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graphicsdriver/metal: Reduce 'if' from shader programs (#762)
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27dbf1bbb7
commit
81101e0f48
@ -32,12 +32,12 @@ import (
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const source = `#include <metal_stdlib>
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const source = `#include <metal_stdlib>
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#define FILTER_NEAREST ({{.FilterNearest}})
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#define FILTER_NEAREST {{.FilterNearest}}
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#define FILTER_LINEAR ({{.FilterLinear}})
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#define FILTER_LINEAR {{.FilterLinear}}
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#define FILTER_SCREEN ({{.FilterScreen}})
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#define FILTER_SCREEN {{.FilterScreen}}
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#define ADDRESS_CLAMP_TO_ZERO ({{.AddressClampToZero}})
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#define ADDRESS_CLAMP_TO_ZERO {{.AddressClampToZero}}
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#define ADDRESS_REPEAT ({{.AddressRepeat}})
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#define ADDRESS_REPEAT {{.AddressRepeat}}
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using namespace metal;
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using namespace metal;
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@ -99,30 +99,27 @@ float FloorMod(float x, float y) {
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return x - y * floor(x/y);
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return x - y * floor(x/y);
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}
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}
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float2 AdjustTexelByAddress(float2 p, float4 tex_region, uint8_t address) {
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template<uint8_t address>
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switch (address) {
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float2 AdjustTexelByAddress(float2 p, float4 tex_region) {
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case ADDRESS_CLAMP_TO_ZERO: {
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if (address == ADDRESS_CLAMP_TO_ZERO) {
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return p;
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return p;
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}
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}
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case ADDRESS_REPEAT: {
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if (address == ADDRESS_REPEAT) {
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float2 o = float2(tex_region[0], tex_region[1]);
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float2 o = float2(tex_region[0], tex_region[1]);
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float2 size = float2(tex_region[2] - tex_region[0], tex_region[3] - tex_region[1]);
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float2 size = float2(tex_region[2] - tex_region[0], tex_region[3] - tex_region[1]);
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return float2(FloorMod((p.x - o.x), size.x) + o.x, FloorMod((p.y - o.y), size.y) + o.y);
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return float2(FloorMod((p.x - o.x), size.x) + o.x, FloorMod((p.y - o.y), size.y) + o.y);
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}
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}
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default:
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// Not reached.
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// Not reached.
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break;
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}
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return 0.0;
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return 0.0;
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}
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}
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fragment float4 FragmentShader(VertexOut v [[stage_in]],
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template<uint8_t filter, uint8_t address>
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texture2d<float> texture [[texture(0)]],
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float4 fragmentShader(
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constant float4x4& color_matrix_body [[buffer(2)]],
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VertexOut v,
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constant float4& color_matrix_translation [[buffer(3)]],
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texture2d<float> texture,
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constant uint8_t& filter [[buffer(4)]],
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constant float4x4& color_matrix_body,
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constant uint8_t& address [[buffer(5)]],
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constant float4& color_matrix_translation,
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constant float& scale [[buffer(6)]]) {
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constant float& scale) {
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constexpr sampler texture_sampler(filter::nearest);
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constexpr sampler texture_sampler(filter::nearest);
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float2 source_size = 1;
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float2 source_size = 1;
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while (source_size.x < texture.get_width()) {
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while (source_size.x < texture.get_width()) {
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@ -135,9 +132,8 @@ fragment float4 FragmentShader(VertexOut v [[stage_in]],
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float4 c;
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float4 c;
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switch (filter) {
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if (filter == FILTER_NEAREST) {
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case FILTER_NEAREST: {
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float2 p = AdjustTexelByAddress<address>(v.tex, v.tex_region);
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float2 p = AdjustTexelByAddress(v.tex, v.tex_region, address);
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c = texture.sample(texture_sampler, p);
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c = texture.sample(texture_sampler, p);
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if (p.x < v.tex_region[0] ||
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if (p.x < v.tex_region[0] ||
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p.y < v.tex_region[1] ||
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p.y < v.tex_region[1] ||
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@ -145,15 +141,12 @@ fragment float4 FragmentShader(VertexOut v [[stage_in]],
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(v.tex_region[3] - texel_size.y / 512.0) <= p.y) {
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(v.tex_region[3] - texel_size.y / 512.0) <= p.y) {
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c = 0;
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c = 0;
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}
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}
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break;
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} else if (filter == FILTER_LINEAR) {
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}
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case FILTER_LINEAR: {
