Files
gio-patched/gpu/shaders.go
T
Elias Naur ac7029fa24 gpu/internal/shaders: generate shader variants
We're about to add Direct3D support, where shaders are written in
HLSL. Rather than write shaders twice (or more), convert them to
a GLSL variant understood by the glslcc cross-compiler and generate
the OpenGL ES 2.0 and HLSL variants. The HLSL is used by a future
change.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00

575 lines
20 KiB
Go

// Code generated by build.go. DO NOT EDIT.
package gpu
var (
shader_blit_frag = [...]ShaderSources{
ShaderSources{
Uniforms: []UniformLocation{
{Name: "_12.color", Type: 0, Size: 4, Offset: 0},
},
GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nstruct Color\n{\n vec4 color;\n};\n\nuniform Color color;\n\nvarying vec2 vUV;\n\nvoid main()\n{\n gl_FragData[0] = color.color;\n}\n\n",
/*
cbuffer Color : register(b0)
{
float4 color_color : packoffset(c0);
};
static float4 fragColor;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
fragColor = color_color;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
},
ShaderSources{
GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D tex;\n\nvarying vec2 vUV;\n\nvoid main()\n{\n gl_FragData[0] = texture2D(tex, vUV);\n}\n\n",
/*
Texture2D<float4> tex : register(t0);
SamplerState _tex_sampler : register(s0);
static float4 fragColor;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
fragColor = tex.Sample(_tex_sampler, vUV);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
},
}
shader_blit_vert = ShaderSources{
Inputs: []InputLocation{
{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 2},
},
Uniforms: []UniformLocation{
{Name: "_15.z", Type: 0, Size: 1, Offset: 0},
{Name: "_15.scale", Type: 0, Size: 2, Offset: 8},
{Name: "_15.offset", Type: 0, Size: 2, Offset: 16},
{Name: "_15.uvScale", Type: 0, Size: 2, Offset: 24},
{Name: "_15.uvOffset", Type: 0, Size: 2, Offset: 32},
},
GLES2: "#version 100\n\nstruct Block\n{\n float z;\n vec2 scale;\n vec2 offset;\n vec2 uvScale;\n vec2 uvOffset;\n};\n\nuniform Block uniforms;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\n\nvoid main()\n{\n vec2 p = pos;\n p *= uniforms.scale;\n p += uniforms.offset;\n gl_Position = vec4(p, uniforms.z, 1.0);\n vUV = (uv * uniforms.uvScale) + uniforms.uvOffset;\n}\n\n",
/*
cbuffer Block : register(b0)
{
float uniforms_z : packoffset(c0);
float2 uniforms_scale : packoffset(c0.z);
float2 uniforms_offset : packoffset(c1);
float2 uniforms_uvScale : packoffset(c1.z);
float2 uniforms_uvOffset : packoffset(c2);
};
static float4 gl_Position;
static float2 pos;
static float2 vUV;
static float2 uv;
struct SPIRV_Cross_Input
{
float2 pos : POSITION;
float2 uv : NORMAL;
};
struct SPIRV_Cross_Output
{
float2 vUV : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
float2 p = pos;
p *= uniforms_scale;
p += uniforms_offset;
gl_Position = float4(p, uniforms_z, 1.0f);
vUV = (uv * uniforms_uvScale) + uniforms_uvOffset;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
pos = stage_input.pos;
uv = stage_input.uv;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vUV = vUV;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_cover_frag = [...]ShaderSources{
ShaderSources{
Uniforms: []UniformLocation{
{Name: "_12.color", Type: 0, Size: 4, Offset: 0},
},
GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nstruct Color\n{\n vec4 color;\n};\n\nuniform Color color;\n\nuniform mediump sampler2D cover;\n\nvarying highp vec2 vCoverUV;\nvarying vec2 vUV;\n\nvoid main()\n{\n gl_FragData[0] = color.color;\n float cover_1 = abs(texture2D(cover, vCoverUV).x);\n gl_FragData[0] *= cover_1;\n}\n\n",
/*
cbuffer Color : register(b0)
{
float4 color_color : packoffset(c0);
};
Texture2D<float4> cover : register(t1);
SamplerState _cover_sampler : register(s1);
