Added SDK

This commit is contained in:
Andrew Zambazos
2026-06-11 14:01:22 +12:00
commit c0395a49bd
2155 changed files with 451005 additions and 0 deletions
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#ifndef ShaderTypes_h
#define ShaderTypes_h
#include <simd/simd.h>
typedef enum VertexIndex
{
VertexIndex_Vertices = 0,
VertexIndex_Uniforms = 1,
} VertexInputIndex;
typedef enum FragmentIndex
{
FragmentIndex_Uniforms = 0,
} FragmentIndex;
typedef struct
{
simd::float4 State;
simd::float4x4 Transform;
simd::float4 Scalar4[2];
simd::float4 Vector[8];
unsigned int ClipSize;
simd::float4x4 Clip[8];
} Uniforms;
#pragma pack(push, 1)
typedef struct
{
simd::float2 Position;
simd::uchar4 Color;
simd::float2 TexCoord;
simd::float2 ObjCoord;
simd::float4 Data0;
simd::float4 Data1;
simd::float4 Data2;
simd::float4 Data3;
simd::float4 Data4;
simd::float4 Data5;
simd::float4 Data6;
} Vertex;
typedef struct
{
simd::float2 Position;
simd::uchar4 Color;
simd::float2 ObjCoord;
} PathVertex;
#pragma pack(pop)
#endif /* ShaderTypes_h */
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
// Include header shared between this Metal shader code and C code executing Metal API commands
#ifndef ShaderTypes_h
#define ShaderTypes_h
typedef enum VertexIndex
{
VertexIndex_Vertices = 0,
VertexIndex_Uniforms = 1,
} VertexInputIndex;
typedef enum FragmentIndex
{
FragmentIndex_Uniforms = 0,
} FragmentIndex;
typedef struct
{
simd::float4 State;
simd::float4x4 Transform;
simd::float4 Scalar4[2];
simd::float4 Vector[8];
unsigned int ClipSize;
simd::float4x4 Clip[8];
} Uniforms;
#pragma pack(push, 1)
typedef struct
{
simd::float2 Position;
simd::uchar4 Color;
simd::float2 TexCoord;
simd::float2 ObjCoord;
simd::float4 Data0;
simd::float4 Data1;
simd::float4 Data2;
simd::float4 Data3;
simd::float4 Data4;
simd::float4 Data5;
simd::float4 Data6;
} Vertex;
typedef struct
{
simd::float2 Position;
simd::uchar4 Color;
simd::float2 ObjCoord;
} PathVertex;
#pragma pack(pop)
#endif /* ShaderTypes_h */
// Vertex shader outputs and fragment shader inputs
typedef struct
{
float4 Position [[position]];
float4 Color;
float2 TexCoord;
float4 Data0;
float4 Data1;
float4 Data2;
float4 Data3;
float4 Data4;
float4 Data5;
float4 Data6;
float2 ObjectCoord;
float2 ScreenCoord;
} FragmentInput;
typedef struct
{
float4 Position [[position]];
float4 Color;
float2 ObjectCoord;
float2 ScreenCoord;
} PathFragmentInput;
// Uniform Accessor Functions
bool SnapEnabled(constant Uniforms& u) { return bool(uint(u.State[0])); }
float ScreenWidth(constant Uniforms& u) { return u.State[1]; }
float ScreenHeight(constant Uniforms& u) { return u.State[2]; }
float ScreenScale(constant Uniforms& u) { return u.State[3]; }
float Scalar(constant Uniforms& u, uint i) { if (i < 4u) return u.Scalar4[0][i]; else return u.Scalar4[1][i - 4u]; }
float4 sRGBToLinear(float4 val) { return float4(val.xyz * (val.xyz * (val.xyz * 0.305306011 + 0.682171111) + 0.012522878), val.w); }
float4 SnapToScreen(float4 pos, constant Uniforms& u)
{
pos.xy += 1.0;
pos.xy /= 2.0;
pos.xy *= float2(ScreenWidth(u), ScreenHeight(u));
pos.x = round(pos.x);
pos.y = round(pos.y);
pos.xy /= float2(ScreenWidth(u), ScreenHeight(u));
pos.xy *= 2.0;
pos.xy -= 1.0;
return pos;
}
// Vertex function
vertex FragmentInput
vertexShader(uint vertexID [[vertex_id]],
device Vertex *vertices [[buffer(VertexIndex_Vertices)]],
