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

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48 
49 struct TransformMatrix {
50     matrix_float4x4 transformMatrix;
51 };
52 
53 struct GradFrameUniforms {
54     vector_float3 params;
55     vector_float4 color1;
56     vector_float4 color2;
57 };
58 
59 struct Vertex {
60     float position[2];
61 };
62 
63 struct TxtVertex {
64     float position[2];
65     float txtpos[2];
66 };
67 






68 struct TxtFrameUniforms {
69     vector_float4 color;
70     int mode;
71     int isSrcOpaque;
72     int isDstOpaque;
73     float extraAlpha;
74 };
75 
76 struct AnchorData
77 {
78     vector_float3 xParams;
79     vector_float3 yParams;
80 };
81 
82 struct LCDFrameUniforms {
83     vector_float3 src_adj;
84     vector_float3 gamma;
85     vector_float3 invgamma;
86 };
87 #endif

48 
49 struct TransformMatrix {
50     matrix_float4x4 transformMatrix;
51 };
52 
53 struct GradFrameUniforms {
54     vector_float3 params;
55     vector_float4 color1;
56     vector_float4 color2;
57 };
58 
59 struct Vertex {
60     float position[2];
61 };
62 
63 struct TxtVertex {
64     float position[2];
65     float txtpos[2];
66 };
67 
68 #define INTERPOLATION_NEAREST_NEIGHBOR 0
69 #define INTERPOLATION_BILINEAR 1
70 // NOTE: Metal samplers doesn't supports bicubic interpolation
71 // see table 2.7 from https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
72 // (probably we need to implement separate fragment shader with bicubic interpolation)
73 
74 struct TxtFrameUniforms {
75     vector_float4 color;
76     int mode; // NOTE: consider to use bit fields
77     int isSrcOpaque;
78     int isDstOpaque;
79     float extraAlpha;
80 };
81 
82 struct AnchorData
83 {
84     vector_float3 xParams;
85     vector_float3 yParams;
86 };
87 
88 struct LCDFrameUniforms {
89     vector_float3 src_adj;
90     vector_float3 gamma;
91     vector_float3 invgamma;
92 };
93 #endif
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