 + 0.5;\n" \
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" out.texCoord.y = 1.0 - out.texCoord.y;\n" \
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"\n" \
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" return out;\n" \
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"}\n" \
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"\n" \
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"fragment float4 fragmentPresent(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler samplr [[sampler(0)]]) {\n" \
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" return tex.sample(samplr, in.texCoord);\n" \
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"}\n" \
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"\n" \
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"struct CopyParams {\n" \
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" uint width;\n" \
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" uint srcMip;\n" \
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" uint srcSlice;\n" \
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" uint dstMip;\n" \
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" uint dstSlice;\n" \
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"};\n" \
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"\n" \
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"vertex void vertexCopyTextureToTexture(uint vid [[vertex_id]], texture2d_array<float, access::read> src [[texture(0)]], texture2d_array<float, access::write> dst [[texture(1)]], constant CopyParams& params [[buffer(0)]]) {\n" \
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" uint2 coord = uint2(vid % params.width, vid / params.width);\n" \
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" return dst.write(float4(src.read(coord, params.srcSlice, params.srcMip).r, 0.0, 0.0, 0.0), coord, params.dstSlice, params.dstMip);\n" \
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"}\n" \
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"\n" \
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"struct RestrideParams {\n" \
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" uint oldStride;\n" \
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" uint newStride;\n" \
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"};\n" \
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"\n" \
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/* TODO: use uint32? Since that would require less iterations */ \
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"vertex void vertexRestrideBuffer(uint vid [[vertex_id]], device uint8_t* src [[buffer(0)]], device uint8_t* dst [[buffer(1)]], constant RestrideParams& params [[buffer(2)]]) {\n" \
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" for (uint32_t i = 0; i < params.oldStride; i++) {\n" \
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" dst[vid * params.newStride + i] = src[vid * params.oldStride + i];\n" \
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" }\n" \
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"}\n" \
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"\n";
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#pragma once
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#define __STRINGIFY(x) #x
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#define _STRINGIFY(x) __STRINGIFY(x)
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constexpr const char* utilityShaderSource = _STRINGIFY((
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using namespace metal;
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constant float2 positions[] = {float2(-1.0, -3.0), float2(-1.0, 1.0), float2(3.0, 1.0)};
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struct VertexOut {
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float4 position [[position]];
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float2 texCoord;
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};
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vertex VertexOut vertexFullscreen(ushort vid [[vertex_id]]) {
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VertexOut out;
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out.position = float4(positions[vid], 0.0, 1.0);
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out.texCoord = positions[vid] * 0.5 + 0.5;
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out.texCoord.y = 1.0 - out.texCoord.y;
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return out;
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}
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fragment float4 fragmentPresent(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler samplr [[sampler(0)]]) {
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return tex.sample(samplr, in.texCoord);
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}
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struct CopyParams {
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uint width;
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uint srcMip;
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uint srcSlice;
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uint dstMip;
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uint dstSlice;
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};
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vertex void vertexCopyTextureToTexture(uint vid [[vertex_id]], texture2d_array<float, access::read> src [[texture(0)]], texture2d_array<float, access::write> dst [[texture(1)]], constant CopyParams& params [[buffer(0)]]) {
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uint2 coord = uint2(vid % params.width, vid / params.width);
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return dst.write(float4(src.read(coord, params.srcSlice, params.srcMip).r, 0.0, 0.0, 0.0), coord, params.dstSlice, params.dstMip);
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}
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struct RestrideParams {
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uint oldStride;
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uint newStride;
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};
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/* TODO: use uint32? Since that would require less iterations */
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vertex void vertexRestrideBuffer(uint vid [[vertex_id]], device uint8_t* src [[buffer(0)]], device uint8_t* dst [[buffer(1)]], constant RestrideParams& params [[buffer(2)]]) {
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for (uint32_t i = 0; i < params.oldStride; i++) {
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dst[vid * params.newStride + i] = src[vid * params.oldStride + i];
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}
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}
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));
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