gpu: pack 2D transforms in vec4 values

Instead of separate 2d scale and transform, pack them into a single
4d value.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-27 17:38:06 +01:00
parent 1f117d8de0
commit c34c350a52
7 changed files with 73 additions and 109 deletions
+4 -8
View File
@@ -5,11 +5,9 @@
precision highp float;
layout(binding = 0) uniform Block {
vec4 transform;
vec4 uvTransform;
float z;
vec2 scale;
vec2 offset;
vec2 uvScale;
vec2 uvOffset;
};
layout(location = 0) in vec2 pos;
@@ -19,9 +17,7 @@ layout(location = 1) in vec2 uv;
layout(location = 0) out vec2 vUV;
void main() {
vec2 p = pos;
p *= scale;
p += offset;
vec2 p = pos*transform.xy + transform.zw;
gl_Position = vec4(p, z, 1);
vUV = uv*uvScale + uvOffset;
vUV = uv*uvTransform.xy + uvTransform.zw;
}
+6 -9
View File
@@ -7,13 +7,10 @@ precision highp float;
#include <common.inc>
layout(binding = 0) uniform Block {
vec4 transform;
vec4 uvCoverTransform;
vec4 uvTransform;
float z;
vec2 scale;
vec2 offset;
vec2 uvCoverScale;
vec2 uvCoverOffset;
vec2 uvScale;
vec2 uvOffset;
};
layout(location = 0) in vec2 pos;
@@ -24,9 +21,9 @@ layout(location = 1) in vec2 uv;
layout(location = 1) out vec2 vUV;
void main() {
gl_Position = vec4(pos*scale + offset, z, 1);
vUV = uv*uvScale + uvOffset;
gl_Position = 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));
vCoverUV = (uv3*vec3(uvCoverScale, 1.0)+vec3(uvCoverOffset, 0.0)).xy;
vCoverUV = (uv3*vec3(uvCoverTransform.xy, 1.0)+vec3(uvCoverTransform.zw, 0.0)).xy;
}
+2 -3
View File
@@ -8,8 +8,7 @@ layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(binding = 0) uniform Block {
vec2 scale;
vec2 offset;
vec4 uvTransform;
};
layout(location = 0) out vec2 vUV;
@@ -18,5 +17,5 @@ void main() {
vec2 p = pos;
p.y = -p.y;
gl_Position = vec4(p, 0, 1);
vUV = uv*scale + offset;
vUV = uv*uvTransform.xy + uvTransform.zw;
}
+2 -4
View File
@@ -5,8 +5,7 @@
precision highp float;
layout(binding = 0) uniform Block {
vec2 scale;
vec2 offset;
vec4 transform;
vec2 pathOffset;
};
@@ -46,8 +45,7 @@ void main() {
vFrom = from-pos;
vCtrl = ctrl-pos;
vTo = to-pos;
pos *= scale;
pos += offset;
pos = pos*transform.xy + transform.zw;
gl_Position = vec4(pos, 1, 1);
}