constant Uniforms &uniforms [[buffer(VertexIndex_Uniforms)]])
{
FragmentInput out;
out.ObjectCoord = vertices[vertexID].ObjCoord;
out.Position = uniforms.Transform * float4(vertices[vertexID].Position.xy, 0.0, 1.0);
if (SnapEnabled(uniforms))
out.Position = SnapToScreen(out.Position, uniforms);
out.Color = float4(vertices[vertexID].Color) / 255.0f;
out.TexCoord = vertices[vertexID].TexCoord;
out.Data0 = vertices[vertexID].Data0;
out.Data1 = vertices[vertexID].Data1;
out.Data2 = vertices[vertexID].Data2;
out.Data3 = vertices[vertexID].Data3;
out.Data4 = vertices[vertexID].Data4;
out.Data5 = vertices[vertexID].Data5;
out.Data6 = vertices[vertexID].Data6;
return out;
}
vertex PathFragmentInput
pathVertexShader(uint vertexID [[vertex_id]],
device PathVertex *vertices [[buffer(VertexIndex_Vertices)]],
constant Uniforms &uniforms [[buffer(VertexIndex_Uniforms)]])
{
PathFragmentInput out;
out.ObjectCoord = vertices[vertexID].ObjCoord;
out.Position = uniforms.Transform * float4(vertices[vertexID].Position.xy, 0.0, 1.0);
out.Color = float4(vertices[vertexID].Color) / 255.0f;
return out;
}
constexpr sampler texSampler(mag_filter::linear, min_filter::linear);
uint FillType(thread FragmentInput& input) { return uint(input.Data0.x + 0.5); }
float4 TileRectUV(constant Uniforms& u) { return u.Vector[0]; }
float2 TileSize(constant Uniforms& u) { return u.Vector[1].zw; }
float2 PatternTransformA(constant Uniforms& u) { return u.Vector[2].xy; }
float2 PatternTransformB(constant Uniforms& u) { return u.Vector[2].zw; }
float2 PatternTransformC(constant Uniforms& u) { return u.Vector[3].xy; }
uint Gradient_NumStops(thread FragmentInput& input) { return uint(input.Data0.y + 0.5); }
bool Gradient_IsRadial(thread FragmentInput& input) { return bool(uint(input.Data0.z + 0.5)); }
float Gradient_R0(thread FragmentInput& input) { return input.Data1.x; }
float Gradient_R1(thread FragmentInput& input) { return input.Data1.y; }
float2 Gradient_P0(thread FragmentInput& input) { return input.Data1.xy; }
float2 Gradient_P1(thread FragmentInput& input) { return input.Data1.zw; }
float SDFMaxDistance(thread FragmentInput& input) { return input.Data0.y; }
struct GradientStop { float percent; float4 color; };
GradientStop GetGradientStop(thread FragmentInput& input, constant Uniforms& u, uint offset)
{
GradientStop result;
if (offset < 4) {
result.percent = input.Data2[offset];
if (offset == 0)
result.color = input.Data3;
else if (offset == 1)
result.color = input.Data4;
else if (offset == 2)
result.color = input.Data5;
else if (offset == 3)
result.color = input.Data6;
} else {
result.percent = Scalar(u, offset - 4);
result.color = u.Vector[offset - 4];
}
return result;
}
#define AA_WIDTH 0.354
float antialias(float d, float width, float median) {
return smoothstep(median - width, median + width, d);
}
float sdRect(float2 p, float2 size) {
float2 d = abs(p) - size;
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
}
// The below function "sdEllipse" is MIT licensed with following text:
//
// The MIT License
// Copyright 2013 Inigo Quilez
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the Software
// is furnished to do so, subject to the following conditions: The above copyright
// notice and this permission notice shall be included in all copies or substantial
// portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
// ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
// EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
float sdEllipse(float2 p, float2 ab) {
if (abs(ab.x - ab.y) < 0.1)
return length(p) - ab.x;
p = abs(p); if (p.x > p.y) { p = p.yx; ab = ab.yx; }
float l = ab.y*ab.y - ab.x*ab.x;
float m = ab.x*p.x / l;
float n = ab.y*p.y / l;
float m2 = m*m;
float n2 = n*n;
float c = (m2 + n2 - 1.0) / 3.0;
float c3 = c*c*c;
float q = c3 + m2*n2*2.0;
float d = c3 + m2*n2;
float g = m + m*n2;
float co;
if (d < 0.0) {
float p = acos(q / c3) / 3.0;
float s = cos(p);
float t = sin(p)*sqrt(3.0);
float rx = sqrt(-c*(s + t + 2.0) + m2);
float ry = sqrt(-c*(s - t + 2.0) + m2);
co = (ry + sign(l)*rx + abs(g) / (rx*ry) - m) / 2.0;
} else {
float h = 2.0*m*n*sqrt(d);
float s = sign(q + h)*pow(abs(q + h), 1.0 / 3.0);
float u = sign(q - h)*pow(abs(q - h), 1.0 / 3.0);
float rx = -s - u - c*4.0 + 2.0*m2;
float ry = (s - u)*sqrt(3.0);
float rm = sqrt(rx*rx + ry*ry);
float p = ry / sqrt(rm - rx);
co = (p + 2.0*g / rm - m) / 2.0;
}
float si = sqrt(1.0 - co*co);
float2 r = float2(ab.x*co, ab.y*si);
return length(r - p) * sign(p.y - r.y);
}
// 1.0 = No softening, 0.1 = Max softening
#define SOFTEN_ELLIPSE 1.0
float sdRoundRect(float2 p, float2 size, float4 rx, float4 ry) {
size *= 0.5;
float2 corner;
corner = float2(-size.x + rx.x, -size.y + ry.x); // Top-Left
float2 local = p - corner;
if (rx.x * ry.x > 0.0 && p.x < corner.x && p.y <= corner.y)
return sdEllipse(local, float2(rx.x, ry.x)) * SOFTEN_ELLIPSE;
corner = float2(size.x - rx.y, -size.y + ry.y); // Top-Right
local = p - corner;
if (rx.y * ry.y > 0.0 && p.x >= corner.x && p.y <= corner.y)
return sdEllipse(local, float2(rx.y, ry.y)) * SOFTEN_ELLIPSE;
corner = float2(size.x - rx.z, size.y - ry.z); // Bottom-Right
local = p - corner;
if (rx.z * ry.z > 0.0 && p.x >= corner.x && p.y >= corner.y)
return sdEllipse(local, float2(rx.z, ry.z)) * SOFTEN_ELLIPSE;
corner = float2(-size.x + rx.w, size.y - ry.w); // Bottom-Left
local = p - corner;
if (rx.w * ry.w > 0.0 && p.x < corner.x && p.y > corner.y)
return sdEllipse(local, float2(rx.w, ry.w)) * SOFTEN_ELLIPSE;
return sdRect(p, size);
}
float4 fillSolid(thread FragmentInput& input) {
return input.Color;
}
float4 fillImage(thread FragmentInput& input, thread texture2d<half>& tex) {
return float4(tex.sample(texSampler, input.TexCoord)) * input.Color;
}
float2 transformAffine(float2 val, float2 a, float2 b, float2 c) {
return val.x * a + val.y * b + c;
}
float4 fillPatternImage(thread FragmentInput& input, constant Uniforms& u, thread texture2d<half>& tex) {
float4 tile_rect_uv = TileRectUV(u);
float2 tile_size = TileSize(u);
float2 p = input.ObjectCoord;
// Apply the affine matrix
float2 transformed_coords = transformAffine(p, PatternTransformA(u), PatternTransformB(u), PatternTransformC(u));
// Convert back to uv coordinate space
transformed_coords /= tile_size;
// Wrap UVs to [0.0, 1.0] so texture repeats properly
float2 uv = fract(transformed_coords);
// Clip to tile-rect UV
uv *= tile_rect_uv.zw - tile_rect_uv.xy;
uv += tile_rect_uv.xy;
return float4(tex.sample(texSampler, uv)) * input.Color;
}
float ramp(float inMin, float inMax, float val)
{
return clamp((val - inMin) / (inMax - inMin), 0.0, 1.0);
}
float4 fillPatternGradient(thread FragmentInput& input, constant Uniforms& u) {
uint num_stops = Gradient_NumStops(input);