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float2 p0 = v.tex - texel_size / 2.0;
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float2 p0 = v.tex - texel_size / 2.0;
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float2 p1 = v.tex + texel_size / 2.0;
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float2 p1 = v.tex + texel_size / 2.0;
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p1 = AdjustTexel(source_size, p0, p1);
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p1 = AdjustTexel(source_size, p0, p1);
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p0 = AdjustTexelByAddress(p0, v.tex_region, address);
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p0 = AdjustTexelByAddress<address>(p0, v.tex_region);
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p1 = AdjustTexelByAddress(p1, v.tex_region, address);
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p1 = AdjustTexelByAddress<address>(p1, v.tex_region);
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float4 c0 = texture.sample(texture_sampler, p0);
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float4 c0 = texture.sample(texture_sampler, p0);
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float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y));
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float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y));
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@ -179,10 +172,7 @@ fragment float4 FragmentShader(VertexOut v [[stage_in]],
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float2 rate = fract(p0 * source_size);
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float2 rate = fract(p0 * source_size);
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c = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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c = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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break;
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} else if (filter == FILTER_SCREEN) {
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}
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case FILTER_SCREEN: {
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float2 p0 = v.tex - texel_size / 2.0 / scale;
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float2 p0 = v.tex - texel_size / 2.0 / scale;
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float2 p1 = v.tex + texel_size / 2.0 / scale;
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float2 p1 = v.tex + texel_size / 2.0 / scale;
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p1 = AdjustTexel(source_size, p0, p1);
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p1 = AdjustTexel(source_size, p0, p1);
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@ -195,10 +185,7 @@ fragment float4 FragmentShader(VertexOut v [[stage_in]],
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float2 rate_center = float2(1.0, 1.0) - texel_size / 2.0 / scale;
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float2 rate_center = float2(1.0, 1.0) - texel_size / 2.0 / scale;
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float2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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float2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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c = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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c = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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break;
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} else {
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}
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default:
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// Not reached.
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// Not reached.
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discard_fragment();
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discard_fragment();
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return float4(0);
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return float4(0);
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@ -213,15 +200,46 @@ fragment float4 FragmentShader(VertexOut v [[stage_in]],
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c.rgb *= c.a;
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c.rgb *= c.a;
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return c;
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return c;
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}
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}
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// Define Foo and FooCp macro to force macro replacement.
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// See "6.10.3.1 Argument substitution" in ISO/IEC 9899.
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#define FragmentShaderFunc(filter, address) \
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FragmentShaderFuncCp(filter, address) //
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#define FragmentShaderFuncCp(filter, address) \
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fragment float4 FragmentShader_##filter##_##address( \
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VertexOut v [[stage_in]], \
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texture2d<float> texture [[texture(0)]], \
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constant float4x4& color_matrix_body [[buffer(2)]], \
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constant float4& color_matrix_translation [[buffer(3)]], \
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constant float& scale [[buffer(4)]]) { \
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return fragmentShader<filter, address>( \
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v, texture, color_matrix_body, color_matrix_translation, scale); \
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}
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FragmentShaderFunc(FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO)
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FragmentShaderFunc(FILTER_LINEAR, ADDRESS_CLAMP_TO_ZERO)
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FragmentShaderFunc(FILTER_SCREEN, ADDRESS_CLAMP_TO_ZERO)
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FragmentShaderFunc(FILTER_NEAREST, ADDRESS_REPEAT)
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FragmentShaderFunc(FILTER_LINEAR, ADDRESS_REPEAT)
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#undef FragmentShaderFuncName
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`
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`
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type rpsKey struct {
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filter graphics.Filter
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address graphics.Address
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compositeMode graphics.CompositeMode
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}
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type Driver struct {
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type Driver struct {
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window uintptr
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window uintptr
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device mtl.Device
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device mtl.Device
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ml ca.MetalLayer
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ml ca.MetalLayer
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screenRPS mtl.RenderPipelineState
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screenRPS mtl.RenderPipelineState
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rpss map[graphics.CompositeMode]mtl.RenderPipelineState
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rpss map[rpsKey]mtl.RenderPipelineState
