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Unified Diff: webrtc/sdk/objc/Framework/Classes/metal/Shaders.metal

Issue 2651743007: Add metal view, shaders and renderer. (Closed)
Patch Set: Link metal libraries only for arm64cpu Created 3 years, 10 months ago
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Index: webrtc/sdk/objc/Framework/Classes/metal/Shaders.metal
diff --git a/webrtc/sdk/objc/Framework/Classes/metal/Shaders.metal b/webrtc/sdk/objc/Framework/Classes/metal/Shaders.metal
new file mode 100644
index 0000000000000000000000000000000000000000..63577d9cbd73fe415ee9b6ab643eccb555a85e85
--- /dev/null
+++ b/webrtc/sdk/objc/Framework/Classes/metal/Shaders.metal
@@ -0,0 +1,56 @@
+/*
+ * Copyright 2017 The WebRTC project authors. All Rights Reserved.
+ *
+ * Use of this source code is governed by a BSD-style license
+ * that can be found in the LICENSE file in the root of the source
+ * tree. An additional intellectual property rights grant can be found
+ * in the file PATENTS. All contributing project authors may
+ * be found in the AUTHORS file in the root of the source tree.
+ */
+
+#include <metal_stdlib>
+#include <simd/simd.h>
+
+using namespace metal;
tkchin_webrtc 2017/02/10 23:32:10 It is kinda burdensome to force users to include t
daniela-webrtc 2017/02/13 12:32:06 Yes it can be done like that as well. I managed to
tkchin_webrtc 2017/02/14 00:23:55 I'm slightly worried about how to compile dynamic
+
+typedef struct {
+ packed_float2 position;
+ packed_float2 texcoord;
+} Vertex;
+
+
+typedef struct {
+ float4 position [[position]];
+ float2 texcoord;
+} Varyings;
+
+vertex Varyings vertexPassthrough(
+ device Vertex* verticies [[ buffer(0) ]],
+ unsigned int vid [[ vertex_id ]]
+ ) {
+ Varyings out;
+ device Vertex& v = verticies[vid];
+ out.position = float4(float2(v.position), 0.0, 1.0);
+ out.texcoord = v.texcoord;
+
+ return out;
+}
+
+fragment half4 fragmentColorConversion(
+ Varyings in [[ stage_in ]],
+ texture2d<float, access::sample> textureY [[ texture(0) ]],
+ texture2d<float, access::sample> textureCbCr [[ texture(1) ]]
+ ) {
+ constexpr sampler s(address::clamp_to_edge, filter::linear);
+ float y;
+ float2 uv;
+ y = textureY.sample(s, in.texcoord).r;
+ uv = textureCbCr.sample(s, in.texcoord).rg - float2(0.5, 0.5);
+
+ float4 out = float4(y + 1.403 * uv.y,
+ y - 0.344 * uv.x - 0.714 * uv.y,
+ y + 1.770 * uv.x,
+ 1.0);
+
+ return half4(out);
+}

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