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https://git.sr.ht/~eliasnaur/gio
synced 2026-07-03 08:25:34 +00:00
app/internal/cmd/convertshaders: use backend types directly
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+18
-67
@@ -7,9 +7,7 @@ import "gioui.org/gpu/backend"
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var (
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shader_blit_frag = [...]backend.ShaderSources{
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backend.ShaderSources{
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Uniforms: []backend.UniformLocation{
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{Name: "_12._color", Type: 0, Size: 4, Offset: 0},
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},
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Uniforms: []backend.UniformLocation{backend.UniformLocation{Name: "_12._color", Type: 0x0, Size: 4, Offset: 0}},
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UniformSize: 16,
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GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nstruct Color\n{\n vec4 _color;\n};\n\nuniform Color _12;\n\nvarying vec2 vUV;\n\nvoid main()\n{\n gl_FragData[0] = _12._color;\n}\n\n",
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/*
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@@ -50,10 +48,8 @@ var (
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HLSL: []byte(nil),
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},
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backend.ShaderSources{
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Textures: []backend.TextureBinding{
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{Name: "tex", Binding: 0},
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},
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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",
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Textures: []backend.TextureBinding{backend.TextureBinding{Name: "tex", Binding: 0}},
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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",
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/*
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Texture2D<float4> tex : register(t0);
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SamplerState _tex_sampler : register(s0);
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@@ -90,17 +86,8 @@ var (
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},
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}
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shader_blit_vert = backend.ShaderSources{
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Inputs: []backend.InputLocation{
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{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
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{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 2},
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},
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Uniforms: []backend.UniformLocation{
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{Name: "_15.z", Type: 0, Size: 1, Offset: 0},
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{Name: "_15.scale", Type: 0, Size: 2, Offset: 8},
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{Name: "_15.offset", Type: 0, Size: 2, Offset: 16},
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{Name: "_15.uvScale", Type: 0, Size: 2, Offset: 24},
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{Name: "_15.uvOffset", Type: 0, Size: 2, Offset: 32},
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},
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Inputs: []backend.InputLocation{backend.InputLocation{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 2}, backend.InputLocation{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0x0, Size: 2}},
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Uniforms: []backend.UniformLocation{backend.UniformLocation{Name: "_15.z", Type: 0x0, Size: 1, Offset: 0}, backend.UniformLocation{Name: "_15.scale", Type: 0x0, Size: 2, Offset: 8}, backend.UniformLocation{Name: "_15.offset", Type: 0x0, Size: 2, Offset: 16}, backend.UniformLocation{Name: "_15.uvScale", Type: 0x0, Size: 2, Offset: 24}, backend.UniformLocation{Name: "_15.uvOffset", Type: 0x0, Size: 2, Offset: 32}},
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UniformSize: 40,
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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 _15;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\n\nvoid main()\n{\n vec2 p = pos;\n p *= _15.scale;\n p += _15.offset;\n gl_Position = vec4(p, _15.z, 1.0);\n vUV = (uv * _15.uvScale) + _15.uvOffset;\n}\n\n",
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/*
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@@ -156,14 +143,10 @@ var (
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}
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shader_cover_frag = [...]backend.ShaderSources{
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backend.ShaderSources{
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Uniforms: []backend.UniformLocation{
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{Name: "_12._color", Type: 0, Size: 4, Offset: 0},
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},
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Uniforms: []backend.UniformLocation{backend.UniformLocation{Name: "_12._color", Type: 0x0, Size: 4, Offset: 0}},
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UniformSize: 16,
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Textures: []backend.TextureBinding{
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{Name: "cover", Binding: 1},