static float4 fragColor;
static float2 vCoverUV;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vCoverUV : TEXCOORD0;
float2 vUV : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
fragColor = color_color;
float cover_1 = abs(cover.Sample(_cover_sampler, vCoverUV).x);
fragColor *= cover_1;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vCoverUV = stage_input.vCoverUV;
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
},
ShaderSources{
GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D tex;\nuniform mediump sampler2D cover;\n\nvarying vec2 vUV;\nvarying highp vec2 vCoverUV;\n\nvoid main()\n{\n gl_FragData[0] = texture2D(tex, vUV);\n float cover_1 = abs(texture2D(cover, vCoverUV).x);\n gl_FragData[0] *= cover_1;\n}\n\n",
/*
Texture2D<float4> tex : register(t0);
SamplerState _tex_sampler : register(s0);
Texture2D<float4> cover : register(t1);
SamplerState _cover_sampler : register(s1);
static float4 fragColor;
static float2 vUV;
static float2 vCoverUV;
struct SPIRV_Cross_Input
{
float2 vCoverUV : TEXCOORD0;
float2 vUV : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
fragColor = tex.Sample(_tex_sampler, vUV);
float cover_1 = abs(cover.Sample(_cover_sampler, vCoverUV).x);
fragColor *= cover_1;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
vCoverUV = stage_input.vCoverUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
},
}
shader_cover_vert = ShaderSources{
Inputs: []InputLocation{
{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 2},
},
Uniforms: []UniformLocation{
{Name: "_19.z", Type: 0, Size: 1, Offset: 0},
{Name: "_19.scale", Type: 0, Size: 2, Offset: 8},
{Name: "_19.offset", Type: 0, Size: 2, Offset: 16},
{Name: "_19.uvScale", Type: 0, Size: 2, Offset: 24},
{Name: "_19.uvOffset", Type: 0, Size: 2, Offset: 32},
{Name: "_19.uvCoverScale", Type: 0, Size: 2, Offset: 40},
{Name: "_19.uvCoverOffset", Type: 0, Size: 2, Offset: 48},
},
GLES2: "#version 100\n\nstruct Block\n{\n float z;\n vec2 scale;\n vec2 offset;\n vec2 uvScale;\n vec2 uvOffset;\n vec2 uvCoverScale;\n vec2 uvCoverOffset;\n};\n\nuniform Block uniforms;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\nvarying vec2 vCoverUV;\n\nvoid main()\n{\n gl_Position = vec4((pos * uniforms.scale) + uniforms.offset, uniforms.z, 1.0);\n vUV = (uv * uniforms.uvScale) + uniforms.uvOffset;\n vCoverUV = (uv * uniforms.uvCoverScale) + uniforms.uvCoverOffset;\n}\n\n",
/*
cbuffer Block : register(b0)
{
float uniforms_z : packoffset(c0);
float2 uniforms_scale : packoffset(c0.z);
float2 uniforms_offset : packoffset(c1);
float2 uniforms_uvScale : packoffset(c1.z);
float2 uniforms_uvOffset : packoffset(c2);
float2 uniforms_uvCoverScale : packoffset(c2.z);
float2 uniforms_uvCoverOffset : packoffset(c3);
};
static float4 gl_Position;
static float2 pos;
static float2 vUV;
static float2 uv;
static float2 vCoverUV;
struct SPIRV_Cross_Input
{
float2 pos : POSITION;
float2 uv : NORMAL;
};
struct SPIRV_Cross_Output
{
float2 vCoverUV : TEXCOORD0;
float2 vUV : TEXCOORD1;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = float4((pos * uniforms_scale) + uniforms_offset, uniforms_z, 1.0f);
vUV = (uv * uniforms_uvScale) + uniforms_uvOffset;
vCoverUV = (uv * uniforms_uvCoverScale) + uniforms_uvCoverOffset;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
pos = stage_input.pos;
uv = stage_input.uv;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vUV = vUV;
stage_output.vCoverUV = vCoverUV;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_intersect_frag = ShaderSources{
GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D cover;\n\nvarying highp vec2 vUV;\n\nvoid main()\n{\n float cover_1 = abs(texture2D(cover, vUV).x);\n gl_FragData[0].x = cover_1;\n}\n\n",
/*
Texture2D<float4> cover : register(t0);
SamplerState _cover_sampler : register(s0);
