mirror of https://github.com/bsnes-emu/bsnes.git
Basic Metal support. No OpenGL fallback, no shaders, no blending.
This commit is contained in:
parent
9a3d53ae51
commit
5b39cacc8a
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@ -1,6 +1,7 @@
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#import <Carbon/Carbon.h>
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#import "GBView.h"
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#import "GBViewGL.h"
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#import "GBViewMetal.h"
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#import "GBButtons.h"
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#import "NSString+StringForKey.h"
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@ -19,16 +20,13 @@
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+ (instancetype)alloc
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{
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if (self == [GBView class]) {
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return [GBViewGL alloc];
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}
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return [super alloc];
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return [self allocWithZone:NULL];
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}
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+ (instancetype)allocWithZone:(struct _NSZone *)zone
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{
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if (self == [GBView class]) {
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return [GBViewGL allocWithZone: zone];
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return [GBViewMetal allocWithZone: zone];
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}
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return [super allocWithZone:zone];
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}
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@ -0,0 +1,7 @@
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#import <Cocoa/Cocoa.h>
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#import <MetalKit/MetalKit.h>
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#import "GBView.h"
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@interface GBViewMetal : GBView<MTKViewDelegate>
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@end
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@ -0,0 +1,131 @@
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#import "GBViewMetal.h"
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#define WIDTH 160
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#define HEIGHT 144
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#define PITCH (160 * 4)
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static const MTLRegion region = {
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{0, 0, 0}, // MTLOrigin
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{WIDTH, HEIGHT, 1} // MTLSize
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};
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static const vector_float2 rect[] =
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{
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{-1, -1},
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{ 1, -1},
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{-1, 1},
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{ 1, 1},
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};
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@implementation GBViewMetal
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{
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id<MTLDevice> device;
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id<MTLTexture> texture, previous_texture;
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id<MTLBuffer> vertices;
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id<MTLRenderPipelineState> pipeline_state;
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id<MTLCommandQueue> command_queue;
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}
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- (void)createInternalView
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{
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MTKView *view = [[MTKView alloc] initWithFrame:self.frame device:(device = MTLCreateSystemDefaultDevice())];
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view.delegate = self;
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self.internalView = view;
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MTLTextureDescriptor *texture_descriptor = [[MTLTextureDescriptor alloc] init];
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texture_descriptor.pixelFormat = MTLPixelFormatRGBA8Unorm;
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texture_descriptor.width = WIDTH;
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texture_descriptor.height = HEIGHT;
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texture = [device newTextureWithDescriptor:texture_descriptor];
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previous_texture = [device newTextureWithDescriptor:texture_descriptor];
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vertices = [device newBufferWithBytes:rect
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length:sizeof(rect)
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options:MTLResourceStorageModeShared];
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[self loadShader];
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}
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- (void) loadShader
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{
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NSError *error = nil;
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NSString *shader_source = [NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"MasterShader"
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ofType:@"metal"
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inDirectory:@"Shaders"]
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encoding:NSUTF8StringEncoding
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error:nil];
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id<MTLLibrary> library = [device newLibraryWithSource:shader_source
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options:nil
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error:&error];
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if (error) {
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NSLog(@"Error: %@", error);
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}
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id<MTLFunction> vertex_function = [library newFunctionWithName:@"vertex_shader"];
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id<MTLFunction> fragment_function = [library newFunctionWithName:@"fragment_shader"];
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// Set up a descriptor for creating a pipeline state object
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MTLRenderPipelineDescriptor *pipeline_state_descriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipeline_state_descriptor.vertexFunction = vertex_function;
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pipeline_state_descriptor.fragmentFunction = fragment_function;
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pipeline_state_descriptor.colorAttachments[0].pixelFormat = ((MTKView *)self.internalView).colorPixelFormat;
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error = nil;
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pipeline_state = [device newRenderPipelineStateWithDescriptor:pipeline_state_descriptor
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error:&error];
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if (error) {
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NSLog(@"Failed to created pipeline state, error %@", error);
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}
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command_queue = [device newCommandQueue];
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}
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- (void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size
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{
