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src/java.desktop/macosx/native/libawt_lwawt/awt/common.h

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*** 63,13 ***
  struct TxtVertex {
      float position[2];
      float txtpos[2];
  };
  
  struct TxtFrameUniforms {
      vector_float4 color;
!     int mode;
      int isSrcOpaque;
      int isDstOpaque;
      float extraAlpha;
  };
  
--- 63,19 ---
  struct TxtVertex {
      float position[2];
      float txtpos[2];
  };
  
+ #define INTERPOLATION_NEAREST_NEIGHBOR 0
+ #define INTERPOLATION_BILINEAR 1
+ // NOTE: Metal samplers doesn't supports bicubic interpolation
+ // see table 2.7 from https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
+ // (probably we need to implement separate fragment shader with bicubic interpolation)
+ 
  struct TxtFrameUniforms {
      vector_float4 color;
!     int mode; // NOTE: consider to use bit fields
      int isSrcOpaque;
      int isDstOpaque;
      float extraAlpha;
  };
  
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