SDL/test/testgpu/cube.metal
cosmonaut 2e7d5bb429 Add the SDL_GPU API
Project Lead: Evan Hemsley <evan@moonside.games>

Co-designer, Metal Port, Console Ports:

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>

Production, QA, Debug:

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>

SDL_Render Driver, Bugfixes:

Co-authored-by: Andrei Alexeyev <akari@taisei-project.org>

Additional D3D12 Programming, Bugfixes:

Co-authored-by: Bart van der Werf <bluelive@gmail.com>

Bugfixes and Feedback:

Co-authored-by: Zakary Strange <zakarystrange@gmail.com>
Co-authored-by: meyraud705 <meyraud705@gmail.com>
Co-authored-by: Joshua T. Fisher <playmer@gmail.com>
Co-authored-by: Topi Ritala <ritalat@fastmail.com>
Co-authored-by: David Gow <david@ingeniumdigital.com>

Original API Proposal:

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
2024-08-29 15:57:29 -07:00

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Metal

#include <metal_stdlib>
using namespace metal;
struct VSOutput
{
float4 color [[user(locn0)]];
float4 position [[position]];
};
#ifdef VERTEX
struct UBO
{
float4x4 modelViewProj;
};
struct VSInput
{
float3 position [[attribute(0)]];
float3 color [[attribute(1)]];
};
vertex VSOutput vs_main(VSInput input [[stage_in]], constant UBO& ubo [[buffer(0)]])
{
VSOutput output;
output.color = float4(input.color, 1.0);
output.position = ubo.modelViewProj * float4(input.position, 1.0);
return output;
}
#else
fragment float4 fs_main(VSOutput input [[stage_in]])
{
return input.color;
}
#endif