static float2 vUV;
static float4 fragColor;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
float cover_1 = abs(cover.Sample(_cover_sampler, vUV).x);
fragColor.x = cover_1;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_intersect_vert = ShaderSources{
Inputs: []InputLocation{
{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 2},
},
Uniforms: []UniformLocation{
{Name: "_40.scale", Type: 0, Size: 2, Offset: 0},
{Name: "_40.offset", Type: 0, Size: 2, Offset: 8},
},
GLES2: "#version 100\n\nstruct Block\n{\n vec2 scale;\n vec2 offset;\n};\n\nuniform Block uvparams;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\n\nvoid main()\n{\n vec2 p = pos;\n p.y = -p.y;\n gl_Position = vec4(p, 0.0, 1.0);\n vUV = (uv * uvparams.scale) + uvparams.offset;\n}\n\n",
/*
cbuffer Block : register(b0)
{
float2 uvparams_scale : packoffset(c0);
float2 uvparams_offset : packoffset(c0.z);
};
static float4 gl_Position;
static float2 pos;
static float2 vUV;
static float2 uv;
struct SPIRV_Cross_Input
{
float2 pos : POSITION;
float2 uv : NORMAL;
};
struct SPIRV_Cross_Output
{
float2 vUV : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
float2 p = pos;
p.y = -p.y;
gl_Position = float4(p, 0.0f, 1.0f);
vUV = (uv * uvparams_scale) + uvparams_offset;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
pos = stage_input.pos;
uv = stage_input.uv;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vUV = vUV;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_stencil_frag = ShaderSources{
GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nuniform mediump sampler2D areaLUT;\n\nvarying vec2 vTo;\nvarying vec2 vFrom;\nvarying vec2 vCtrl;\n\nvoid main()\n{\n float dx = vTo.x - vFrom.x;\n bool increasing = vTo.x >= vFrom.x;\n bvec2 _35 = bvec2(increasing);\n vec2 left = vec2(_35.x ? vFrom.x : vTo.x, _35.y ? vFrom.y : vTo.y);\n bvec2 _41 = bvec2(increasing);\n vec2 right = vec2(_41.x ? vTo.x : vFrom.x, _41.y ? vTo.y : vFrom.y);\n vec2 extent = clamp(vec2(vFrom.x, vTo.x), vec2(-0.5), vec2(0.5));\n float midx = mix(extent.x, extent.y, 0.5);\n float x0 = midx - left.x;\n vec2 p1 = vCtrl - left;\n vec2 v = right - vCtrl;\n float t = x0 / (p1.x + sqrt((p1.x * p1.x) + ((v.x - p1.x) * x0)));\n float y = mix(mix(left.y, vCtrl.y, t), mix(vCtrl.y, right.y, t), t);\n vec2 d_half = mix(p1, v, vec2(t));\n float dy = d_half.y / d_half.x;\n float width = extent.y - extent.x;\n dy = abs(dy * width);\n vec4 sides = vec4((dy * 0.5) + y, (dy * (-0.5)) + y, (0.5 - y) / dy, ((-0.5) - y) / dy);\n sides = clamp(sides + vec4(0.5), vec4(0.0), vec4(1.0));\n float area = 0.5 * ((((sides.z - (sides.z * sides.y)) + 1.0) - sides.x) + (sides.x * sides.w));\n area *= width;\n if (width == 0.0)\n {\n area = 0.0;\n }\n gl_FragData[0].x = area;\n}\n\n",
/*
Texture2D<float4> areaLUT : register(t0);
SamplerState _areaLUT_sampler : register(s0);
static float2 vTo;
static float2 vFrom;
static float2 vCtrl;
static float4 fragCover;
struct SPIRV_Cross_Input
{
float2 vFrom : TEXCOORD0;
float2 vCtrl : TEXCOORD1;
float2 vTo : TEXCOORD2;
};
struct SPIRV_Cross_Output
{
float4 fragCover : SV_Target0;
};
void frag_main()
{
float dx = vTo.x - vFrom.x;
bool increasing = vTo.x >= vFrom.x;
bool2 _35 = increasing.xx;
float2 left = float2(_35.x ? vFrom.x : vTo.x, _35.y ? vFrom.y : vTo.y);
bool2 _41 = increasing.xx;
float2 right = float2(_41.x ? vTo.x : vFrom.x, _41.y ? vTo.y : vFrom.y);
float2 extent = clamp(float2(vFrom.x, vTo.x), (-0.5f).xx, 0.5f.xx);
float midx = lerp(extent.x, extent.y, 0.5f);
float x0 = midx - left.x;
float2 p1 = vCtrl - left;
float2 v = right - vCtrl;
float t = x0 / (p1.x + sqrt((p1.x * p1.x) + ((v.x - p1.x) * x0)));
float y = lerp(lerp(left.y, vCtrl.y, t), lerp(vCtrl.y, right.y, t), t);
float2 d_half = lerp(p1, v, t.xx);
float dy = d_half.y / d_half.x;
float width = extent.y - extent.x;
