#include using namespace metal; template struct tint_array { const constant T& operator[](size_t i) const constant { return elements[i]; } device T& operator[](size_t i) device { return elements[i]; } const device T& operator[](size_t i) const device { return elements[i]; } thread T& operator[](size_t i) thread { return elements[i]; } const thread T& operator[](size_t i) const thread { return elements[i]; } threadgroup T& operator[](size_t i) threadgroup { return elements[i]; } const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; } T elements[N]; }; struct GammaTransferParams { /* 0x0000 */ float G; /* 0x0004 */ float A; /* 0x0008 */ float B; /* 0x000c */ float C; /* 0x0010 */ float D; /* 0x0014 */ float E; /* 0x0018 */ float F; /* 0x001c */ uint padding; }; struct ExternalTextureParams { /* 0x0000 */ uint numPlanes; /* 0x0004 */ uint doYuvToRgbConversionOnly; /* 0x0008 */ tint_array tint_pad; /* 0x0010 */ float3x4 yuvToRgbConversionMatrix; /* 0x0040 */ GammaTransferParams gammaDecodeParams; /* 0x0060 */ GammaTransferParams gammaEncodeParams; /* 0x0080 */ float3x3 gamutConversionMatrix; /* 0x00b0 */ float3x2 coordTransformationMatrix; /* 0x00c8 */ tint_array tint_pad_1; }; float3 gammaCorrection(float3 v, GammaTransferParams params) { bool3 const cond = (fabs(v) < float3(params.D)); float3 const t = (sign(v) * ((params.C * fabs(v)) + params.F)); float3 const f = (sign(v) * (pow(((params.A * fabs(v)) + params.B), float3(params.G)) + params.E)); return select(f, t, cond); } float4 textureLoadExternal(texture2d plane0, texture2d plane1, int2 coord, ExternalTextureParams params) { int2 const coord1 = (coord >> uint2(1u)); float3 color = 0.0f; if ((params.numPlanes == 1u)) { color = float4(plane0.read(uint2(coord), 0)).rgb; } else { color = (float4(plane0.read(uint2(coord), 0)[0], float4(plane1.read(uint2(coord1), 0)).rg, 1.0f) * params.yuvToRgbConversionMatrix); } if ((params.doYuvToRgbConversionOnly == 0u)) { color = gammaCorrection(color, params.gammaDecodeParams); color = (params.gamutConversionMatrix * color); color = gammaCorrection(color, params.gammaEncodeParams); } return float4(color, 1.0f); } float4 textureLoad2d(texture2d tint_symbol, texture2d ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) { return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1); } void doTextureLoad(texture2d tint_symbol_2, texture2d tint_symbol_3, const constant ExternalTextureParams* const tint_symbol_4) { float4 res = textureLoad2d(tint_symbol_2, tint_symbol_3, *(tint_symbol_4), int2(0)); } struct tint_symbol_1 { float4 value [[position]]; }; float4 vertex_main_inner(texture2d tint_symbol_5, texture2d tint_symbol_6, const constant ExternalTextureParams* const tint_symbol_7) { doTextureLoad(tint_symbol_5, tint_symbol_6, tint_symbol_7); return float4(0.0f); } vertex tint_symbol_1 vertex_main(texture2d tint_symbol_8 [[texture(0)]], texture2d tint_symbol_9 [[texture(1)]], const constant ExternalTextureParams* tint_symbol_10 [[buffer(2)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_8, tint_symbol_9, tint_symbol_10); tint_symbol_1 wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(texture2d tint_symbol_11 [[texture(0)]], texture2d tint_symbol_12 [[texture(1)]], const constant ExternalTextureParams* tint_symbol_13 [[buffer(2)]]) { doTextureLoad(tint_symbol_11, tint_symbol_12, tint_symbol_13); return; } kernel void compute_main(texture2d tint_symbol_14 [[texture(0)]], texture2d tint_symbol_15 [[texture(1)]], const constant ExternalTextureParams* tint_symbol_16 [[buffer(2)]]) { doTextureLoad(tint_symbol_14, tint_symbol_15, tint_symbol_16); return; }