Merge JDK-8220154 initial metal implementation patch to the jdk sandbox branch
Reviewed-by: avu, prr, kcr
Contributed-by: avu(Jetbrains), aghaisas, jdv
/*
* Copyright (c) 2019, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
#include <simd/simd.h>
#include <metal_stdlib>
#include "common.h"
using namespace metal;
struct VertexInput {
float3 position [[attribute(VertexAttributePosition)]];
};
struct TxtVertexInput {
float3 position [[attribute(VertexAttributePosition)]];
float2 texCoords [[attribute(VertexAttributeTexPos)]];
};
struct ColShaderInOut {
float4 position [[position]];
half4 color;
};
struct TxtShaderInOut {
float4 position [[position]];
float2 texCoords;
};
struct GradShaderInOut {
float4 position [[position]];
};
vertex ColShaderInOut vert_col(VertexInput in [[stage_in]],
constant FrameUniforms& uniforms [[buffer(FrameUniformBuffer)]],
constant TransformMatrix& transform [[buffer(MatrixBuffer)]]) {
ColShaderInOut out;
float4 pos4 = float4(in.position, 1.0);
out.position = transform.transformMatrix*pos4;
out.color = half4(uniforms.color.r, uniforms.color.g, uniforms.color.b, uniforms.color.a);
return out;
}
vertex GradShaderInOut vert_grad(VertexInput in [[stage_in]], constant TransformMatrix& transform [[buffer(MatrixBuffer)]]) {
GradShaderInOut out;
float4 pos4 = float4(in.position, 1.0);
out.position = transform.transformMatrix*pos4;
return out;
}
vertex TxtShaderInOut vert_txt(TxtVertexInput in [[stage_in]], constant TransformMatrix& transform [[buffer(MatrixBuffer)]]) {
TxtShaderInOut out;
float4 pos4 = float4(in.position, 1.0);
out.position = transform.transformMatrix*pos4;
out.texCoords = in.texCoords;
return out;
}
fragment half4 frag_col(ColShaderInOut in [[stage_in]]) {
return in.color;
}
fragment half4 frag_txt(
TxtShaderInOut vert [[stage_in]],
texture2d<float, access::sample> renderTexture [[texture(0)]]
)
{
constexpr sampler textureSampler (mag_filter::linear,
min_filter::linear);
float4 pixelColor = renderTexture.sample(textureSampler, vert.texCoords);
return half4(pixelColor.r, pixelColor.g, pixelColor.b , pixelColor.a);
}
fragment half4 frag_grad(GradShaderInOut in [[stage_in]],
constant GradFrameUniforms& uniforms [[buffer(0)]]) {
float3 v = float3(in.position.x, in.position.y, 1);
float a = (dot(v,uniforms.params)-0.25)*2.0;
float4 c = mix(uniforms.color1, uniforms.color2, a);
return half4(c);
}