From ef21ccf0805bbae97293a94173724a26f961307e Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Thu, 2 Jan 2025 21:08:30 -0800
Subject: [PATCH] Create a separate metal shader for NV12 textures
Also unify the color output function so it works with the various combinations of input and output colorspaces.
Fixes https://github.com/libsdl-org/SDL/issues/11727
---
src/render/metal/SDL_render_metal.m | 19 +-
src/render/metal/SDL_shaders_metal.metal | 157 +-
src/render/metal/SDL_shaders_metal_ios.h | 4108 +++++++------
.../metal/SDL_shaders_metal_iphonesimulator.h | 5118 ++++++++++-------
src/render/metal/SDL_shaders_metal_macos.h | 3926 +++++++------
src/render/metal/SDL_shaders_metal_tvos.h | 4108 +++++++------
.../metal/SDL_shaders_metal_tvsimulator.h | 4713 ++++++++-------
7 files changed, 12548 insertions(+), 9601 deletions(-)
diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index 6b73d01493734..14ce4882bb4f2 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -101,7 +101,7 @@
SDL_METAL_FRAGMENT_SOLID = 0,
SDL_METAL_FRAGMENT_COPY,
SDL_METAL_FRAGMENT_YUV,
- SDL_METAL_FRAGMENT_ADVANCED,
+ SDL_METAL_FRAGMENT_NV12,
SDL_METAL_FRAGMENT_COUNT,
} SDL_MetalFragmentFunction;
@@ -253,8 +253,8 @@ static MTLBlendFactor GetBlendFactor(SDL_BlendFactor factor)
return @"SDL_Copy_fragment";
case SDL_METAL_FRAGMENT_YUV:
return @"SDL_YUV_fragment";
- case SDL_METAL_FRAGMENT_ADVANCED:
- return @"SDL_Advanced_fragment";
+ case SDL_METAL_FRAGMENT_NV12:
+ return @"SDL_NV12_fragment";
default:
return nil;
}
@@ -392,7 +392,7 @@ void MakeShaderPipelines(SDL3METAL_RenderData *data, METAL_ShaderPipelines *pipe
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", rtformat, SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV);
- MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_ADVANCED], "SDL advanced pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_ADVANCED);
+ MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12);
}
static METAL_ShaderPipelines *ChooseShaderPipelines(SDL3METAL_RenderData *data, MTLPixelFormat rtformat)
@@ -745,14 +745,15 @@ static bool METAL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
}
#endif // SDL_HAVE_YUV
texturedata = [[SDL3METAL_TextureData alloc] init];
- if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
- texturedata.fragmentFunction = SDL_METAL_FRAGMENT_COPY;
#ifdef SDL_HAVE_YUV
- } else if (yuv) {
+ if (yuv) {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_YUV;
+ } else if (nv12) {
+ texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV12;
+ } else
#endif
- } else {
- texturedata.fragmentFunction = SDL_METAL_FRAGMENT_ADVANCED;
+ {
+ texturedata.fragmentFunction = SDL_METAL_FRAGMENT_COPY;
}
texturedata.mtltexture = mtltexture;
texturedata.mtltextureUv = mtltextureUv;
diff --git a/src/render/metal/SDL_shaders_metal.metal b/src/render/metal/SDL_shaders_metal.metal
index 16bd5b2bcbbcd..c2666703b4d17 100644
--- a/src/render/metal/SDL_shaders_metal.metal
+++ b/src/render/metal/SDL_shaders_metal.metal
@@ -107,39 +107,7 @@ float3 ApplyTonemap(float3 v, float input_type, float tonemap_method, float tone
return v;
}
-float4 GetInputColor(float2 texcoord, float texture_type, constant YUVDecode &decode, texture2d<float> tex0, texture2d<float> tex1, sampler s)
-{
- float4 rgba;
-
- if (texture_type == TEXTURETYPE_NONE) {
- rgba = 1.0;
- } else if (texture_type == TEXTURETYPE_RGB) {
- rgba = tex0.sample(s, texcoord);
- } else if (texture_type == TEXTURETYPE_NV12) {
- float3 yuv;
- yuv.x = tex0.sample(s, texcoord).r;
- yuv.yz = tex1.sample(s, texcoord).rg;
-
- rgba.rgb = (yuv + decode.offset) * decode.matrix;
- rgba.a = 1.0;
- } else if (texture_type == TEXTURETYPE_NV21) {
- float3 yuv;
- yuv.x = tex0.sample(s, texcoord).r;
- yuv.yz = tex1.sample(s, texcoord).gr;
-
- rgba.rgb = (yuv + decode.offset) * decode.matrix;
- rgba.a = 1.0;
- } else {
- // Error!
