2022-04-06 13:57:54 +00:00
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#include <metal_stdlib>
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using namespace metal;
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2022-06-24 17:01:59 +00:00
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template<typename T, size_t N>
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struct tint_array {
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const constant T& operator[](size_t i) const constant { return elements[i]; }
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device T& operator[](size_t i) device { return elements[i]; }
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const device T& operator[](size_t i) const device { return elements[i]; }
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thread T& operator[](size_t i) thread { return elements[i]; }
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const thread T& operator[](size_t i) const thread { return elements[i]; }
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threadgroup T& operator[](size_t i) threadgroup { return elements[i]; }
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const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; }
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T elements[N];
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};
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2022-04-29 21:00:14 +00:00
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struct GammaTransferParams {
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/* 0x0000 */ float G;
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/* 0x0004 */ float A;
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/* 0x0008 */ float B;
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/* 0x000c */ float C;
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/* 0x0010 */ float D;
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/* 0x0014 */ float E;
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/* 0x0018 */ float F;
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/* 0x001c */ uint padding;
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};
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2022-04-06 13:57:54 +00:00
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struct ExternalTextureParams {
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/* 0x0000 */ uint numPlanes;
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/* 0x0004 */ uint doYuvToRgbConversionOnly;
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/* 0x0008 */ tint_array<int8_t, 8> tint_pad;
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/* 0x0010 */ float3x4 yuvToRgbConversionMatrix;
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/* 0x0040 */ GammaTransferParams gammaDecodeParams;
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/* 0x0060 */ GammaTransferParams gammaEncodeParams;
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/* 0x0080 */ float3x3 gamutConversionMatrix;
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/* 0x00b0 */ float2x3 coordTransformationMatrix;
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};
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2022-04-29 21:00:14 +00:00
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float3 gammaCorrection(float3 v, GammaTransferParams params) {
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bool3 const cond = (fabs(v) < float3(params.D));
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float3 const t = (sign(v) * ((params.C * fabs(v)) + params.F));
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float3 const f = (sign(v) * (pow(((params.A * fabs(v)) + params.B), float3(params.G)) + params.E));
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return select(f, t, cond);
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}
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2022-04-06 13:57:54 +00:00
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float4 textureLoadExternal(texture2d<float, access::sample> plane0, texture2d<float, access::sample> plane1, int2 coord, ExternalTextureParams params) {
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float3 color = 0.0f;
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if ((params.numPlanes == 1u)) {
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color = float4(plane0.read(uint2(coord), 0)).rgb;
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} else {
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color = (float4(plane0.read(uint2(coord), 0)[0], float4(plane1.read(uint2(coord), 0)).rg, 1.0f) * params.yuvToRgbConversionMatrix);
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}
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if ((params.doYuvToRgbConversionOnly == 0u)) {
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color = gammaCorrection(color, params.gammaDecodeParams);
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color = (params.gamutConversionMatrix * color);
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color = gammaCorrection(color, params.gammaEncodeParams);
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}
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return float4(color, 1.0f);
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}
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float4 textureLoad2d(texture2d<float, access::sample> tint_symbol, texture2d<float, access::sample> ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) {
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return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1);
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}
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void doTextureLoad(texture2d<float, access::sample> tint_symbol_2, texture2d<float, access::sample> tint_symbol_3, const constant ExternalTextureParams* const tint_symbol_4) {
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float4 res = textureLoad2d(tint_symbol_2, tint_symbol_3, *(tint_symbol_4), int2(0));
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}
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struct tint_symbol_1 {
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float4 value [[position]];
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};
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float4 vertex_main_inner(texture2d<float, access::sample> tint_symbol_5, texture2d<float, access::sample> tint_symbol_6, const constant ExternalTextureParams* const tint_symbol_7) {
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doTextureLoad(tint_symbol_5, tint_symbol_6, tint_symbol_7);
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return float4(0.0f);
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}
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vertex tint_symbol_1 vertex_main(texture2d<float, access::sample> tint_symbol_8 [[texture(0)]], texture2d<float, access::sample> tint_symbol_9 [[texture(1)]], const constant ExternalTextureParams* tint_symbol_10 [[buffer(2)]]) {
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float4 const inner_result = vertex_main_inner(tint_symbol_8, tint_symbol_9, tint_symbol_10);
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tint_symbol_1 wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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fragment void fragment_main(texture2d<float, access::sample> tint_symbol_11 [[texture(0)]], texture2d<float, access::sample> tint_symbol_12 [[texture(1)]], const constant ExternalTextureParams* tint_symbol_13 [[buffer(2)]]) {
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doTextureLoad(tint_symbol_11, tint_symbol_12, tint_symbol_13);
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return;
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}
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kernel void compute_main(texture2d<float, access::sample> tint_symbol_14 [[texture(0)]], texture2d<float, access::sample> tint_symbol_15 [[texture(1)]], const constant ExternalTextureParams* tint_symbol_16 [[buffer(2)]]) {
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doTextureLoad(tint_symbol_14, tint_symbol_15, tint_symbol_16);
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return;
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}
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