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},
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GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nstruct Color\n{\n vec4 _color;\n};\n\nuniform Color _12;\n\nuniform mediump sampler2D cover;\n\nvarying highp vec2 vCoverUV;\nvarying vec2 vUV;\n\nvoid main()\n{\n gl_FragData[0] = _12._color;\n float cover_1 = abs(texture2D(cover, vCoverUV).x);\n gl_FragData[0] *= cover_1;\n}\n\n",
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Textures: []backend.TextureBinding{backend.TextureBinding{Name: "cover", Binding: 1}},
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GLES2: "#version 100\nprecision mediump float;\nprecision highp int;\n\nstruct Color\n{\n vec4 _color;\n};\n\nuniform Color _12;\n\nuniform mediump sampler2D cover;\n\nvarying highp vec2 vCoverUV;\nvarying vec2 vUV;\n\nvoid main()\n{\n gl_FragData[0] = _12._color;\n float cover_1 = abs(texture2D(cover, vCoverUV).x);\n gl_FragData[0] *= cover_1;\n}\n\n",
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/*
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cbuffer Color : register(b0)
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{
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@@ -209,11 +192,8 @@ var (
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HLSL: []byte(nil),
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},
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backend.ShaderSources{
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Textures: []backend.TextureBinding{
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{Name: "tex", Binding: 0},
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{Name: "cover", Binding: 1},
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},
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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",
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Textures: []backend.TextureBinding{backend.TextureBinding{Name: "tex", Binding: 0}, backend.TextureBinding{Name: "cover", Binding: 1}},
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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",
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/*
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Texture2D<float4> tex : register(t0);
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SamplerState _tex_sampler : register(s0);
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@@ -257,19 +237,8 @@ var (
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},
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}
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shader_cover_vert = backend.ShaderSources{
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Inputs: []backend.InputLocation{
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{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
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{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 2},
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},
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Uniforms: []backend.UniformLocation{
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{Name: "_19.z", Type: 0, Size: 1, Offset: 0},
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{Name: "_19.scale", Type: 0, Size: 2, Offset: 8},
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{Name: "_19.offset", Type: 0, Size: 2, Offset: 16},
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{Name: "_19.uvCoverScale", Type: 0, Size: 2, Offset: 24},
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{Name: "_19.uvCoverOffset", Type: 0, Size: 2, Offset: 32},
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{Name: "_19.uvScale", Type: 0, Size: 2, Offset: 40},
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{Name: "_19.uvOffset", Type: 0, Size: 2, Offset: 48},
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},
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Inputs: []backend.InputLocation{backend.InputLocation{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 2}, backend.InputLocation{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0x0, Size: 2}},
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Uniforms: []backend.UniformLocation{backend.UniformLocation{Name: "_19.z", Type: 0x0, Size: 1, Offset: 0}, backend.UniformLocation{Name: "_19.scale", Type: 0x0, Size: 2, Offset: 8}, backend.UniformLocation{Name: "_19.offset", Type: 0x0, Size: 2, Offset: 16}, backend.UniformLocation{Name: "_19.uvCoverScale", Type: 0x0, Size: 2, Offset: 24}, backend.UniformLocation{Name: "_19.uvCoverOffset", Type: 0x0, Size: 2, Offset: 32}, backend.UniformLocation{Name: "_19.uvScale", Type: 0x0, Size: 2, Offset: 40}, backend.UniformLocation{Name: "_19.uvOffset", Type: 0x0, Size: 2, Offset: 48}},
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UniformSize: 56,
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GLES2: "#version 100\n\nstruct Block\n{\n float z;\n vec2 scale;\n vec2 offset;\n vec2 uvCoverScale;\n vec2 uvCoverOffset;\n vec2 uvScale;\n vec2 uvOffset;\n};\n\nuniform Block _19;\n\nattribute vec2 pos;\nvarying vec2 vUV;\nattribute vec2 uv;\nvarying vec2 vCoverUV;\n\nvoid main()\n{\n gl_Position = vec4((pos * _19.scale) + _19.offset, _19.z, 1.0);\n vUV = (uv * _19.uvScale) + _19.uvOffset;\n vCoverUV = (uv * _19.uvCoverScale) + _19.uvCoverOffset;\n}\n\n",
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/*
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@@ -327,10 +296,8 @@ var (
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HLSL: []byte(nil),
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}
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shader_intersect_frag = backend.ShaderSources{
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Textures: []backend.TextureBinding{
