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CLK/OSBindings/Mac/Clock Signal/ScanTarget/ScanTarget.metal

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//
// ScanTarget.metal
// Clock Signal
//
// Created by Thomas Harte on 04/08/2020.
// Copyright © 2020 Thomas Harte. All rights reserved.
//
#include <metal_stdlib>
using namespace metal;
struct Uniforms {
// This is used to scale scan positions, i.e. it provides the range
// for mapping from scan-style integer positions into eye space.
int2 scale;
// This provides the intended height of a scan, in eye-coordinate terms.
float lineWidth;
// Provides a scaling factor in order to preserve 4:3 central content.
float aspectRatioMultiplier;
};
// This is intended to match the net effect of `Scan` as defined by the BufferingScanTarget.
struct Scan {
struct EndPoint {
uint16_t position[2];
uint16_t dataOffset;
uint16_t compositeAngle;
uint16_t cyclesSinceRetrace;
} endPoints[2];
uint8_t compositeAmplitude;
uint16_t dataY;
uint16_t line;
};
// This matches the BufferingScanTarget's `Line`.
struct Line {
struct EndPoint {
uint16_t position[2];
uint16_t cyclesSinceRetrace;
uint16_t compositeAngle;
} endPoints[2];
uint16_t line;
uint8_t compositeAmplitude;
};
// This is an intermediate struct, which is TEMPORARY.
struct ColouredVertex {
float4 position [[position]];
float2 textureCoordinates;
};
// MARK: - Scan shaders; these do final output to the display.
vertex ColouredVertex scanVertexMain( constant Uniforms &uniforms [[buffer(1)]],
constant Scan *scans [[buffer(0)]],
uint instanceID [[instance_id]],
uint vertexID [[vertex_id]]) {
// Get start and end vertices in regular float2 form.
const float2 start = float2(
float(scans[instanceID].endPoints[0].position[0]) / float(uniforms.scale.x),
float(scans[instanceID].endPoints[0].position[1]) / float(uniforms.scale.y)
);
const float2 end = float2(
float(scans[instanceID].endPoints[1].position[0]) / float(uniforms.scale.x),
float(scans[instanceID].endPoints[1].position[1]) / float(uniforms.scale.y)
);
// Calculate the tangent and normal.
const float2 tangent = (end - start);
const float2 normal = float2(-tangent.y, tangent.x) / length(tangent);
// Hence determine this quad's real shape, using vertexID to pick a corner.
ColouredVertex output;
output.position = float4(
((start + (float(vertexID&2) * 0.5) * tangent + (float(vertexID&1) - 0.5) * normal * uniforms.lineWidth) * float2(2.0, -2.0) + float2(-1.0, 1.0)) * float2(uniforms.aspectRatioMultiplier, 1.0),
0.0,
1.0
);
output.textureCoordinates = float2(
mix(scans[instanceID].endPoints[0].dataOffset, scans[instanceID].endPoints[1].dataOffset, float((vertexID&2) >> 1)),
scans[instanceID].dataY);
return output;
}
fragment half4 scanFragmentMain(ColouredVertex vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
constexpr sampler s(coord::pixel,
address::clamp_to_zero, // This really makes no difference here; anything Metal will accept will do.
filter::nearest);
return half4(texture.sample(s, vert.textureCoordinates) * 32.0f); // Multiply by 32 is _TEMPORARY TEST CODE_ [/ nonsense].
}