dy = abs(dy * width);
float4 sides = float4((dy * 0.5f) + y, (dy * (-0.5f)) + y, (0.5f - y) / dy, ((-0.5f) - y) / dy);
sides = clamp(sides + 0.5f.xxxx, 0.0f.xxxx, 1.0f.xxxx);
float area = 0.5f * ((((sides.z - (sides.z * sides.y)) + 1.0f) - sides.x) + (sides.x * sides.w));
area *= width;
if (width == 0.0f)
{
area = 0.0f;
}
fragCover.x = area;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vTo = stage_input.vTo;
vFrom = stage_input.vFrom;
vCtrl = stage_input.vCtrl;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragCover = fragCover;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_stencil_vert = ShaderSources{
Inputs: []InputLocation{
{Name: "corner", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
{Name: "maxy", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 1},
{Name: "from", Location: 2, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0, Size: 2},
{Name: "ctrl", Location: 3, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0, Size: 2},
{Name: "to", Location: 4, Semantic: "TEXCOORD", SemanticIndex: 2, Type: 0, Size: 2},
},
Uniforms: []UniformLocation{
{Name: "_15.scale", Type: 0, Size: 2, Offset: 0},
{Name: "_15.offset", Type: 0, Size: 2, Offset: 8},
{Name: "_15.pathOffset", Type: 0, Size: 2, Offset: 16},
},
GLES2: "#version 100\n\nstruct Block\n{\n vec2 scale;\n vec2 offset;\n vec2 pathOffset;\n};\n\nuniform Block uniforms;\n\nattribute vec2 from;\nattribute vec2 ctrl;\nattribute vec2 to;\nattribute float maxy;\nattribute vec2 corner;\nvarying vec2 vFrom;\nvarying vec2 vCtrl;\nvarying vec2 vTo;\n\nvoid main()\n{\n vec2 from_1 = from + uniforms.pathOffset;\n vec2 ctrl_1 = ctrl + uniforms.pathOffset;\n vec2 to_1 = to + uniforms.pathOffset;\n float maxy_1 = maxy + uniforms.pathOffset.y;\n vec2 pos;\n if (corner.x > 0.0)\n {\n pos.x = max(max(from_1.x, ctrl_1.x), to_1.x) + 1.0;\n }\n else\n {\n pos.x = min(min(from_1.x, ctrl_1.x), to_1.x) - 1.0;\n }\n if (corner.y > 0.0)\n {\n pos.y = maxy_1 + 1.0;\n }\n else\n {\n pos.y = min(min(from_1.y, ctrl_1.y), to_1.y) - 1.0;\n }\n vFrom = from_1 - pos;\n vCtrl = ctrl_1 - pos;\n vTo = to_1 - pos;\n pos *= uniforms.scale;\n pos += uniforms.offset;\n gl_Position = vec4(pos, 1.0, 1.0);\n}\n\n",
/*
cbuffer Block : register(b0)
{
float2 uniforms_scale : packoffset(c0);
float2 uniforms_offset : packoffset(c0.z);
float2 uniforms_pathOffset : packoffset(c1);
};
static float4 gl_Position;
static float2 from;
static float2 ctrl;
static float2 to;
static float maxy;
static float2 corner;
static float2 vFrom;
static float2 vCtrl;
static float2 vTo;
struct SPIRV_Cross_Input
{
float2 corner : POSITION;
float maxy : NORMAL;
float2 from : TEXCOORD0;
float2 ctrl : TEXCOORD1;
float2 to : TEXCOORD2;
};
struct SPIRV_Cross_Output
{
float2 vFrom : TEXCOORD0;
float2 vCtrl : TEXCOORD1;
float2 vTo : TEXCOORD2;
float4 gl_Position : SV_Position;
};
void vert_main()
{
float2 from_1 = from + uniforms_pathOffset;
float2 ctrl_1 = ctrl + uniforms_pathOffset;
float2 to_1 = to + uniforms_pathOffset;
float maxy_1 = maxy + uniforms_pathOffset.y;
float2 pos;
if (corner.x > 0.0f)
{
pos.x = max(max(from_1.x, ctrl_1.x), to_1.x) + 1.0f;
}
else
{
pos.x = min(min(from_1.x, ctrl_1.x), to_1.x) - 1.0f;
}
if (corner.y > 0.0f)
{
pos.y = maxy_1 + 1.0f;
}
else
{
pos.y = min(min(from_1.y, ctrl_1.y), to_1.y) - 1.0f;
}
vFrom = from_1 - pos;
vCtrl = ctrl_1 - pos;
vTo = to_1 - pos;
pos *= uniforms_scale;
pos += uniforms_offset;
gl_Position = float4(pos, 1.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
from = stage_input.from;
ctrl = stage_input.ctrl;
to = stage_input.to;
maxy = stage_input.maxy;
corner = stage_input.corner;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.vFrom = vFrom;
stage_output.vCtrl = vCtrl;
stage_output.vTo = vTo;
return stage_output;
}
*/
HLSL: []byte(nil),
}
)