Fixed Metal warnings, made everything static for performance

This commit is contained in:
Lior Halphon 2018-06-15 19:18:30 +03:00
parent cd045fde15
commit a068b7b09f
14 changed files with 51 additions and 50 deletions

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@ -1,10 +1,10 @@
float quickDistance(vec4 a, vec4 b)
STATIC float quickDistance(vec4 a, vec4 b)
{
return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);
}
vec4 omniScale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 omniScale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
vec2 pixel = position * input_resolution - vec2(0.5, 0.5);
@ -104,7 +104,7 @@ vec4 omniScale(sampler2D image, vec2 position, vec2 input_resolution, vec2 outpu
return q22;
}
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
vec2 pixel = vec2(1.0, 1.0) / output_resolution;
// 4-pixel super sampling

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@ -1,4 +1,4 @@
vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / input_resolution;
@ -7,15 +7,15 @@ vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_
// A B C
// D E F
// G H I
vec4 A = texture(image, position + vec2( -o.x, o.y));
// vec4 A = texture(image, position + vec2( -o.x, o.y));
vec4 B = texture(image, position + vec2( 0, o.y));
vec4 C = texture(image, position + vec2( o.x, o.y));
// vec4 C = texture(image, position + vec2( o.x, o.y));
vec4 D = texture(image, position + vec2( -o.x, 0));
vec4 E = texture(image, position + vec2( 0, 0));
vec4 F = texture(image, position + vec2( o.x, 0));
vec4 G = texture(image, position + vec2( -o.x, -o.y));
// vec4 G = texture(image, position + vec2( -o.x, -o.y));
vec4 H = texture(image, position + vec2( 0, -o.y));
vec4 I = texture(image, position + vec2( o.x, -o.y));
// vec4 I = texture(image, position + vec2( o.x, -o.y));
vec2 p = position * input_resolution;
// p = the position within a pixel [0...1]
p = fract(p);
@ -38,7 +38,7 @@ vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_
}
}
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
return mix(texture(image, position), scale2x(image, position, input_resolution, output_resolution), 0.5);
}

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@ -1,4 +1,4 @@
vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / input_resolution;
@ -6,15 +6,15 @@ vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_
// A B C
// D E F
// G H I
vec4 A = texture(image, position + vec2( -o.x, o.y));
// vec4 A = texture(image, position + vec2( -o.x, o.y));
vec4 B = texture(image, position + vec2( 0, o.y));
vec4 C = texture(image, position + vec2( o.x, o.y));
// vec4 C = texture(image, position + vec2( o.x, o.y));
vec4 D = texture(image, position + vec2( -o.x, 0));
vec4 E = texture(image, position + vec2( 0, 0));
vec4 F = texture(image, position + vec2( o.x, 0));
vec4 G = texture(image, position + vec2( -o.x, -o.y));
// vec4 G = texture(image, position + vec2( -o.x, -o.y));
vec4 H = texture(image, position + vec2( 0, -o.y));
vec4 I = texture(image, position + vec2( o.x, -o.y));
// vec4 I = texture(image, position + vec2( o.x, -o.y));
vec2 p = position * input_resolution;
// p = the position within a pixel [0...1]
p = fract(p);
@ -37,12 +37,12 @@ vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_
}
}
vec4 aaScale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 aaScale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
return mix(texture(image, position), scale2x(image, position, input_resolution, output_resolution), 0.5);
}
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / (input_resolution * 2.);
@ -51,15 +51,15 @@ vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_re
// A B C
// D E F
// G H I
vec4 A = aaScale2x(image, position + vec2( -o.x, o.y), input_resolution, output_resolution);
// vec4 A = aaScale2x(image, position + vec2( -o.x, o.y), input_resolution, output_resolution);
vec4 B = aaScale2x(image, position + vec2( 0, o.y), input_resolution, output_resolution);
vec4 C = aaScale2x(image, position + vec2( o.x, o.y), input_resolution, output_resolution);
// vec4 C = aaScale2x(image, position + vec2( o.x, o.y), input_resolution, output_resolution);
vec4 D = aaScale2x(image, position + vec2( -o.x, 0), input_resolution, output_resolution);
vec4 E = aaScale2x(image, position + vec2( 0, 0), input_resolution, output_resolution);
vec4 F = aaScale2x(image, position + vec2( o.x, 0), input_resolution, output_resolution);
vec4 G = aaScale2x(image, position + vec2( -o.x, -o.y), input_resolution, output_resolution);
// vec4 G = aaScale2x(image, position + vec2( -o.x, -o.y), input_resolution, output_resolution);
vec4 H = aaScale2x(image, position + vec2( 0, -o.y), input_resolution, output_resolution);
vec4 I = aaScale2x(image, position + vec2( o.x, -o.y), input_resolution, output_resolution);
// vec4 I = aaScale2x(image, position + vec2( o.x, -o.y), input_resolution, output_resolution);
vec4 R;
vec2 p = position * input_resolution * 2.;
// p = the position within a pixel [0...1]