bool is_radial = Gradient_IsRadial(input);
float2 p0 = Gradient_P0(input);
float2 p1 = Gradient_P1(input);
float4 col = input.Color;
float t = 0.0;
if (is_radial) {
float r0 = p1.x;
float r1 = p1.y;
t = distance(input.TexCoord, p0);
float rDelta = r1 - r0;
t = saturate((t / rDelta) - (r0 / rDelta));
} else {
float2 V = p1 - p0;
t = saturate(dot(input.TexCoord - p0, V) / dot(V, V));
}
GradientStop stop0 = GetGradientStop(input, u, 0u);
GradientStop stop1 = GetGradientStop(input, u, 1u);
col = mix(stop0.color, stop1.color, ramp(stop0.percent, stop1.percent, t));
if (num_stops > 2u) {
GradientStop stop2 = GetGradientStop(input, u, 2u);
col = mix(col, stop2.color, ramp(stop1.percent, stop2.percent, t));
if (num_stops > 3u) {
GradientStop stop3 = GetGradientStop(input, u, 3u);
col = mix(col, stop3.color, ramp(stop2.percent, stop3.percent, t));
if (num_stops > 4u) {
GradientStop stop4 = GetGradientStop(input, u, 4u);
col = mix(col, stop4.color, ramp(stop3.percent, stop4.percent, t));
if (num_stops > 5u) {
GradientStop stop5 = GetGradientStop(input, u, 5u);
col = mix(col, stop5.color, ramp(stop4.percent, stop5.percent, t));
if (num_stops > 6u) {
GradientStop stop6 = GetGradientStop(input, u, 6u);
col = mix(col, stop6.color, ramp(stop5.percent, stop6.percent, t));
}
}
}
}
}
return float4(col.rgb, col.a);
}
float stroke(float d, float s, float a) {
if (d <= s)
return 1.0;
return 1.0 - smoothstep(s, s + a, d);
}
float samp(thread texture2d<half>& tex, float2 uv, float width, float median) {
return antialias(tex.sample(texSampler, uv).a, width, median);
}
#define SHARPENING 0.9 // 0 = No sharpening, 0.9 = Max sharpening.
#define SHARPEN_MORE 1
float supersample(thread texture2d<half>& tex, float2 uv) {
float dist = tex.sample(texSampler, uv).a;
float width = fwidth(dist) * (1.0 - SHARPENING);
const float median = 0.5;
float alpha = antialias(dist, width, median);
float2 dscale = float2(0.354, 0.354); // half of 1/sqrt2
float2 duv = (dfdx(uv) + dfdy(uv)) * dscale;
float4 box = float4(uv - duv, uv + duv);
float asum = samp(tex, box.xy, width, median)
+ samp(tex, box.zw, width, median)
+ samp(tex, box.xw, width, median)
+ samp(tex, box.zy, width, median);
#if SHARPEN_MORE
alpha = (alpha + 0.4 * asum) * 0.39;
#else
alpha = (alpha + 0.5 * asum) / 3.0;
#endif
return alpha;
}
float samp_stroke(thread texture2d<half>& tex, float2 uv, float w, float m, float max_d) {
float d = abs(((tex.sample(texSampler, uv).r * 2.0) - 1.0) * max_d);
return antialias(d, w, m);
}
void Unpack(float4 x, thread float4& a, thread float4& b) {
const float s = 65536.0;
a = floor(x / s);
b = floor(x - a * s);
}
// Returns two values:
// [0] = distance of p to line segment.
// [1] = closest t on line segment, clamped to [0, 1]
float2 sdSegment(float2 p, float2 a, float2 b)
{
float2 pa = p - a, ba = b - a;
float t = dot(pa, ba) / dot(ba, ba);
return float2(length(pa - ba * t), t);
}
float testCross(float2 a, float2 b, float2 p) {
return (b.y - a.y) * (p.x - a.x) - (b.x - a.x) * (p.y - a.y);
}
float sdLine(float2 a, float2 b, float2 p)
{
float2 pa = p - a, ba = b - a;
float t = dot(pa, ba) / dot(ba, ba);
return length(pa - ba*t) * sign(testCross(a, b, p));
}
float4 blend(float4 src, float4 dest) {
float4 result;
result.rgb = src.rgb + dest.rgb * (1.0 - src.a);
result.a = src.a + dest.a * (1.0 - src.a);
return result;
}
float innerStroke(float stroke_width, float d, float aa_width) {
