ZIm/crates/gpui/src/platform/mac/shaders/shaders.h
Nathan Sobo fdfed3d7db Move all crates to a top-level crates folder
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-10-04 13:22:21 -06:00

106 lines
2.2 KiB
C

#include <simd/simd.h>
typedef struct
{
vector_float2 viewport_size;
} GPUIUniforms;
typedef enum
{
GPUIQuadInputIndexVertices = 0,
GPUIQuadInputIndexQuads = 1,
GPUIQuadInputIndexUniforms = 2,
} GPUIQuadInputIndex;
typedef struct
{
vector_float2 origin;
vector_float2 size;
vector_uchar4 background_color;
float border_top;
float border_right;
float border_bottom;
float border_left;
vector_uchar4 border_color;
float corner_radius;
} GPUIQuad;
typedef enum
{
GPUIShadowInputIndexVertices = 0,
GPUIShadowInputIndexShadows = 1,
GPUIShadowInputIndexUniforms = 2,
} GPUIShadowInputIndex;
typedef struct
{
vector_float2 origin;
vector_float2 size;
float corner_radius;
float sigma;
vector_uchar4 color;
} GPUIShadow;
typedef enum
{
GPUISpriteVertexInputIndexVertices = 0,
GPUISpriteVertexInputIndexSprites = 1,
GPUISpriteVertexInputIndexViewportSize = 2,
GPUISpriteVertexInputIndexAtlasSize = 3,
} GPUISpriteVertexInputIndex;
typedef enum
{
GPUISpriteFragmentInputIndexAtlas = 0,
} GPUISpriteFragmentInputIndex;
typedef struct
{
vector_float2 origin;
vector_float2 target_size;
vector_float2 source_size;
vector_float2 atlas_origin;
vector_uchar4 color;
uint8_t compute_winding;
} GPUISprite;
typedef enum
{
GPUIPathAtlasVertexInputIndexVertices = 0,
GPUIPathAtlasVertexInputIndexAtlasSize = 1,
} GPUIPathAtlasVertexInputIndex;
typedef struct
{
vector_float2 xy_position;
vector_float2 st_position;
vector_float2 clip_rect_origin;
vector_float2 clip_rect_size;
} GPUIPathVertex;
typedef enum
{
GPUIImageVertexInputIndexVertices = 0,
GPUIImageVertexInputIndexImages = 1,
GPUIImageVertexInputIndexViewportSize = 2,
GPUIImageVertexInputIndexAtlasSize = 3,
} GPUIImageVertexInputIndex;
typedef enum
{
GPUIImageFragmentInputIndexAtlas = 0,
} GPUIImageFragmentInputIndex;
typedef struct
{
vector_float2 origin;
vector_float2 target_size;
vector_float2 source_size;
vector_float2 atlas_origin;
float border_top;
float border_right;
float border_bottom;
float border_left;
vector_uchar4 border_color;
float corner_radius;
} GPUIImage;