- rgba.r = 1.0;
- rgba.g = 0.0;
- rgba.b = 0.0;
- rgba.a = 1.0;
- }
- return rgba;
-}
-
-float4 GetOutputColor(float4 rgba, float color_scale)
+float4 GetOutputColorSimple(float4 rgba, float color_scale)
{
float4 output;
@@ -174,12 +142,50 @@ float3 GetOutputColorFromLinear(float3 rgb, float scRGB_output, float color_scal
output.r = sRGBfromLinear(output.r);
output.g = sRGBfromLinear(output.g);
output.b = sRGBfromLinear(output.b);
- output = clamp(output.rgb, 0.0, 1.0);
+ output = clamp(output, 0.0, 1.0);
}
return output;
}
+float4 GetOutputColor(float4 rgba, constant ShaderConstants &c)
+{
+ const float3x3 mat2020to709 = {
+ { 1.660496, -0.587656, -0.072840 },
+ { -0.124547, 1.132895, -0.008348 },
+ { -0.018154, -0.100597, 1.118751 }
+ };
+ float4 output;
+
+ if (c.input_type == INPUTTYPE_HDR10) {
+ rgba.rgb = PQtoLinear(rgba.rgb, c.sdr_white_point);
+ }
+
+ if (c.tonemap_method != TONEMAP_NONE) {
+ rgba.rgb = ApplyTonemap(rgba.rgb, c.input_type, c.tonemap_method, c.tonemap_factor1, c.tonemap_factor2);
+ }
+
+ if (c.input_type == INPUTTYPE_SRGB) {
+ if (c.texture_type == TEXTURETYPE_RGB) {
+ // The sampler has already converted to linear if necessary
+ output.rgb = rgba.rgb * c.color_scale;
+ } else {
+ output.rgb = GetOutputColorFromSRGB(rgba.rgb, c.scRGB_output, c.color_scale);
+ }
+ } else if (c.input_type == INPUTTYPE_SCRGB) {
+ output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale);
+ } else if (c.input_type == INPUTTYPE_HDR10) {
+ rgba.rgb = rgba.rgb * mat2020to709;
+ output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale);
+ } else {
+ // Unexpected input type, use magenta error color
+ output.rgb = float3(1.0, 0.0, 1.0);
+ }
+ output.a = rgba.a;
+
+ return output;
+}
+
struct SolidVertexInput
{
float2 position [[attribute(0)]];
@@ -207,7 +213,7 @@ vertex SolidVertexOutput SDL_Solid_vertex(SolidVertexInput in [[stage_in]],
fragment float4 SDL_Solid_fragment(SolidVertexInput in [[stage_in]],
constant ShaderConstants &c [[buffer(0)]])
{
- return GetOutputColor(1.0, c.color_scale) * in.color;
+ return GetOutputColorSimple(1.0, c.color_scale) * in.color;
}
struct CopyVertexInput
@@ -240,47 +246,8 @@ fragment float4 SDL_Copy_fragment(CopyVertexOutput vert [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler s [[sampler(0)]])
{
- return GetOutputColor(tex.sample(s, vert.texcoord), c.color_scale) * vert.color;
-}
-
-fragment float4 SDL_Advanced_fragment(CopyVertexOutput vert [[stage_in]],
- constant ShaderConstants &c [[buffer(0)]],
- constant YUVDecode &decode [[buffer(1)]],
- texture2d<float> tex0 [[texture(0)]],
- texture2d<float> tex1 [[texture(1)]],
- sampler s [[sampler(0)]])
-{
- const float3x3 mat2020to709 = {
- { 1.660496, -0.587656, -0.072840 },
