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#include <metal_stdlib>
using namespace metal;
enum SortKey : uint {
Brightness = 0,
Hue = 1,
Saturation = 2,
Red = 3,
Green = 4,
Blue = 5,
};
// --- helpers ---
static inline float luminance(float3 rgb) {
return dot(rgb, float3(0.299, 0.587, 0.114)); // RGB -> greyscale
}
static inline float hue(float3 c) {
float cmax = max(c.r, max(c.g, c.b));
float cmin = min(c.r, min(c.g, c.b));
float delta = cmax - cmin;
if (delta < 1e-6) return 0.0;
float h;
if (cmax == c.r) h = fmod((c.g - c.b) / delta, 6.0);
else if (cmax == c.g) h = (c.b - c.r) / delta + 2.0;
else h = (c.r - c.g) / delta + 4.0;
h /= 6.0;
if (h < 0.0) h += 1.0;
return h;
}
static inline float saturation(float3 c) {
float cmax = max(c.r, max(c.g, c.b));
float cmin = min(c.r, min(c.g, c.b));
if (cmax < 1e-6) return 0.0;
return (cmax - cmin) / cmax;
}
static inline float sort_value(float3 rgb, uint key) {
switch (SortKey(key)) {
case SortKey::Brightness: return luminance(rgb);
case SortKey::Hue: return hue(rgb);
case SortKey::Saturation: return saturation(rgb);
case SortKey::Red: return rgb.r;
case SortKey::Green: return rgb.g;
case SortKey::Blue: return rgb.b;
}
return luminance(rgb);
}
// --- parameters passed from CPU ---
struct Params {
uint width;
uint height;
uint sortKey; // SortKey enum
float lowerThreshold; // luminance low
float upperThreshold; // luminance high
uint reverseSorting; // 0 = normal, 1 = reverse
float gamma; // output gamma (Unity applies pow(abs(sorted), gamma))
uint maxSpanLength; // clamp span length (safety)
uint invertMask; // 0/1
};
// --- create mask (0/1) ---
kernel void createMask(
texture2d<float, access::read> colorTex [[texture(0)]],
texture2d<uint, access::write> maskTex [[texture(1)]],
constant Params ¶ms [[buffer(0)]],
uint2 gid [[thread_position_in_grid]]
) {
if (gid.x >= params.width || gid.y >= params.height) return;
float3 rgb = saturate(colorTex.read(gid).rgb);
float l = luminance(rgb);
bool inRange = (l >= params.lowerThreshold) && (l <= params.upperThreshold);
uint m = inRange ? 1u : 0u;
if (params.invertMask) m = 1u - m;
maskTex.write(m, gid);
}
// --- clear span buffer ---
kernel void clearSpanBuffer(
texture2d<uint, access::write> spanTex [[texture(0)]],
constant Params ¶ms [[buffer(0)]],
uint2 gid [[thread_position_in_grid]]
) {
if (gid.x >= params.width || gid.y >= params.height) return;
spanTex.write(0u, gid);
}
// --- identify spans w mask ---
kernel void identifySpans(
texture2d<uint, access::read> maskTex [[texture(0)]],
texture2d<uint, access::write> spanTex [[texture(1)]],
constant Params ¶ms [[buffer(0)]],
uint2 gid [[thread_position_in_grid]]
) {
uint row = gid.y;
if (gid.x != 0 || row >= params.height) return;
uint pos = 0;
uint spanStart = 0;
uint spanLength = 0;
uint spanLimit = max(1u, params.maxSpanLength);
while (pos < params.width) {
uint m = maskTex.read(uint2(pos, row)).x;
pos += 1;
if (m == 0 || spanLength >= spanLimit) {
if (spanLength != 0) {
uint outLen = (m == 1u) ? (spanLength + 1u) : spanLength;
spanTex.write(outLen, uint2(spanStart, row));
}
spanStart = pos;
spanLength = 0;
} else {
spanLength += 1;
}
}
if (spanLength != 0 && spanStart < params.width) {
spanTex.write(spanLength, uint2(spanStart, row));
}
}
// --- sort pixels within a span ---
constant uint MAX_LOCAL_SPAN = 2048;
kernel void pixelSortSpan(
texture2d<float, access::read> colorTex [[texture(0)]],
texture2d<uint, access::read> spanTex [[texture(2)]],
texture2d<float, access::write> sortedTex [[texture(3)]],
constant Params ¶ms [[buffer(0)]],
uint2 gid [[thread_position_in_grid]]
) {
uint row = gid.y;
if (gid.x != 0 || row >= params.height) return;
for (uint x = 0; x < params.width; ++x) {
uint spanLength = spanTex.read(uint2(x, row)).x;
if (spanLength == 0) continue;
spanLength = min(spanLength, params.width - x);
spanLength = min(spanLength, max(1u, params.maxSpanLength));
spanLength = min(spanLength, MAX_LOCAL_SPAN);
float cache[MAX_LOCAL_SPAN];
for (uint k = 0; k < spanLength; ++k) {
float3 rgb = saturate(colorTex.read(uint2(x + k, row)).rgb);
cache[k] = sort_value(rgb, params.sortKey);
}
float minValue = cache[0];
float maxValue = cache[0];
uint minIndex = 0;
uint maxIndex = 0;
uint steps = (spanLength / 2) + 1;
for (uint i = 0; i < steps; ++i) {
for (uint j = 1; j < spanLength; ++j) {
float v = cache[j];
if (v >= 0.0f && v <= 1.0f) {
if (v < minValue) { minValue = v; minIndex = j; }
if (maxValue < v) { maxValue = v; maxIndex = j; }
}
}
uint dstMin = params.reverseSorting ? i : (spanLength - i - 1);
uint dstMax = params.reverseSorting ? (spanLength - i - 1) : i;
float4 cMin = colorTex.read(uint2(x + minIndex, row));
float4 cMax = colorTex.read(uint2(x + maxIndex, row));
sortedTex.write(cMin, uint2(x + dstMin, row));
sortedTex.write(cMax, uint2(x + dstMax, row));
cache[minIndex] = 2.0f;
cache[maxIndex] = -2.0f;
minValue = 1.0f;
maxValue = -1.0f;
}
x += (spanLength - 1);
}
}
// --- composite sorted pixels onto original ---
kernel void composite(
texture2d<uint, access::read> maskTex [[texture(0)]],
texture2d<float, access::read> sortedTex [[texture(1)]],
texture2d<float, access::read> originalTex [[texture(2)]],
texture2d<float, access::write> outTex [[texture(3)]],
constant Params ¶ms [[buffer(0)]],
uint2 gid [[thread_position_in_grid]]
) {
if (gid.x >= params.width || gid.y >= params.height) return;
float4 c = originalTex.read(gid);
if (maskTex.read(gid).x == 1u) {
float4 s = sortedTex.read(gid);
c = pow(abs(s), float4(params.gamma));
}
outTex.write(c, gid);
}
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