gpu: drop use of integer shader inputs

They're a pain to support. Encode the single integer value we have
as a float instead.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-27 21:04:55 +01:00
parent 3043c4243a
commit 591c89ab0a
5 changed files with 52 additions and 43 deletions
+16 -12
View File
@@ -236,22 +236,26 @@ func (p *Path) expand(b f32.Rectangle) {
}
func (p *Path) vertex(cornerx, cornery int16, ctrl, to f32.Point) {
var corner float32
// Encode corner.
if cornerx == 1 {
corner += .5
}
if cornery == 1 {
corner += .25
}
v := path.Vertex{
CornerX: cornerx,
CornerY: cornery,
FromX: p.pen.X,
FromY: p.pen.Y,
CtrlX: ctrl.X,
CtrlY: ctrl.Y,
ToX: to.X,
ToY: to.Y,
Corner: corner,
FromX: p.pen.X,
FromY: p.pen.Y,
CtrlX: ctrl.X,
CtrlY: ctrl.Y,
ToX: to.X,
ToY: to.Y,
}
data := p.ops.Write(path.VertStride)
bo := binary.LittleEndian
data[0] = byte(uint16(v.CornerX))
data[1] = byte(uint16(v.CornerX) >> 8)
data[2] = byte(uint16(v.CornerY))
data[3] = byte(uint16(v.CornerY) >> 8)
bo.PutUint32(data[0:], math.Float32bits(corner))
// Put the contour index in MaxY.
bo.PutUint32(data[4:], uint32(p.contour))
bo.PutUint32(data[8:], math.Float32bits(v.FromX))