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{Name: "cover", Binding: 0},
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},
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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",
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Textures: []backend.TextureBinding{backend.TextureBinding{Name: "cover", Binding: 0}},
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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",
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/*
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Texture2D<float4> cover : register(t0);
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SamplerState _cover_sampler : register(s0);
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@@ -367,14 +334,8 @@ var (
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HLSL: []byte(nil),
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}
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shader_intersect_vert = backend.ShaderSources{
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Inputs: []backend.InputLocation{
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{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
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{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 2},
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},
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Uniforms: []backend.UniformLocation{
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{Name: "_40.scale", Type: 0, Size: 2, Offset: 0},
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{Name: "_40.offset", Type: 0, Size: 2, Offset: 8},
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},
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Inputs: []backend.InputLocation{backend.InputLocation{Name: "pos", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 2}, backend.InputLocation{Name: "uv", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0x0, Size: 2}},
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Uniforms: []backend.UniformLocation{backend.UniformLocation{Name: "_40.scale", Type: 0x0, Size: 2, Offset: 0}, backend.UniformLocation{Name: "_40.offset", Type: 0x0, Size: 2, Offset: 8}},
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UniformSize: 16,
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GLES2: "#version 100\n\nstruct Block\n{\n vec2 scale;\n vec2 offset;\n};\n\nuniform Block _40;\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 * _40.scale) + _40.offset;\n}\n\n",
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/*
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@@ -489,18 +450,8 @@ var (
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HLSL: []byte(nil),
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}
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shader_stencil_vert = backend.ShaderSources{
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Inputs: []backend.InputLocation{
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{Name: "corner", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0, Size: 2},
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{Name: "maxy", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0, Size: 1},
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{Name: "from", Location: 2, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0, Size: 2},
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{Name: "ctrl", Location: 3, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0, Size: 2},
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{Name: "to", Location: 4, Semantic: "TEXCOORD", SemanticIndex: 2, Type: 0, Size: 2},
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},
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Uniforms: []backend.UniformLocation{
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{Name: "_15.scale", Type: 0, Size: 2, Offset: 0},
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{Name: "_15.offset", Type: 0, Size: 2, Offset: 8},
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{Name: "_15.pathOffset", Type: 0, Size: 2, Offset: 16},
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},
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Inputs: []backend.InputLocation{backend.InputLocation{Name: "corner", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 2}, backend.InputLocation{Name: "maxy", Location: 1, Semantic: "NORMAL", SemanticIndex: 0, Type: 0x0, Size: 1}, backend.InputLocation{Name: "from", Location: 2, Semantic: "TEXCOORD", SemanticIndex: 0, Type: 0x0, Size: 2}, backend.InputLocation{Name: "ctrl", Location: 3, Semantic: "TEXCOORD", SemanticIndex: 1, Type: 0x0, Size: 2}, backend.InputLocation{Name: "to", Location: 4, Semantic: "TEXCOORD", SemanticIndex: 2, Type: 0x0, Size: 2}},
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Uniforms: []backend.UniformLocation{backend.UniformLocation{Name: "_15.scale", Type: 0x0, Size: 2, Offset: 0}, backend.UniformLocation{Name: "_15.offset", Type: 0x0, Size: 2, Offset: 8}, backend.UniformLocation{Name: "_15.pathOffset", Type: 0x0, Size: 2, Offset: 16}},
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UniformSize: 24,
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GLES2: "#version 100\n\nstruct Block\n{\n vec2 scale;\n vec2 offset;\n vec2 pathOffset;\n};\n\nuniform Block _15;\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 + _15.pathOffset;\n vec2 ctrl_1 = ctrl + _15.pathOffset;\n vec2 to_1 = to + _15.pathOffset;\n float maxy_1 = maxy + _15.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 *= _15.scale;\n pos += _15.offset;\n gl_Position = vec4(pos, 1.0, 1.0);\n}\n\n",
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/*
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