return min(antialias(-d, aa_width, 0.0), 1.0 - antialias(-d, aa_width, stroke_width));
}
float4 fillRoundedRect(thread FragmentInput& input, constant Uniforms& u) {
float2 p = input.TexCoord;
float2 size = input.Data0.zw;
p = (p - 0.5) * size;
float d = sdRoundRect(p, size, input.Data1, input.Data2);
// Fill background
float alpha = antialias(-d, AA_WIDTH, 0.0);
float4 outColor = input.Color * alpha;
// Draw stroke
float stroke_width = input.Data3.x;
float4 stroke_color = input.Data4;
if (stroke_width > 0.0) {
alpha = innerStroke(stroke_width, d, AA_WIDTH);
float4 stroke = stroke_color * alpha;
outColor = blend(stroke, outColor);
}
return outColor;
}
float4 fillBoxShadow(thread FragmentInput& input) {
float2 p = input.ObjectCoord;
bool inset = bool(uint(input.Data0.y + 0.5));
float radius = input.Data0.z;
float2 origin = input.Data1.xy;
float2 size = input.Data1.zw;
float2 clip_origin = input.Data4.xy;
float2 clip_size = input.Data4.zw;
float sdClip = sdRoundRect(p - clip_origin, clip_size, input.Data5, input.Data6);
float sdRect = sdRoundRect(p - origin, size, input.Data2, input.Data3);
float clip = inset ? -sdRect : sdClip;
float d = inset ? -sdClip : sdRect;
if (clip < 0.0) {
return float4(0.0, 0.0, 0.0, 0.0);
}
float alpha = radius >= 1.0? pow(antialias(-d, radius * 2 + 0.2, 0.0), 1.9) * 2.3 / pow(radius * 1.2, 0.15) :
antialias(-d, AA_WIDTH, inset ? -1.0 : 1.0);
alpha = clamp(alpha, 0.0, 1.0);
return input.Color * alpha;
}
float3 blendOverlay(float3 src, float3 dest) {
float3 col;
for (uint i = 0; i < 3; ++i)
col[i] = dest[i] < 0.5 ? (2.0 * dest[i] * src[i]) : (1.0 - 2.0 * (1.0 - dest[i]) * (1.0 - src[i]));
return col;
}
float3 blendColorDodge(float3 src, float3 dest) {
float3 col;
for (uint i = 0; i < 3; ++i)
col[i] = (src[i] == 1.0) ? src[i] : min(dest[i] / (1.0 - src[i]), 1.0);
return col;
}
float3 blendColorBurn(float3 src, float3 dest) {
float3 col;
for (uint i = 0; i < 3; ++i)
col[i] = (src[i] == 0.0) ? src[i] : max((1.0 - ((1.0 - dest[i]) / src[i])), 0.0);
return col;
}
float3 blendHardLight(float3 src, float3 dest) {
float3 col;
for (uint i = 0; i < 3; ++i)
col[i] = dest[i] < 0.5 ? (2.0 * dest[i] * src[i]) : (1.0 - 2.0 * (1.0 - dest[i]) * (1.0 - src[i]));
return col;
}
float3 blendSoftLight(float3 src, float3 dest) {
float3 col;
for (uint i = 0; i < 3; ++i)
col[i] = (src[i] < 0.5) ? (2.0 * dest[i] * src[i] + dest[i] * dest[i] * (1.0 - 2.0 * src[i])) : (sqrt(dest[i]) * (2.0 * src[i] - 1.0) + 2.0 * dest[i] * (1.0 - src[i]));
return col;
}
float3 rgb2hsl( float3 col )
{
const float eps = 0.0000001;
float minc = min( col.r, min(col.g, col.b) );
float maxc = max( col.r, max(col.g, col.b) );
float3 mask = step(col.grr,col.rgb) * step(col.bbg,col.rgb);
float3 h = mask * (float3(0.0,2.0,4.0) + (col.gbr-col.brg)/(maxc-minc + eps)) / 6.0;
return float3(fract( 1.0 + h.x + h.y + h.z ), // H
(maxc-minc)/(1.0-abs(minc+maxc-1.0) + eps), // S
(minc+maxc)*0.5 ); // L
}
float3 hsl2rgb( float3 c )
{
float3 rgb = clamp( abs(fmod(c.x*6.0+float3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );
return c.z + c.y * (rgb-0.5)*(1.0-abs(2.0*c.z-1.0));
}
float3 blendHue(float3 src, float3 dest) {
float3 baseHSL = rgb2hsl(dest);
return hsl2rgb(float3(rgb2hsl(src).r, baseHSL.g, baseHSL.b));
}
float3 blendSaturation(float3 src, float3 dest) {
float3 baseHSL = rgb2hsl(dest);