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cq mtl.CommandQueue
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cq mtl.CommandQueue
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cb mtl.CommandBuffer
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cb mtl.CommandBuffer
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@ -386,7 +404,7 @@ func (d *Driver) Reset() error {
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// TODO: Release existing rpss
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// TODO: Release existing rpss
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if d.rpss == nil {
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if d.rpss == nil {
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d.rpss = map[graphics.CompositeMode]mtl.RenderPipelineState{}
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d.rpss = map[rpsKey]mtl.RenderPipelineState{}
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}
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}
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var err error
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var err error
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@ -425,7 +443,8 @@ func (d *Driver) Reset() error {
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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fs, err := lib.MakeFunction("FragmentShader")
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fs, err := lib.MakeFunction(
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fmt.Sprintf("FragmentShader_%d_%d", graphics.FilterScreen, graphics.AddressClampToZero))
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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@ -464,7 +483,19 @@ func (d *Driver) Reset() error {
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}
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}
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}
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}
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for _, a := range []graphics.Address{
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graphics.AddressClampToZero,
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graphics.AddressRepeat,
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} {
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for _, f := range []graphics.Filter{
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graphics.FilterNearest,
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graphics.FilterLinear,
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} {
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for c := graphics.CompositeModeSourceOver; c <= graphics.CompositeModeMax; c++ {
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for c := graphics.CompositeModeSourceOver; c <= graphics.CompositeModeMax; c++ {
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fs, err := lib.MakeFunction(fmt.Sprintf("FragmentShader_%d_%d", f, a))
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if err != nil {
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return err
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}
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rpld := mtl.RenderPipelineDescriptor{
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rpld := mtl.RenderPipelineDescriptor{
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VertexFunction: vs,
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VertexFunction: vs,
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FragmentFunction: fs,
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FragmentFunction: fs,
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@ -481,7 +512,13 @@ func (d *Driver) Reset() error {
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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d.rpss[c] = rps
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d.rpss[rpsKey{
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filter: f,
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address: a,
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compositeMode: c,
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}] = rps
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}
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}
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}
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}
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d.cq = d.device.MakeCommandQueue()
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d.cq = d.device.MakeCommandQueue()
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@ -535,7 +572,11 @@ func (d *Driver) Draw(indexLen int, indexOffset int, mode graphics.CompositeMode
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if d.dst.screen {
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if d.dst.screen {
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rce.SetRenderPipelineState(d.screenRPS)
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rce.SetRenderPipelineState(d.screenRPS)
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} else {
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} else {
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rce.SetRenderPipelineState(d.rpss[mode])
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rce.SetRenderPipelineState(d.rpss[rpsKey{
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filter: filter,
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address: address,
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compositeMode: mode,
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}])
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}
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}
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rce.SetViewport(mtl.Viewport{0, 0, float64(w), float64(h), -1, 1})
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rce.SetViewport(mtl.Viewport{0, 0, float64(w), float64(h), -1, 1})
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rce.SetVertexBuffer(d.vb, 0, 0)
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rce.SetVertexBuffer(d.vb, 0, 0)
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@ -547,14 +588,8 @@ func (d *Driver) Draw(indexLen int, indexOffset int, mode graphics.CompositeMode
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rce.SetFragmentBytes(unsafe.Pointer(&esBody[0]), unsafe.Sizeof(esBody[0])*uintptr(len(esBody)), 2)
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rce.SetFragmentBytes(unsafe.Pointer(&esBody[0]), unsafe.Sizeof(esBody[0])*uintptr(len(esBody)), 2)
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rce.SetFragmentBytes(unsafe.Pointer(&esTranslate[0]), unsafe.Sizeof(esTranslate[0])*uintptr(len(esTranslate)), 3)
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rce.SetFragmentBytes(unsafe.Pointer(&esTranslate[0]), unsafe.Sizeof(esTranslate[0])*uintptr(len(esTranslate)), 3)
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f := uint8(filter)
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rce.SetFragmentBytes(unsafe.Pointer(&f), 1, 4)
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a := uint8(address)
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rce.SetFragmentBytes(unsafe.Pointer(&a), 1, 5)
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scale := float32(d.dst.width) / float32(d.src.width)
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scale := float32(d.dst.width) / float32(d.src.width)
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rce.SetFragmentBytes(unsafe.Pointer(&scale), unsafe.Sizeof(scale), 6)
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rce.SetFragmentBytes(unsafe.Pointer(&scale), unsafe.Sizeof(scale), 4)
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if d.src != nil {
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if d.src != nil {
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rce.SetFragmentTexture(d.src.texture, 0)
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rce.SetFragmentTexture(d.src.texture, 0)
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