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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>
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@@ -1,38 +1,39 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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// SPDX-License-Identifier: Unlicense OR MIT
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// fboTextureTransform returns a transformation
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struct m3x2 {
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vec3 r0;
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vec3 r1;
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};
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// fboTextureTransform is the transformation
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// that cancels the implied transformation between
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// that cancels the implied transformation between
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// the framebuffer and its texture.
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// the framebuffer and its texture.
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// Only two rows are returned. The last is implied
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// Only two rows are returned. The last is implied
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// to be [0, 0, 1].
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// to be [0, 0, 1].
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vec3[2] fboTextureTransform() {
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const m3x2 fboTextureTransform = m3x2(
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vec3[2] t;
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#ifdef HLSL
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#ifdef HLSL
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t[0] = vec3(1.0, 0.0, 0.0);
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vec3(1.0, 0.0, 0.0),
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t[1] = vec3(0.0, -1.0, 1.0);
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vec3(0.0, -1.0, 1.0)
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#else
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#else
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t[0] = vec3(1.0, 0.0, 0.0);
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vec3(1.0, 0.0, 0.0),
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t[1] = vec3(0.0, 1.0, 0.0);
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vec3(0.0, 1.0, 0.0)
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#endif
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#endif
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return t;
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);
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}
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// fboTransform returns a transformation
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// fboTransform is the transformation
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// that cancels the implied transformation between
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// that cancels the implied transformation between
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// the clip space and the framebuffer.
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// the clip space and the framebuffer.
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// Only two rows are returned. The last is implied
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// Only two rows are returned. The last is implied
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// to be [0, 0, 1].
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// to be [0, 0, 1].
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vec3[2] fboTransform() {
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const m3x2 fboTransform = m3x2(
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vec3[2] t;
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#ifdef HLSL
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#ifdef HLSL
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t[0] = vec3(1.0, 0.0, 0.0);
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vec3(1.0, 0.0, 0.0),
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t[1] = vec3(0.0, 1.0, 0.0);
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vec3(0.0, 1.0, 0.0)
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#else
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#else
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t[0] = vec3(1.0, 0.0, 0.0);
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vec3(1.0, 0.0, 0.0),
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t[1] = vec3(0.0, -1.0, 0.0);
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vec3(0.0, -1.0, 0.0)
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#endif
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#endif
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return t;
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);
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}
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// toClipSpace converts an OpenGL gl_Position value to a
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// toClipSpace converts an OpenGL gl_Position value to a
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// native GPU position.
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// native GPU position.
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@@ -45,6 +46,6 @@ vec4 toClipSpace(vec4 pos) {
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#endif
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#endif
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}
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}
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vec3 transform3x2(vec3[2] t, vec3 v) {
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vec3 transform3x2(m3x2 t, vec3 v) {
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return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));
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return vec3(dot(t.r0, v), dot(t.r1, v), dot(vec3(0.0, 0.0, 1.0), v));
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}
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}
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@@ -23,7 +23,6 @@ layout(location = 1) out vec2 vUV;
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void main() {
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void main() {
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gl_Position = toClipSpace(vec4(pos*transform.xy + transform.zw, z, 1));
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gl_Position = toClipSpace(vec4(pos*transform.xy + transform.zw, z, 1));
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vUV = uv*uvTransform.xy + uvTransform.zw;
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vUV = uv*uvTransform.xy + uvTransform.zw;
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vec3[2] fboTrans = fboTextureTransform();
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vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0));
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vec3 uv3 = transform3x2(fboTrans, vec3(uv, 1.0));
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vCoverUV = (uv3*vec3(uvCoverTransform.xy, 1.0)+vec3(uvCoverTransform.zw, 0.0)).xy;
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vCoverUV = (uv3*vec3(uvCoverTransform.xy, 1.0)+vec3(uvCoverTransform.zw, 0.0)).xy;
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}
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}
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@@ -17,12 +17,10 @@ layout(binding = 0) uniform Block {
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layout(location = 0) out vec2 vUV;
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layout(location = 0) out vec2 vUV;
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void main() {
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void main() {
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vec3[2] fboTrans = fboTransform();
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vec3 p = transform3x2(fboTransform, vec3(pos, 1.0));
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vec3 p = transform3x2(fboTrans, vec3(pos, 1.0));
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gl_Position = vec4(p, 1);
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gl_Position = vec4(p, 1);
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vec3[2] fboTexTrans = fboTextureTransform();
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vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0));
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vec3 uv3 = transform3x2(fboTexTrans, vec3(uv, 1.0));
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vUV = uv3.xy*subUVTransform.xy + subUVTransform.zw;
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vUV = uv3.xy*subUVTransform.xy + subUVTransform.zw;
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vUV = transform3x2(fboTexTrans, vec3(vUV, 1.0)).xy;
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vUV = transform3x2(fboTextureTransform, vec3(vUV, 1.0)).xy;
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vUV = vUV*uvTransform.xy + uvTransform.zw;
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vUV = vUV*uvTransform.xy + uvTransform.zw;
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}
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}
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