mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
gpu/shaders: avoid first-class arrays
Safari's WebGL1 implementation (rightly) complains that first-class array types are not supported as function result types. Define and use a struct type instead. While we're here, use const variables instead of functions. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+62
-68
File diff suppressed because one or more lines are too long
+21
-20
@@ -1,38 +1,39 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
// fboTextureTransform returns a transformation
|
||||
struct m3x2 {
|
||||
vec3 r0;
|
||||
vec3 r1;
|
||||
};
|
||||
|
||||
// fboTextureTransform is the transformation
|
||||
// that cancels the implied transformation between
|
||||
// the framebuffer and its texture.
|
||||
// Only two rows are returned. The last is implied
|
||||
// to be [0, 0, 1].
|
||||
vec3[2] fboTextureTransform() {
|
||||
vec3[2] t;
|
||||
const m3x2 fboTextureTransform = m3x2(
|
||||
#ifdef HLSL
|
||||
t[0] = vec3(1.0, 0.0, 0.0);
|
||||
t[1] = vec3(0.0, -1.0, 1.0);
|
||||
vec3(1.0, 0.0, 0.0),
|
||||
vec3(0.0, -1.0, 1.0)
|
||||
#else
|
||||
t[0] = vec3(1.0, 0.0, 0.0);
|
||||
t[1] = vec3(0.0, 1.0, 0.0);
|
||||
vec3(1.0, 0.0, 0.0),
|
||||
vec3(0.0, 1.0, 0.0)
|
||||
#endif
|
||||
return t;
|
||||
}
|
||||
);
|
||||
|
||||
// fboTransform returns a transformation
|
||||
// fboTransform is the transformation
|
||||
// that cancels the implied transformation between
|
||||
// the clip space and the framebuffer.
|
||||
// Only two rows are returned. The last is implied
|
||||
// to be [0, 0, 1].
|
||||
vec3[2] fboTransform() {
|
||||
vec3[2] t;
|
||||
const m3x2 fboTransform = m3x2(
|
||||
#ifdef HLSL
|
||||
t[0] = vec3(1.0, 0.0, 0.0);
|
||||
t[1] = vec3(0.0, 1.0, 0.0);
|
||||
vec3(1.0, 0.0, 0.0),
|
||||
vec3(0.0, 1.0, 0.0)
|
||||
#else
|
||||
t[0] = vec3(1.0, 0.0, 0.0);
|
||||
t[1] = vec3(0.0, -1.0, 0.0);
|
||||
vec3(1.0, 0.0, 0.0),
|
||||
vec3(0.0, -1.0, 0.0)
|
||||
#endif
|
||||
return t;
|
||||
}
|
||||
);
|
||||
|
||||
// toClipSpace converts an OpenGL gl_Position value to a
|
||||
// native GPU position.
|
||||
@@ -45,6 +46,6 @@ vec4 toClipSpace(vec4 pos) {
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 transform3x2(vec3[2] t, vec3 v) {
|
||||
return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));
|
||||
vec3 transform3x2(m3x2 t, vec3 v) {
|
||||
return vec3(dot(t.r0, v), dot(t.r1, v), dot(vec3(0.0, 0.0, 1.0), v));
|
||||
}
|
||||
|
||||
@@ -23,7 +23,6 @@ layout(location = 1) out vec2 vUV;
|
||||
void main() {
|
||||
gl_Position = toClipSpace(vec4(pos*transform.xy + transform.zw, z, 1));
|
||||
vUV = uv*uvTransform.xy + uvTransform.zw;
|
||||
vec3[2] fboTrans = fboTextureTransform();
|
||||
vec3 uv3 = transform3x2(fboTrans, vec3(uv, 1.0));
|
||||
vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0));
|
||||
vCoverUV = (uv3*vec3(uvCoverTransform.xy, 1.0)+vec3(uvCoverTransform.zw, 0.0)).xy;
|
||||
}
|
||||
|
||||
@@ -17,12 +17,10 @@ layout(binding = 0) uniform Block {
|
||||
layout(location = 0) out vec2 vUV;
|
||||
|
||||
void main() {
|
||||
vec3[2] fboTrans = fboTransform();
|
||||
vec3 p = transform3x2(fboTrans, vec3(pos, 1.0));
|
||||
vec3 p = transform3x2(fboTransform, vec3(pos, 1.0));
|
||||
gl_Position = vec4(p, 1);
|
||||
vec3[2] fboTexTrans = fboTextureTransform();
|
||||
vec3 uv3 = transform3x2(fboTexTrans, vec3(uv, 1.0));
|
||||
vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0));
|
||||
vUV = uv3.xy*subUVTransform.xy + subUVTransform.zw;
|
||||
vUV = transform3x2(fboTexTrans, vec3(vUV, 1.0)).xy;
|
||||
vUV = transform3x2(fboTextureTransform, vec3(vUV, 1.0)).xy;
|
||||
vUV = vUV*uvTransform.xy + uvTransform.zw;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user