Create a separate metal shader for NV12 textures
Also unify the color output function so it works with the various combinations of input and output colorspaces. Fixes https://github.com/libsdl-org/SDL/issues/11727
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@@ -101,7 +101,7 @@ typedef enum SDL_MetalFragmentFunction
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SDL_METAL_FRAGMENT_SOLID = 0,
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SDL_METAL_FRAGMENT_COPY,
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SDL_METAL_FRAGMENT_YUV,
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SDL_METAL_FRAGMENT_ADVANCED,
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SDL_METAL_FRAGMENT_NV12,
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SDL_METAL_FRAGMENT_COUNT,
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} SDL_MetalFragmentFunction;
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@@ -253,8 +253,8 @@ static NSString *GetFragmentFunctionName(SDL_MetalFragmentFunction function)
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return @"SDL_Copy_fragment";
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case SDL_METAL_FRAGMENT_YUV:
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return @"SDL_YUV_fragment";
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case SDL_METAL_FRAGMENT_ADVANCED:
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return @"SDL_Advanced_fragment";
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case SDL_METAL_FRAGMENT_NV12:
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return @"SDL_NV12_fragment";
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default:
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return nil;
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}
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@@ -392,7 +392,7 @@ void MakeShaderPipelines(SDL3METAL_RenderData *data, METAL_ShaderPipelines *pipe
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", rtformat, SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_ADVANCED], "SDL advanced pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_ADVANCED);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12);
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}
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static METAL_ShaderPipelines *ChooseShaderPipelines(SDL3METAL_RenderData *data, MTLPixelFormat rtformat)
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@@ -745,14 +745,15 @@ static bool METAL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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}
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#endif // SDL_HAVE_YUV
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texturedata = [[SDL3METAL_TextureData alloc] init];
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if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
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texturedata.fragmentFunction = SDL_METAL_FRAGMENT_COPY;
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#ifdef SDL_HAVE_YUV
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} else if (yuv) {
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if (yuv) {
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texturedata.fragmentFunction = SDL_METAL_FRAGMENT_YUV;
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} else if (nv12) {
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texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV12;
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} else
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#endif
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} else {
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texturedata.fragmentFunction = SDL_METAL_FRAGMENT_ADVANCED;
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{
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texturedata.fragmentFunction = SDL_METAL_FRAGMENT_COPY;
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}
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texturedata.mtltexture = mtltexture;
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texturedata.mtltextureUv = mtltextureUv;
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@@ -107,39 +107,7 @@ float3 ApplyTonemap(float3 v, float input_type, float tonemap_method, float tone
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return v;
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}
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float4 GetInputColor(float2 texcoord, float texture_type, constant YUVDecode &decode, texture2d<float> tex0, texture2d<float> tex1, sampler s)
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{
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float4 rgba;
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if (texture_type == TEXTURETYPE_NONE) {
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rgba = 1.0;
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} else if (texture_type == TEXTURETYPE_RGB) {
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rgba = tex0.sample(s, texcoord);
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} else if (texture_type == TEXTURETYPE_NV12) {
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float3 yuv;
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yuv.x = tex0.sample(s, texcoord).r;
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yuv.yz = tex1.sample(s, texcoord).rg;
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rgba.rgb = (yuv + decode.offset) * decode.matrix;
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rgba.a = 1.0;
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} else if (texture_type == TEXTURETYPE_NV21) {
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float3 yuv;
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yuv.x = tex0.sample(s, texcoord).r;
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yuv.yz = tex1.sample(s, texcoord).gr;
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rgba.rgb = (yuv + decode.offset) * decode.matrix;
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rgba.a = 1.0;
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} else {
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// Error!
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rgba.r = 1.0;
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rgba.g = 0.0;
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rgba.b = 0.0;
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rgba.a = 1.0;
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}
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return rgba;
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}
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float4 GetOutputColor(float4 rgba, float color_scale)
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float4 GetOutputColorSimple(float4 rgba, float color_scale)
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{
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float4 output;
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@@ -174,12 +142,50 @@ float3 GetOutputColorFromLinear(float3 rgb, float scRGB_output, float color_scal
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output.r = sRGBfromLinear(output.r);
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output.g = sRGBfromLinear(output.g);
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output.b = sRGBfromLinear(output.b);
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output = clamp(output.rgb, 0.0, 1.0);
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output = clamp(output, 0.0, 1.0);
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}
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return output;
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}
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float4 GetOutputColor(float4 rgba, constant ShaderConstants &c)
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{
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const float3x3 mat2020to709 = {
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{ 1.660496, -0.587656, -0.072840 },
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{ -0.124547, 1.132895, -0.008348 },
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{ -0.018154, -0.100597, 1.118751 }
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};
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float4 output;
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if (c.input_type == INPUTTYPE_HDR10) {
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rgba.rgb = PQtoLinear(rgba.rgb, c.sdr_white_point);
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}
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if (c.tonemap_method != TONEMAP_NONE) {
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rgba.rgb = ApplyTonemap(rgba.rgb, c.input_type, c.tonemap_method, c.tonemap_factor1, c.tonemap_factor2);
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}
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if (c.input_type == INPUTTYPE_SRGB) {
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if (c.texture_type == TEXTURETYPE_RGB) {
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// The sampler has already converted to linear if necessary
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output.rgb = rgba.rgb * c.color_scale;
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} else {