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}
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- (void)drawInMTKView:(nonnull MTKView *)view
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{
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[texture replaceRegion:region
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mipmapLevel:0
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withBytes:[self currentBuffer]
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bytesPerRow:PITCH];
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MTLRenderPassDescriptor *render_pass_descriptor = view.currentRenderPassDescriptor;
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id<MTLCommandBuffer> command_buffer = [command_queue commandBuffer];
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if(render_pass_descriptor != nil)
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{
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id<MTLRenderCommandEncoder> render_encoder =
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[command_buffer renderCommandEncoderWithDescriptor:render_pass_descriptor];
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[render_encoder setViewport:(MTLViewport){0.0, 0.0,
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view.bounds.size.width * view.window.backingScaleFactor,
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view.bounds.size.height * view.window.backingScaleFactor,
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-1.0, 1.0}];
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[render_encoder setRenderPipelineState:pipeline_state];
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[render_encoder setVertexBuffer:vertices
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offset:0
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atIndex:0];
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[render_encoder setFragmentTexture:texture
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atIndex:0];
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[render_encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip
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vertexStart:0
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vertexCount:4];
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[render_encoder endEncoding];
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[command_buffer presentDrawable:view.currentDrawable];
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}
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[command_buffer commit];
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}
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@end
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8
Makefile
8
Makefile
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@ -61,7 +61,7 @@ ifeq ($(PLATFORM),Darwin)
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SYSROOT := $(shell xcodebuild -sdk macosx -version Path 2> /dev/null)
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CFLAGS += -F/Library/Frameworks
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OCFLAGS += -x objective-c -fobjc-arc -Wno-deprecated-declarations -isysroot $(SYSROOT) -mmacosx-version-min=10.9
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LDFLAGS += -framework AppKit -framework PreferencePanes -framework Carbon -framework QuartzCore
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LDFLAGS += -framework AppKit -framework PreferencePanes -framework Carbon -framework QuartzCore -framework Metal -framework MetalKit
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SDL_LDFLAGS := -F/Library/Frameworks -framework SDL2 -framework OpenGL
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endif
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CFLAGS += -Wno-deprecated-declarations
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@ -160,8 +160,6 @@ $(OBJ)/%.m.o: %.m
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# Cocoa Port
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Shaders:$(shell ls Shaders/*.fsh)
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$(BIN)/SameBoy.app: $(BIN)/SameBoy.app/Contents/MacOS/SameBoy \
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$(shell ls Cocoa/*.icns) \
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Cocoa/License.html \
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sed s/@VERSION/$(VERSION)/ < Cocoa/Info.plist > $(BIN)/SameBoy.app/Contents/Info.plist
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cp Cocoa/License.html $(BIN)/SameBoy.app/Contents/Resources/Credits.html
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$(MKDIR) -p $(BIN)/SameBoy.app/Contents/Resources/Shaders
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cp Shaders/*.fsh $(BIN)/SameBoy.app/Contents/Resources/Shaders
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cp Shaders/*.fsh Shaders/*.metal $(BIN)/SameBoy.app/Contents/Resources/Shaders
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$(MKDIR) -p $(BIN)/SameBoy.app/Contents/Library/QuickLook/
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cp -rf $(BIN)/SameBoy.qlgenerator $(BIN)/SameBoy.app/Contents/Library/QuickLook/
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@ -289,7 +287,7 @@ $(BIN)/SDL/background.bmp: SDL/background.bmp
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$(BIN)/SDL/Shaders: Shaders
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-@$(MKDIR) -p $(dir $@)
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cp -rf $^ $@
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cp -rf Shaders/*.fsh $@
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# Boot ROMs
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@ -0,0 +1,45 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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#include <metal_math>
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using namespace metal;
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/* For GLSL compatibility */
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typedef float2 vec2;
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typedef float3 vec3;
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typedef float4 vec4;
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typedef struct {
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float4 position [[position]];
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float2 texcoords;
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} rasterizer_data;
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// Vertex Function
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vertex rasterizer_data vertex_shader(uint index [[ vertex_id ]],
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constant vector_float2 *vertices [[ buffer(0) ]])
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{
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rasterizer_data out;
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out.position.xy = vertices[index].xy;
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out.position.z = 0.0;
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out.position.w = 1.0;
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out.texcoords = (vertices[index].xy + float2(1, 1)) / 2.0;
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return out;
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}
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static inline float4 texture(texture2d<half> texture, float2 pos)
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{
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constexpr sampler texture_sampler;
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return float4(texture.sample(texture_sampler, pos));
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}
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fragment float4 fragment_shader(rasterizer_data in [[stage_in]],
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texture2d<half> image [[ texture(0) ]])
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{
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in.texcoords.y = 1 - in.texcoords.y;
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return texture(image, in.texcoords);
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}
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