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@ -1,4 +1,4 @@
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
vec2 pixel = position * input_resolution - vec2(0.5, 0.5);

View File

@ -2,14 +2,14 @@
/* The colorspace used by the HQnx filters is not really YUV, despite the algorithm description claims it is. It is
also not normalized. Therefore, we shall call the colorspace used by HQnx "HQ Colorspace" to avoid confusion. */
vec3 rgb_to_hq_colospace(vec4 rgb)
STATIC vec3 rgb_to_hq_colospace(vec4 rgb)
{
return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b,
0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b,
-0.125 * rgb.r + 0.250 * rgb.g - 0.125 * rgb.b);
}
bool is_different(vec4 a, vec4 b)
STATIC bool is_different(vec4 a, vec4 b)
{
vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b));
return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
@ -17,17 +17,17 @@ bool is_different(vec4 a, vec4 b)
#define P(m, r) ((pattern & (m)) == (r))
vec4 interp_2px(vec4 c1, float w1, vec4 c2, float w2)
STATIC vec4 interp_2px(vec4 c1, float w1, vec4 c2, float w2)
{
return (c1 * w1 + c2 * w2) / (w1 + w2);
}
vec4 interp_3px(vec4 c1, float w1, vec4 c2, float w2, vec4 c3, float w3)
STATIC vec4 interp_3px(vec4 c1, float w1, vec4 c2, float w2, vec4 c3, float w3)
{
return (c1 * w1 + c2 * w2 + c3 * w3) / (w1 + w2 + w3);
}
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / input_resolution;

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@ -2,7 +2,7 @@
#define COLOR_HIGH 1.0
#define SCANLINE_DEPTH 0.1
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
vec2 pos = fract(position * input_resolution);
vec2 sub_pos = fract(position * input_resolution * 6);

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@ -9,6 +9,7 @@ const vec2 input_resolution = vec2(160, 144);
#define equal(x, y) ((x) == (y))
#define inequal(x, y) ((x) != (y))
#define STATIC
out vec4 frag_color;

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@ -12,6 +12,7 @@ typedef float4 vec4;
typedef texture2d<half> sampler2D;
#define equal(x, y) all((x) == (y))
#define inequal(x, y) any((x) != (y))
#define STATIC static
typedef struct {
float4 position [[position]];

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@ -1,4 +1,4 @@
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
return texture(image, position);
}

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@ -8,7 +8,7 @@
*/
/* We use the same colorspace as the HQ algorithms. */
vec3 rgb_to_hq_colospace(vec4 rgb)
STATIC vec3 rgb_to_hq_colospace(vec4 rgb)
{
return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b,
0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b,
@ -16,7 +16,7 @@ vec3 rgb_to_hq_colospace(vec4 rgb)
}
bool is_different(vec4 a, vec4 b)
STATIC bool is_different(vec4 a, vec4 b)
{
vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b));
return diff.x > 0.125 || diff.y > 0.027 || diff.z > 0.031;
@ -24,7 +24,7 @@ bool is_different(vec4 a, vec4 b)
#define P(m, r) ((pattern & (m)) == (r))
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / input_resolution;

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@ -1,10 +1,9 @@
float quickDistance(vec4 a, vec4 b)
STATIC float quickDistance(vec4 a, vec4 b)
{
return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);
}
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
vec2 pixel = position * input_resolution - vec2(0.5, 0.5);