return hsl2rgb(float3(baseHSL.r, rgb2hsl(src).g, baseHSL.b));
}
float3 blendColor(float3 src, float3 dest) {
float3 blendHSL = rgb2hsl(src);
return hsl2rgb(float3(blendHSL.r, blendHSL.g, rgb2hsl(dest).b));
}
float3 blendLuminosity(float3 src, float3 dest) {
float3 baseHSL = rgb2hsl(dest);
return hsl2rgb(float3(baseHSL.r, baseHSL.g, rgb2hsl(src).b));
}
float4 fillBlend(thread FragmentInput& input, thread texture2d<half>& tex0, thread texture2d<half>& tex1) {
const uint BlendOp_Clear = 0u;
const uint BlendOp_Source = 1u;
const uint BlendOp_Over = 2u;
const uint BlendOp_In = 3u;
const uint BlendOp_Out = 4u;
const uint BlendOp_Atop = 5u;
const uint BlendOp_DestOver = 6u;
const uint BlendOp_DestIn = 7u;
const uint BlendOp_DestOut = 8u;
const uint BlendOp_DestAtop = 9u;
const uint BlendOp_XOR = 10u;
const uint BlendOp_Darken = 11u;
const uint BlendOp_Add = 12u;
const uint BlendOp_Difference = 13u;
const uint BlendOp_Multiply = 14u;
const uint BlendOp_Screen = 15u;
const uint BlendOp_Overlay = 16u;
const uint BlendOp_Lighten = 17u;
const uint BlendOp_ColorDodge = 18u;
const uint BlendOp_ColorBurn = 19u;
const uint BlendOp_HardLight = 20u;
const uint BlendOp_SoftLight = 21u;
const uint BlendOp_Exclusion = 22u;
const uint BlendOp_Hue = 23u;
const uint BlendOp_Saturation = 24u;
const uint BlendOp_Color = 25u;
const uint BlendOp_Luminosity = 26u;
float4 src = fillImage(input, tex0);
float4 dest = float4(tex1.sample(texSampler, input.ObjectCoord));
switch(uint(input.Data0.y + 0.5))
{
case BlendOp_Clear: return float4(0.0, 0.0, 0.0, 0.0);
case BlendOp_Source: return src;
case BlendOp_Over: return src + dest * (1.0 - src.a);
case BlendOp_In: return src * dest.a;
case BlendOp_Out: return src * (1.0 - dest.a);
case BlendOp_Atop: return src * dest.a + dest * (1.0 - src.a);
case BlendOp_DestOver: return src * (1.0 - dest.a) + dest;
case BlendOp_DestIn: return dest * src.a;
case BlendOp_DestOut: return dest * (1.0 - src.a);
case BlendOp_DestAtop: return src * (1.0 - dest.a) + dest * src.a;
case BlendOp_XOR: return saturate(src * (1.0 - dest.a) + dest * (1.0 - src.a));
case BlendOp_Darken: return float4(min(src.rgb, dest.rgb) * src.a, dest.a * src.a);
case BlendOp_Add: return saturate(src + dest);
case BlendOp_Difference: return float4(abs(dest.rgb - src.rgb) * src.a, dest.a * src.a);
case BlendOp_Multiply: return float4(src.rgb * dest.rgb * src.a, dest.a * src.a);
case BlendOp_Screen: return float4((1.0 - ((1.0 - dest.rgb) * (1.0 - src.rgb))) * src.a, dest.a * src.a);
case BlendOp_Overlay: return float4(blendOverlay(src.rgb, dest.rgb) * src.a, dest.a * src.a);
case BlendOp_Lighten: return float4(max(src.rgb, dest.rgb) * src.a, dest.a * src.a);
case BlendOp_ColorDodge: return float4(blendColorDodge(src.rgb, dest.rgb) * src.a, dest.a * src.a);
case BlendOp_ColorBurn: return float4(blendColorBurn(src.rgb, dest.rgb) * src.a, dest.a * src.a);
case BlendOp_HardLight: return float4(blendOverlay(dest.rgb, src.rgb) * src.a, dest.a * src.a);
case BlendOp_SoftLight: return float4(blendSoftLight(src.rgb, dest.rgb) * src.a, dest.a * src.a);
case BlendOp_Exclusion: return float4((dest.rgb + src.rgb - 2.0 * dest.rgb * src.rgb) * src.a, dest.a * src.a);
case BlendOp_Hue: return float4(blendHue(src.rgb, dest.rgb) * src.a, dest.a * src.a);
case BlendOp_Saturation: return float4(blendSaturation(src.rgb, dest.rgb) * src.a, dest.a * src.a);