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output.rgb = GetOutputColorFromSRGB(rgba.rgb, c.scRGB_output, c.color_scale);
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}
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} else if (c.input_type == INPUTTYPE_SCRGB) {
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output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale);
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} else if (c.input_type == INPUTTYPE_HDR10) {
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rgba.rgb = rgba.rgb * mat2020to709;
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output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale);
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} else {
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// Unexpected input type, use magenta error color
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output.rgb = float3(1.0, 0.0, 1.0);
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}
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output.a = rgba.a;
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return output;
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}
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struct SolidVertexInput
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{
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float2 position [[attribute(0)]];
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@@ -207,7 +213,7 @@ vertex SolidVertexOutput SDL_Solid_vertex(SolidVertexInput in [[stage_in]],
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fragment float4 SDL_Solid_fragment(SolidVertexInput in [[stage_in]],
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constant ShaderConstants &c [[buffer(0)]])
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{
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return GetOutputColor(1.0, c.color_scale) * in.color;
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return GetOutputColorSimple(1.0, c.color_scale) * in.color;
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}
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struct CopyVertexInput
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@@ -240,47 +246,8 @@ fragment float4 SDL_Copy_fragment(CopyVertexOutput vert [[stage_in]],
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texture2d<float> tex [[texture(0)]],
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sampler s [[sampler(0)]])
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{
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return GetOutputColor(tex.sample(s, vert.texcoord), c.color_scale) * vert.color;
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}
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fragment float4 SDL_Advanced_fragment(CopyVertexOutput vert [[stage_in]],
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constant ShaderConstants &c [[buffer(0)]],
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constant YUVDecode &decode [[buffer(1)]],
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texture2d<float> tex0 [[texture(0)]],
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texture2d<float> tex1 [[texture(1)]],
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sampler s [[sampler(0)]])
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{
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const float3x3 mat2020to709 = {
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{ 1.660496, -0.587656, -0.072840 },
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{ -0.124547, 1.132895, -0.008348 },
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{ -0.018154, -0.100597, 1.118751 }
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};
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float4 rgba = GetInputColor(vert.texcoord, c.texture_type, decode, tex0, tex1, s);
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float4 output;
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if (c.input_type == INPUTTYPE_HDR10) {
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rgba.rgb = PQtoLinear(rgba.rgb, c.sdr_white_point);
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}
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if (c.tonemap_method != TONEMAP_NONE) {
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rgba.rgb = ApplyTonemap(rgba.rgb, c.input_type, c.tonemap_method, c.tonemap_factor1, c.tonemap_factor2);
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}
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if (c.input_type == INPUTTYPE_SRGB) {
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output.rgb = GetOutputColorFromSRGB(rgba.rgb, c.scRGB_output, c.color_scale);
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output.a = rgba.a;
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} else if (c.input_type == INPUTTYPE_SCRGB) {
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output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale);
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output.a = rgba.a;
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} else if (c.input_type == INPUTTYPE_HDR10) {
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rgba.rgb = rgba.rgb * mat2020to709;
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output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale);
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output.a = rgba.a;
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} else {
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output = GetOutputColor(rgba, c.color_scale);
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}
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return output * vert.color;
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float4 rgba = tex.sample(s, vert.texcoord);
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return GetOutputColor(rgba, c) * vert.color;
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}
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fragment float4 SDL_YUV_fragment(CopyVertexOutput vert [[stage_in]],
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@@ -295,12 +262,38 @@ fragment float4 SDL_YUV_fragment(CopyVertexOutput vert [[stage_in]],
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yuv.y = texUV.sample(s, vert.texcoord, 0).r;
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yuv.z = texUV.sample(s, vert.texcoord, 1).r;
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float3 rgb;
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rgb = (yuv + decode.offset) * decode.matrix;
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float4 rgba;
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rgba.rgb = (yuv + decode.offset) * decode.matrix;
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rgba.a = 1.0;
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float4 output;
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output.rgb = GetOutputColorFromSRGB(rgb, c.scRGB_output, c.color_scale);
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output.a = 1.0;
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return GetOutputColor(rgba, c) * vert.color;
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}
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return output * vert.color;
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fragment float4 SDL_NV12_fragment(CopyVertexOutput vert [[stage_in]],
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constant ShaderConstants &c [[buffer(0)]],
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constant YUVDecode &decode [[buffer(1)]],
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texture2d<float> texY [[texture(0)]],
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texture2d<float> texUV [[texture(1)]],
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sampler s [[sampler(0)]])
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{
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float4 rgba;
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if (c.texture_type == TEXTURETYPE_NV12) {
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float3 yuv;
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yuv.x = texY.sample(s, vert.texcoord).r;
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yuv.yz = texUV.sample(s, vert.texcoord).rg;
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rgba.rgb = (yuv + decode.offset) * decode.matrix;
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} else if (c.texture_type == TEXTURETYPE_NV21) {
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float3 yuv;
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yuv.x = texY.sample(s, vert.texcoord).r;
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yuv.yz = texUV.sample(s, vert.texcoord).gr;
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rgba.rgb = (yuv + decode.offset) * decode.matrix;
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} else {
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// Unexpected texture type, use magenta error color
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rgba.rgb = float3(1.0, 0.0, 1.0);
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}
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rgba.a = 1.0;
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return GetOutputColor(rgba, c) * vert.color;
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}
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