#include #include using namespace metal; struct SolidVertexOutput { float4 position [[position]]; float pointSize [[point_size]]; }; vertex SolidVertexOutput SDL_Solid_vertex(const device float2 *position [[buffer(0)]], constant float4x4 &projection [[buffer(2)]], uint vid [[vertex_id]]) { SolidVertexOutput v; v.position = projection * float4(position[vid].x, position[vid].y, 0.0f, 1.0f); v.pointSize = 0.5f; return v; } fragment float4 SDL_Solid_fragment(constant float4 &col [[buffer(0)]]) { return col; } struct CopyVertexOutput { float4 position [[position]]; float2 texcoord; }; vertex CopyVertexOutput SDL_Copy_vertex(const device float2 *position [[buffer(0)]], const device float2 *texcoords [[buffer(1)]], constant float4x4 &projection [[buffer(2)]], uint vid [[vertex_id]]) { CopyVertexOutput v; v.position = projection * float4(position[vid].x, position[vid].y, 0.0f, 1.0f); v.texcoord = texcoords[vid]; return v; } fragment float4 SDL_Copy_fragment_nearest(CopyVertexOutput vert [[stage_in]], constant float4 &col [[buffer(0)]], texture2d tex [[texture(0)]]) { constexpr sampler s(coord::normalized, address::clamp_to_edge, filter::nearest); return tex.sample(s, vert.texcoord) * col; } fragment float4 SDL_Copy_fragment_linear(CopyVertexOutput vert [[stage_in]], constant float4 &col [[buffer(0)]], texture2d tex [[texture(0)]]) { constexpr sampler s(coord::normalized, address::clamp_to_edge, filter::linear); return tex.sample(s, vert.texcoord) * col; }