feat(macos): suport Metal per GpuShaderPreset via spirv-cross
- CMakeLists: bloc if(APPLE) que transpila .spv → .spv.msl amb spirv-cross - gpu_shader_preset: carrega MSL (main0) a macOS, SPIR-V (main) a la resta - Afegeix null-terminator als buffers MSL (SDL3 els tracta com C-string) - README: secció de dependències de shaders per plataforma (Vulkan SDK, spirv-cross) - Inclou .spv.msl generats per ntsc-md-rainbows Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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data/shaders/ntsc-md-rainbows/pass0_encode.vert.spv.msl
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63
data/shaders/ntsc-md-rainbows/pass0_encode.vert.spv.msl
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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constant spvUnsafeArray<float2, 3> _18 = spvUnsafeArray<float2, 3>({ float2(-1.0), float2(3.0, -1.0), float2(-1.0, 3.0) });
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constant spvUnsafeArray<float2, 3> _26 = spvUnsafeArray<float2, 3>({ float2(0.0, 1.0), float2(2.0, 1.0), float2(0.0, -1.0) });
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struct main0_out
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{
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float2 v_uv [[user(locn0)]];
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float4 gl_Position [[position]];
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};
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vertex main0_out main0(uint gl_VertexIndex [[vertex_id]])
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{
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main0_out out = {};
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out.gl_Position = float4(_18[int(gl_VertexIndex)], 0.0, 1.0);
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out.v_uv = _26[int(gl_VertexIndex)];
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return out;
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}
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