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common.h
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common.h
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/*
* 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.
*/
#ifndef COMMON_H
#define COMMON_H
#include <simd/SIMD.h>
#define PGRAM_VERTEX_COUNT 6
#define QUAD_VERTEX_COUNT 4
#define GRAD_MAX_FRACTIONS 12
enum GradCycleMethod {
GradNoCycle = 0,
GradReflect = 1,
GradRepeat = 2
};
enum VertexAttributes {
VertexAttributePosition = 0,
VertexAttributeTexPos = 1
};
enum BufferIndex {
MeshVertexBuffer = 0,
FrameUniformBuffer = 1,
MatrixBuffer = 2
};
struct FrameUniforms {
vector_float4 color;
};
struct TransformMatrix {
matrix_float4x4 transformMatrix;
};
struct GradFrameUniforms {
vector_float3 params;
vector_float4 color1;
vector_float4 color2;
int isCyclic;
};
struct LinGradFrameUniforms {
vector_float3 params;
float fract[GRAD_MAX_FRACTIONS];
vector_float4 color[GRAD_MAX_FRACTIONS];
int numFracts;
int cycleMethod;
};
struct RadGradFrameUniforms {
float fract[GRAD_MAX_FRACTIONS];
vector_float4 color[GRAD_MAX_FRACTIONS];
int numFracts;
int cycleMethod;
vector_float3 m0;
vector_float3 m1;
vector_float3 precalc;
};
struct Vertex {
float position[2];
};
struct TxtVertex {
float position[2];
float txtpos[2];
};
// These values are mapped from AffineTransformOp
#define INTERPOLATION_NEAREST_NEIGHBOR 1
#define INTERPOLATION_BILINEAR 2
// #define INTERPOLATION_BICUBIC 3
// NOTE: Metal samplers doesn't supports bicubic interpolation
// see table 2.7 from https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
// (probably we need to implement separate fragment shader with bicubic interpolation)
struct TxtFrameUniforms {
vector_float4 color;
int mode; // NOTE: consider to use bit fields
int isSrcOpaque;
int isSrcPremult;
int isDstOpaque;
float extraAlpha;
};
struct TxtFrameOpRescaleUniforms {
vector_float4 color;
float extraAlpha;
int isSrcOpaque;
int isNonPremult;
vector_float4 normScaleFactors;
vector_float4 normOffsets;
};
struct TxtFrameOpConvolveUniforms {
float extraAlpha;
int isSrcOpaque;
vector_float4 imgEdge;
int kernelSize;
int isEdgeZeroFill;
};
struct TxtFrameOpLookupUniforms {
float extraAlpha;
int isSrcOpaque;
vector_float4 offset;
int isUseSrcAlpha;
int isNonPremult;
};
struct AnchorData
{
vector_float3 xParams;
vector_float3 yParams;
};
struct LCDFrameUniforms {
vector_float3 src_adj;
vector_float3 gamma;
vector_float3 invgamma;
};
#endif