36 lines
1.5 KiB
Text
36 lines
1.5 KiB
Text
/*
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* Copyright (C) 2026 Behdad Esfahbod
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*
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* This is part of HarfBuzz, a text shaping library.
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*
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* Permission is hereby granted, without written agreement and without
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* license or royalty fees, to use, copy, modify, and distribute this
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* software and its documentation for any purpose, provided that the
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* above copyright notice and the following two paragraphs appear in
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* all copies of this software.
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*
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR
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* DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES
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* ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN
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* IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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* DAMAGE.
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*
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* THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING,
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* BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS
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* ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO
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* PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
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*/
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/* Draw-renderer fragment shader entry (Metal). Heavy lifting
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* (Slug coverage, MSAA, ppem, stem darkening) lives in the shared
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* hb-gpu-fragment.msl that must be prepended to this source. */
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float hb_gpu_draw (float2 renderCoord, uint glyphLoc_,
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device const short4* hb_gpu_atlas)
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{
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float2 pixelsPerEm = 1.0 / fwidth (renderCoord);
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return _hb_gpu_slug (renderCoord, pixelsPerEm, glyphLoc_, hb_gpu_atlas);
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}
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