- { -0.124547, 1.132895, -0.008348 },
- { -0.018154, -0.100597, 1.118751 }
- };
- float4 rgba = GetInputColor(vert.texcoord, c.texture_type, decode, tex0, tex1, s);
- float4 output;
-
- if (c.input_type == INPUTTYPE_HDR10) {
- rgba.rgb = PQtoLinear(rgba.rgb, c.sdr_white_point);
- }
-
- if (c.tonemap_method != TONEMAP_NONE) {
- rgba.rgb = ApplyTonemap(rgba.rgb, c.input_type, c.tonemap_method, c.tonemap_factor1, c.tonemap_factor2);
- }
-
- if (c.input_type == INPUTTYPE_SRGB) {
- output.rgb = GetOutputColorFromSRGB(rgba.rgb, c.scRGB_output, c.color_scale);
- output.a = rgba.a;
- } else if (c.input_type == INPUTTYPE_SCRGB) {
- output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale);
- output.a = rgba.a;
- } else if (c.input_type == INPUTTYPE_HDR10) {
- rgba.rgb = rgba.rgb * mat2020to709;
- output.rgb = GetOutputColorFromLinear(rgba.rgb, c.scRGB_output, c.color_scale);
- output.a = rgba.a;
- } else {
- output = GetOutputColor(rgba, c.color_scale);
- }
-
- return output * vert.color;
+ float4 rgba = tex.sample(s, vert.texcoord);
+ return GetOutputColor(rgba, c) * vert.color;
}
fragment float4 SDL_YUV_fragment(CopyVertexOutput vert [[stage_in]],
@@ -295,12 +262,38 @@ fragment float4 SDL_YUV_fragment(CopyVertexOutput vert [[stage_in]],
yuv.y = texUV.sample(s, vert.texcoord, 0).r;
yuv.z = texUV.sample(s, vert.texcoord, 1).r;
- float3 rgb;
- rgb = (yuv + decode.offset) * decode.matrix;
+ float4 rgba;
+ rgba.rgb = (yuv + decode.offset) * decode.matrix;
+ rgba.a = 1.0;
- float4 output;
- output.rgb = GetOutputColorFromSRGB(rgb, c.scRGB_output, c.color_scale);
- output.a = 1.0;
+ return GetOutputColor(rgba, c) * vert.color;
+}
+
+fragment float4 SDL_NV12_fragment(CopyVertexOutput vert [[stage_in]],
+ constant ShaderConstants &c [[buffer(0)]],
+ constant YUVDecode &decode [[buffer(1)]],
+ texture2d<float> texY [[texture(0)]],
+ texture2d<float> texUV [[texture(1)]],
+ sampler s [[sampler(0)]])
+{
+ float4 rgba;
+ if (c.texture_type == TEXTURETYPE_NV12) {
+ float3 yuv;
+ yuv.x = texY.sample(s, vert.texcoord).r;
+ yuv.yz = texUV.sample(s, vert.texcoord).rg;
+
+ rgba.rgb = (yuv + decode.offset) * decode.matrix;
+ } else if (c.texture_type == TEXTURETYPE_NV21) {
+ float3 yuv;
+ yuv.x = texY.sample(s, vert.texcoord).r;
+ yuv.yz = texUV.sample(s, vert.texcoord).gr;
+
+ rgba.rgb = (yuv + decode.offset) * decode.matrix;
+ } else {
+ // Unexpected texture type, use magenta error color
+ rgba.rgb = float3(1.0, 0.0, 1.0);
+ }
+ rgba.a = 1.0;
- return output * vert.color;
+ return GetOutputColor(rgba, c) * vert.color;
}
diff --git a/src/render/metal/SDL_shaders_metal_ios.h b/src/render/metal/SDL_shaders_metal_ios.h
index a8791dd4bfb3a..5d04118818df1 100644
--- a/src/render/metal/SDL_shaders_metal_ios.h
