Update SDL2 to latest hg (fbfacc66c65c)

This commit is contained in:
Alex Szpakowski
2018-03-31 20:56:14 -03:00
parent ec93b28a5b
commit 768e2a7810
902 changed files with 22628 additions and 11545 deletions
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#include <metal_texture>
#include <metal_matrix>
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)]],
constant float4x4 &transform [[buffer(3)]],
uint vid [[vertex_id]])
{
SolidVertexOutput v;
v.position = (projection * transform) * float4(position[vid], 0.0f, 1.0f);
v.pointSize = 1.0f;
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)]],
constant float4x4 &transform [[buffer(3)]],
uint vid [[vertex_id]])
{
CopyVertexOutput v;
v.position = (projection * transform) * float4(position[vid], 0.0f, 1.0f);
v.texcoord = texcoords[vid];
return v;
}
fragment float4 SDL_Copy_fragment(CopyVertexOutput vert [[stage_in]],
constant float4 &col [[buffer(0)]],
texture2d<float> tex [[texture(0)]],
sampler s [[sampler(0)]])
{
return tex.sample(s, vert.texcoord) * col;
}
struct YUVDecode
{
float3 offset;
float3 Rcoeff;
float3 Gcoeff;
float3 Bcoeff;
};
fragment float4 SDL_YUV_fragment(CopyVertexOutput vert [[stage_in]],
constant float4 &col [[buffer(0)]],
constant YUVDecode &decode [[buffer(1)]],
texture2d<float> texY [[texture(0)]],
texture2d_array<float> texUV [[texture(1)]],
sampler s [[sampler(0)]])
{
float3 yuv;
yuv.x = texY.sample(s, vert.texcoord).r;
yuv.y = texUV.sample(s, vert.texcoord, 0).r;
yuv.z = texUV.sample(s, vert.texcoord, 1).r;
yuv += decode.offset;
return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0);
}
fragment float4 SDL_NV12_fragment(CopyVertexOutput vert [[stage_in]],
constant float4 &col [[buffer(0)]],
constant YUVDecode &decode [[buffer(1)]],
texture2d<float> texY [[texture(0)]],
texture2d<float> texUV [[texture(1)]],
sampler s [[sampler(0)]])
{
float3 yuv;
yuv.x = texY.sample(s, vert.texcoord).r;
yuv.yz = texUV.sample(s, vert.texcoord).rg;
yuv += decode.offset;
return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0);
}
fragment float4 SDL_NV21_fragment(CopyVertexOutput vert [[stage_in]],
constant float4 &col [[buffer(0)]],
constant YUVDecode &decode [[buffer(1)]],
texture2d<float> texY [[texture(0)]],
texture2d<float> texUV [[texture(1)]],
sampler s [[sampler(0)]])
{
float3 yuv;
yuv.x = texY.sample(s, vert.texcoord).r;
yuv.yz = texUV.sample(s, vert.texcoord).gr;
yuv += decode.offset;
return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0);
}
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#!/bin/bash
set -x
set -e
cd `dirname "$0"`
generate_shaders()
{
platform=$1
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metal -std=$platform-metal1.1 -Wall -O3 -o ./sdl.air ./SDL_shaders_metal.metal || exit $?
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metal-ar rc sdl.metalar sdl.air || exit $?
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metallib -o sdl.metallib sdl.metalar || exit $?
xxd -i sdl.metallib | perl -w -p -e 's/\Aunsigned /const unsigned /;' >./SDL_shaders_metal_$platform.h
rm -f sdl.air sdl.metalar sdl.metallib
}
generate_shaders osx
generate_shaders ios