snes9x/macosx/shaders.metal

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Metal
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
typedef struct
{
vector_float2 position;
vector_float2 textureCoordinate;
} MetalVertex;
typedef struct
{
// The [[position]] attribute qualifier of this member indicates this value is
// the clip space position of the vertex when this structure is returned from
// the vertex shader
float4 position [[position]];
// Since this member does not have a special attribute qualifier, the rasterizer
// will interpolate its value with values of other vertices making up the triangle
// and pass that interpolated value to the fragment shader for each fragment in
// that triangle.
float2 textureCoordinate;
} RasterizerData;
// Vertex Function
vertex RasterizerData
vertexShader(uint vertexID [[ vertex_id ]], constant MetalVertex *vertexArray [[ buffer(0) ]], constant vector_uint2 *viewportSizePointer [[ buffer(1) ]])
{
RasterizerData out;
float2 pixelSpacePosition = vertexArray[vertexID].position.xy;
float2 viewportSize = float2(*viewportSizePointer);
out.position = vector_float4(0.0, 0.0, 0.0, 1.0);
out.position.xy = pixelSpacePosition / (viewportSize / 2.0);
out.textureCoordinate = vertexArray[vertexID].textureCoordinate;
return out;
}
fragment float4
fragmentShader(RasterizerData in [[stage_in]], texture2d<half> colorTexture [[ texture(0) ]], constant int *videoModePointer [[ buffer(1) ]])
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{
int videoMode = int(*videoModePointer);
if ( videoMode == 0)
{
constexpr sampler textureSampler (mag_filter::nearest, min_filter::nearest);
const half4 colorSample = colorTexture.sample(textureSampler, in.textureCoordinate);
return float4(colorSample);
}
else
{
constexpr sampler textureSampler (mag_filter::linear, min_filter::linear);
const half4 colorSample = colorTexture.sample(textureSampler, in.textureCoordinate);
return float4(colorSample);
}
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}