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Samuliak 2024-07-06 09:59:35 +02:00
parent 42fc2bb490
commit f42a343e85

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@ -3,6 +3,7 @@ using namespace metal;
constant ushort lutTextureWidth [[function_constant(0)]];
// The copy is done in a vertex shader instead of a compute kernel, since dispatching compute would require ending the render pass
vertex void vertexCopyToLutTexture(uint vid [[vertex_id]], texture1d_array<ushort, access::write> out [[texture(0)]], constant ushort* data [[buffer(0)]]) {
out.write(data[vid], vid % lutTextureWidth, vid / lutTextureWidth);
}