Files
MapLibreParticleLab/include/mbgl/shaders/mtl/clipping_mask.hpp
Alex Cristici f582327191 UBO consolidation (#3089)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-01-08 17:41:29 +02:00

79 lines
2.0 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/mtl/shader_program.hpp>
namespace mbgl {
namespace shaders {
struct alignas(16) ClipUBO {
/* 0 */ std::array<float, 4 * 4> matrix;
/* 64 */ std::uint32_t stencil_ref;
/* 68 */ float pad1;
/* 72 */ float pad2;
/* 76 */ float pad3;
/* 80 */
};
static_assert(sizeof(ClipUBO) == 5 * 16);
#define CLIPPING_MASK_SHADER_PRELUDE \
R"(
#include <metal_stdlib>
using namespace metal;
enum {
idClippingMaskUBO = idDrawableReservedVertexOnlyUBO,
clippingMaskUBOCount = drawableReservedUBOCount
};
struct alignas(16) ClipUBO {
/* 0 */ float4x4 matrix;
/* 64 */ uint32_t stencil_ref;
/* 68 */ float pad1;
/* 72 */ float pad2;
/* 76 */ float pad3;
/* 80 */
};
static_assert(sizeof(ClipUBO) == 5 * 16, "wrong size");
)"
template <>
struct ShaderSource<BuiltIn::ClippingMaskProgram, gfx::Backend::Type::Metal> {
static constexpr auto name = "ClippingMaskProgram";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 0> textures;
static constexpr auto source = CLIPPING_MASK_SHADER_PRELUDE R"(
struct VertexStage {
short2 position [[attribute(clippingMaskUBOCount + 0)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
};
struct FragmentResult {
// color output is only needed because we're using implicit stencil writes
half4 color [[color(0)]];
};
FragmentStage vertex vertexMain(VertexStage in [[stage_in]],
device const ClipUBO& clipUBO [[buffer(idClippingMaskUBO)]]) {
return { clipUBO.matrix * float4(float2(in.position.xy), 0, 1) };
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]]) {
return half4(1.0);
}
)";
};
} // namespace shaders
} // namespace mbgl