gpu,gpu/gl: implement shader uniform buffers

Emulate them for the OpenGL ES backend because 2.0 doesn't support uniform
buffers. The future d3d backend only supports uniform (constant) buffers.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-19 21:06:30 +01:00
parent ef3e94e7a7
commit 646a767665
12 changed files with 504 additions and 252 deletions
+5 -5
View File
@@ -10,7 +10,7 @@ layout(binding = 0) uniform Block {
vec2 offset;
vec2 uvScale;
vec2 uvOffset;
} uniforms;
};
layout(location = 0) in vec2 pos;
@@ -20,8 +20,8 @@ layout(location = 0) out vec2 vUV;
void main() {
vec2 p = pos;
p *= uniforms.scale;
p += uniforms.offset;
gl_Position = vec4(p, uniforms.z, 1);
vUV = uv*uniforms.uvScale + uniforms.uvOffset;
p *= scale;
p += offset;
gl_Position = vec4(p, z, 1);
vUV = uv*uvScale + uvOffset;
}
+4
View File
@@ -0,0 +1,4 @@
#version 310 es
void blah() {
}
+6 -6
View File
@@ -8,11 +8,11 @@ layout(binding = 0) uniform Block {
float z;
vec2 scale;
vec2 offset;
vec2 uvScale;
vec2 uvOffset;
vec2 uvCoverScale;
vec2 uvCoverOffset;
} uniforms;
vec2 uvScale;
vec2 uvOffset;
};
layout(location = 0) in vec2 pos;
@@ -22,7 +22,7 @@ layout(location = 1) in vec2 uv;
layout(location = 1) out vec2 vUV;
void main() {
gl_Position = vec4(pos*uniforms.scale + uniforms.offset, uniforms.z, 1);
vUV = uv*uniforms.uvScale + uniforms.uvOffset;
vCoverUV = uv*uniforms.uvCoverScale+uniforms.uvCoverOffset;
gl_Position = vec4(pos*scale + offset, z, 1);
vUV = uv*uvScale + uvOffset;
vCoverUV = uv*uvCoverScale+uvCoverOffset;
}
+2 -2
View File
@@ -10,7 +10,7 @@ layout(location = 1) in vec2 uv;
layout(binding = 0) uniform Block {
vec2 scale;
vec2 offset;
} uvparams;
};
layout(location = 0) out vec2 vUV;
@@ -18,5 +18,5 @@ void main() {
vec2 p = pos;
p.y = -p.y;
gl_Position = vec4(p, 0, 1);
vUV = uv*uvparams.scale + uvparams.offset;
vUV = uv*scale + offset;
}
+7 -7
View File
@@ -8,7 +8,7 @@ layout(binding = 0) uniform Block {
vec2 scale;
vec2 offset;
vec2 pathOffset;
} uniforms;
};
layout(location=0) in vec2 corner;
layout(location=1) in float maxy;
@@ -24,10 +24,10 @@ void main() {
// Add a one pixel overlap so curve quads cover their
// entire curves. Could use conservative rasterization
// if available.
vec2 from = from + uniforms.pathOffset;
vec2 ctrl = ctrl + uniforms.pathOffset;
vec2 to = to + uniforms.pathOffset;
float maxy = maxy + uniforms.pathOffset.y;
vec2 from = from + pathOffset;
vec2 ctrl = ctrl + pathOffset;
vec2 to = to + pathOffset;
float maxy = maxy + pathOffset.y;
vec2 pos;
if (corner.x > 0.0) {
// East.
@@ -46,8 +46,8 @@ void main() {
vFrom = from-pos;
vCtrl = ctrl-pos;
vTo = to-pos;
pos *= uniforms.scale;
pos += uniforms.offset;
pos *= scale;
pos += offset;
gl_Position = vec4(pos, 1, 1);
}