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@ -1,6 +1,6 @@
/* Shader implementation of Scale2x is adapted from https://gist.github.com/singron/3161079 */
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / input_resolution;
@ -9,15 +9,15 @@ vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_re
// A B C
// D E F
// G H I
vec4 A = texture(image, position + vec2( -o.x, o.y));
// vec4 A = texture(image, position + vec2( -o.x, o.y));
vec4 B = texture(image, position + vec2( 0, o.y));
vec4 C = texture(image, position + vec2( o.x, o.y));
// vec4 C = texture(image, position + vec2( o.x, o.y));
vec4 D = texture(image, position + vec2( -o.x, 0));
vec4 E = texture(image, position + vec2( 0, 0));
vec4 F = texture(image, position + vec2( o.x, 0));
vec4 G = texture(image, position + vec2( -o.x, -o.y));
// vec4 G = texture(image, position + vec2( -o.x, -o.y));
vec4 H = texture(image, position + vec2( 0, -o.y));
vec4 I = texture(image, position + vec2( o.x, -o.y));
// vec4 I = texture(image, position + vec2( o.x, -o.y));
vec2 p = position * input_resolution;
// p = the position within a pixel [0...1]
p = fract(p);

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@ -1,4 +1,4 @@
vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / input_resolution;
@ -6,15 +6,15 @@ vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_
// A B C
// D E F
// G H I
vec4 A = texture(image, position + vec2( -o.x, o.y));
// vec4 A = texture(image, position + vec2( -o.x, o.y));
vec4 B = texture(image, position + vec2( 0, o.y));
vec4 C = texture(image, position + vec2( o.x, o.y));
// vec4 C = texture(image, position + vec2( o.x, o.y));
vec4 D = texture(image, position + vec2( -o.x, 0));
vec4 E = texture(image, position + vec2( 0, 0));
vec4 F = texture(image, position + vec2( o.x, 0));
vec4 G = texture(image, position + vec2( -o.x, -o.y));
// vec4 G = texture(image, position + vec2( -o.x, -o.y));
vec4 H = texture(image, position + vec2( 0, -o.y));
vec4 I = texture(image, position + vec2( o.x, -o.y));
// vec4 I = texture(image, position + vec2( o.x, -o.y));
vec2 p = position * input_resolution;
// p = the position within a pixel [0...1]
vec4 R;
@ -38,7 +38,7 @@ vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_
}
}
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
// o = offset, the width of a pixel
vec2 o = 1.0 / (input_resolution * 2.);
@ -47,15 +47,15 @@ vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_re
// A B C
// D E F
// G H I
vec4 A = scale2x(image, position + vec2( -o.x, o.y), input_resolution, output_resolution);
// vec4 A = scale2x(image, position + vec2( -o.x, o.y), input_resolution, output_resolution);
vec4 B = scale2x(image, position + vec2( 0, o.y), input_resolution, output_resolution);
vec4 C = scale2x(image, position + vec2( o.x, o.y), input_resolution, output_resolution);
// vec4 C = scale2x(image, position + vec2( o.x, o.y), input_resolution, output_resolution);
vec4 D = scale2x(image, position + vec2( -o.x, 0), input_resolution, output_resolution);
vec4 E = scale2x(image, position + vec2( 0, 0), input_resolution, output_resolution);
vec4 F = scale2x(image, position + vec2( o.x, 0), input_resolution, output_resolution);
vec4 G = scale2x(image, position + vec2( -o.x, -o.y), input_resolution, output_resolution);
// vec4 G = scale2x(image, position + vec2( -o.x, -o.y), input_resolution, output_resolution);
vec4 H = scale2x(image, position + vec2( 0, -o.y), input_resolution, output_resolution);
vec4 I = scale2x(image, position + vec2( o.x, -o.y), input_resolution, output_resolution);
// vec4 I = scale2x(image, position + vec2( o.x, -o.y), input_resolution, output_resolution);
vec2 p = position * input_resolution * 2.;
// p = the position within a pixel [0...1]
p = fract(p);

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@ -1,4 +1,4 @@
vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
vec2 pixel = position * input_resolution - vec2(0.5, 0.5);