case BlendOp_Color: return float4(blendColor(src.rgb, dest.rgb) * src.a, dest.a * src.a);
case BlendOp_Luminosity: return float4(blendLuminosity(src.rgb, dest.rgb) * src.a, dest.a * src.a);
}
return src;
}
float4 fillMask(thread FragmentInput& input, thread texture2d<half>& tex0, thread texture2d<half>& tex1) {
float4 col = fillImage(input, tex0);
float alpha = float4(tex1.sample(texSampler, input.ObjectCoord)).a;
return col * alpha;
}
float4 fillGlyph(thread FragmentInput& input, thread texture2d<half>& tex0, thread texture2d<half>& tex1) {
float alpha = tex0.sample(texSampler, input.TexCoord).a * input.Color.a;
float fill_color_luma = input.Data0.y;
float corrected_alpha = tex1.sample(texSampler, float2(alpha, fill_color_luma)).a;
return float4(input.Color.rgb * corrected_alpha, corrected_alpha);
}
//float4 GetCol(float4x4 m, uint i) { return float4(m[0][i], m[1][i], m[2][i], m[3][i]); }
#define VISUALIZE_CLIP 0
void applyClip(float2 objCoord, constant Uniforms& u, thread float4& outColor) {
for (uint i = 0; i < u.ClipSize; i++) {
float4x4 data = u.Clip[i];
float2 origin = data[0].xy;
float2 size = data[0].zw;
float4 radii_x, radii_y;
Unpack(data[1], radii_x, radii_y);
bool inverse = bool(uint(data[3].z + 0.5));
float2 p = objCoord;
p = transformAffine(p, data[2].xy, data[2].zw, data[3].xy);
p -= origin;
float d_clip = sdRoundRect(p, size, radii_x, radii_y) * (inverse ? -1.0 : 1.0);
#if VISUALIZE_CLIP
if (abs(d_clip) < 1.0)
outColor = float4(0.9, 1.0, 0.0, 1.0);
#else
float alpha = antialias(-d_clip, AA_WIDTH, 0.0);
outColor = float4(outColor.rgb * alpha, outColor.a * alpha);
#endif
}
}
// Fragment function
fragment float4 fragmentShader(FragmentInput input [[stage_in]],
constant Uniforms &uniforms [[buffer(FragmentIndex_Uniforms)]],
texture2d<half> tex0 [[texture(0)]],
texture2d<half> tex1 [[texture(1)]])
{
const uint FillType_Solid = 0u;
const uint FillType_Image = 1u;
const uint FillType_Pattern_Image = 2u;
const uint FillType_Pattern_Gradient = 3u;
const uint FillType_RESERVED_1 = 4u;
const uint FillType_RESERVED_2 = 5u;
const uint FillType_RESERVED_3 = 6u;
const uint FillType_Rounded_Rect = 7u;
const uint FillType_Box_Shadow = 8u;
const uint FillType_Blend = 9u;
const uint FillType_Mask = 10u;
const uint FillType_Glyph = 11u;
float4 outColor = input.Color;
switch (FillType(input))
{
case FillType_Solid: outColor = fillSolid(input); break;
case FillType_Image: outColor = fillImage(input, tex0); break;
case FillType_Pattern_Image: outColor = fillPatternImage(input, uniforms, tex0); break;
case FillType_Pattern_Gradient: outColor = fillPatternGradient(input, uniforms); break;
case FillType_RESERVED_1: break;
case FillType_RESERVED_2: break;
case FillType_RESERVED_3: break;
case FillType_Rounded_Rect: outColor = fillRoundedRect(input, uniforms); break;
case FillType_Box_Shadow: outColor = fillBoxShadow(input); break;
case FillType_Blend: outColor = fillBlend(input, tex0, tex1); break;
case FillType_Mask: outColor = fillMask(input, tex0, tex1); break;
case FillType_Glyph: outColor = fillGlyph(input, tex0, tex1); break;
}
applyClip(input.ObjectCoord, uniforms, outColor);
return outColor;
}
fragment float4 pathFragmentShader(PathFragmentInput input [[stage_in]],
constant Uniforms &uniforms [[buffer(FragmentIndex_Uniforms)]])
{
float4 outColor = input.Color;
applyClip(input.ObjectCoord, uniforms, outColor);
return outColor;
}