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graphicsdriver/metal: Use template specialization
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@ -103,40 +103,43 @@ template<uint8_t address>
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float2 AdjustTexelByAddress(float2 p, float4 tex_region);
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template<>
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float2 AdjustTexelByAddress<ADDRESS_CLAMP_TO_ZERO>(float2 p, float4 tex_region) {
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inline float2 AdjustTexelByAddress<ADDRESS_CLAMP_TO_ZERO>(float2 p, float4 tex_region) {
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return p;
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}
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template<>
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float2 AdjustTexelByAddress<ADDRESS_REPEAT>(float2 p, float4 tex_region) {
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inline float2 AdjustTexelByAddress<ADDRESS_REPEAT>(float2 p, float4 tex_region) {
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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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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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template<uint8_t filter, uint8_t address>
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float4 FragmentShaderImpl(
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VertexOut v,
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texture2d<float> texture,
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constant float2& source_size,
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constant float4x4& color_matrix_body,
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constant float4& color_matrix_translation,
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constant float& scale) {
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constexpr sampler texture_sampler(filter::nearest);
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const float2 texel_size = 1 / source_size;
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struct GetColorFromTexel;
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float4 c;
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template<uint8_t address>
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struct GetColorFromTexel<FILTER_NEAREST, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale) {
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constexpr sampler texture_sampler(filter::nearest);
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const float2 texel_size = 1 / source_size;
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if (filter == FILTER_NEAREST) {
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float2 p = AdjustTexelByAddress<address>(v.tex, v.tex_region);
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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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p.y < v.tex_region[1] ||
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(v.tex_region[2] - texel_size.x / 512.0) <= p.x ||
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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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return 0.0;
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}
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} else if (filter == FILTER_LINEAR) {
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return texture.sample(texture_sampler, p);
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}
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};
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template<uint8_t address>
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struct GetColorFromTexel<FILTER_LINEAR, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale) {
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constexpr sampler texture_sampler(filter::nearest);
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const float2 texel_size = 1 / source_size;
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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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p1 = AdjustTexel(source_size, p0, p1);
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@ -166,8 +169,16 @@ float4 FragmentShaderImpl(
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}
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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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} else if (filter == FILTER_SCREEN) {
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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}
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};
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template<uint8_t address>
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struct GetColorFromTexel<FILTER_SCREEN, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale) {
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constexpr sampler texture_sampler(filter::nearest);
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const float2 texel_size = 1 / source_size;
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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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p1 = AdjustTexel(source_size, p0, p1);
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@ -179,13 +190,19 @@ float4 FragmentShaderImpl(
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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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c = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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} else {
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// Not reached.
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discard_fragment();
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return float4(0);
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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}
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};
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template<uint8_t filter, uint8_t address>
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float4 FragmentShaderImpl(
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VertexOut v,
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texture2d<float> texture,
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constant float2& source_size,
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constant float4x4& color_matrix_body,
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constant float4& color_matrix_translation,
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constant float& scale) {
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float4 c = GetColorFromTexel<filter, address>().Do(v, texture, source_size, scale);
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if (0 < c.a) {
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c.rgb /= c.a;
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}
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