+++ b/src/render/metal/SDL_shaders_metal_ios.h
@@ -1,28 +1,28 @@
const unsigned char sdl_metallib[] = {
0x4d, 0x54, 0x4c, 0x42, 0x01, 0x00, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x89, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xd7, 0x02, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x33, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0x86, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb9, 0x03, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x45, 0x7a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xd3, 0x02, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x2f, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x86, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb5, 0x03, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
- 0xe9, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa0, 0x5e, 0x00, 0x00,
+ 0xe5, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x76, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x78, 0x00, 0x00, 0x00,
0x4e, 0x41, 0x4d, 0x45, 0x11, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x53, 0x6f,
0x6c, 0x69, 0x64, 0x5f, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x00, 0x54,
0x59, 0x50, 0x45, 0x01, 0x00, 0x00, 0x48, 0x41, 0x53, 0x48, 0x20, 0x00,
- 0xa2, 0x58, 0x53, 0x0c, 0xa2, 0xbd, 0xbe, 0x39, 0x59, 0x6d, 0xe1, 0x89,
- 0x1b, 0xfd, 0xec, 0x1f, 0xf0, 0xd0, 0x05, 0x05, 0xd7, 0x8c, 0x1a, 0x18,
- 0x5d, 0x16, 0x2d, 0xfd, 0xc1, 0xfe, 0xf3, 0x3e, 0x4f, 0x46, 0x46, 0x54,
+ 0x60, 0x7a, 0x81, 0x65, 0xda, 0xf6, 0x14, 0xc4, 0x56, 0x47, 0x0b, 0x7a,
+ 0x77, 0x81, 0xf4, 0xc0, 0x01, 0xee, 0xcd, 0x26, 0x7c, 0x2d, 0x8d, 0x7b,
+ 0x28, 0x66, 0x63, 0x5c, 0x85, 0xe9, 0xdd, 0xb9, 0x4f, 0x46, 0x46, 0x54,
0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00, 0x08, 0x00,
0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x77, 0x00, 0x00, 0x00,
0x4e, 0x41, 0x4d, 0x45, 0x10, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x43, 0x6f,
0x70, 0x79, 0x5f, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x00, 0x54, 0x59,
- 0x50, 0x45, 0x01, 0x00, 0x00, 0x48, 0x41, 0x53, 0x48, 0x20, 0x00, 0xf3,
- 0xed, 0xbb, 0xe2, 0xa1, 0x3c, 0xb5, 0x2d, 0x0d, 0x39, 0x81, 0x8e, 0xd7,
- 0xe4, 0x50, 0x35, 0xbf, 0x66, 0xba, 0xd9, 0x56, 0xa7, 0x02, 0xbe, 0x98,
- 0x3d, 0xa3, 0x53, 0x01, 0x51, 0xed, 0x87, 0x4f, 0x46, 0x46, 0x54, 0x18,
+ 0x50, 0x45, 0x01, 0x00, 0x00, 0x48, 0x41, 0x53, 0x48, 0x20, 0x00, 0x6e,
+ 0xc3, 0x21, 0x35, 0x82, 0x00, 0x01, 0xe8, 0xa4, 0x27, 0xe1, 0xec, 0x73,
+ 0xf1, 0xe9, 0x58, 0x2e, 0x4a, 0x0d, 0xc0, 0x5a, 0x63, 0x1e, 0x7f, 0x35,
+ 0xf1, 0x6e, 0x35, 0x4e, 0xbf, 0x18, 0xae, 0x4f, 0x46, 0x46, 0x54, 0x18,
0x00, 0x2d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0xc0, 0x0c, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00, 0x08, 0x00, 0x01,
@@ -30,9 +30,9 @@ const unsigned char sdl_metallib[] = {
0x41, 0x4d, 0x45, 0x13, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x53, 0x6f, 0x6c,
0x69, 0x64, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74, 0x00,
0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53, 0x48, 0x20,
- 0x00, 0x10, 0x25, 0x8a, 0x79, 0xfe, 0xbb, 0x3e, 0x0b, 0x61, 0x6d, 0x8e,
- 0xc4, 0xad, 0xe2, 0x4e, 0xb2, 0x86, 0x8d, 0xdb, 0x4e, 0x58, 0xa3, 0xbf,
- 0xc1, 0x08, 0x34, 0x33, 0x64, 0x47, 0x0d, 0x9f, 0x11, 0x4f, 0x46, 0x46,
+ 0x00, 0x6a, 0x1d, 0x1d, 0x45, 0x2a, 0x6b, 0x07, 0x82, 0x0a, 0x87, 0xce,
+ 0x97, 0xa1, 0xfe, 0x31, 0x9c, 0x83, 0x91, 0x37, 0x14, 0x18, 0x48, 0x21,
+ 0x09, 0xd8, 0x88, 0xe6, 0x6a, 0xd7, 0xa1, 0x43, 0x12, 0x4f, 0x46, 0x46,
0x54, 0x18, 0x00, 0x66, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x90, 0x19, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00, 0x08,
@@ -40,651 +40,962 @@ const unsigned char sdl_metallib[] = {
0x00, 0x4e, 0x41, 0x4d, 0x45, 0x12, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x43,
0x6f, 0x70, 0x79, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74,
0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53, 0x48,
- 0x20, 0x00, 0x94, 0xc1, 0x60, 0x70, 0xdb, 0xf1, 0xf4, 0x9a, 0xca, 0xaf,
- 0x43, 0x1f, 0xe8, 0x1f, 0xb8, 0x88, 0xba, 0xf9, 0x36, 0x17, 0x12, 0x31,
- 0x5d, 0x14, 0xe5, 0xb4, 0x2a, 0x16, 0x1b, 0x3d, 0x3d, 0x78, 0x4f, 0x46,
+ 0x20, 0x00, 0xc3, 0xd6, 0x7b, 0x88, 0x85, 0xf9, 0x2a, 0x82, 0x3a, 0xbd,
+ 0x11, 0xe6, 0x1e, 0x52, 0xa3, 0x10, 0xbc, 0xf6, 0x87, 0xcf, 0x2b, 0x30,
+ 0xb1, 0x9a, 0xa7, 0x8c, 0xf0, 0x69, 0xee, 0x5a, 0x25, 0x8c, 0x4f, 0x46,
0x46, 0x54, 0x18, 0x00, 0x6e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb0, 0x25, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00,
- 0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x7d, 0x00,
- 0x00, 0x00, 0x4e, 0x41, 0x4d, 0x45, 0x16, 0x00, 0x53, 0x44, 0x4c, 0x5f,
- 0x41, 0x64, 0x76, 0x61, 0x6e, 0x63, 0x65, 0x64, 0x5f, 0x66, 0x72, 0x61,
- 0x67, 0x6d, 0x65, 0x6e, 0x74, 0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00,
- 0x01, 0x48, 0x41, 0x53, 0x48, 0x20, 0x00, 0x0e, 0xe5, 0x18, 0xdc, 0x79,
- 0x00, 0x1d, 0x4a, 0xc4, 0x46, 0x65, 0x48, 0xfc, 0x83, 0x39, 0x79, 0xb7,
- 0xcd, 0xc2, 0x06, 0xd2, 0x92, 0x3c, 0x41, 0xd6, 0x17, 0x8d, 0x1b, 0xa5,
- 0xc0, 0x50, 0x26, 0x4f, 0x46, 0x46, 0x54, 0x18, 0x00, 0x76, 0x00, 0x00,
- 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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- 0x53, 0x08, 0x00, 0x01, 0x00, 0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45,
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(Patch may be truncated, please check the link at the top of this post.)