mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-06 09:55:40 +00:00
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:
@@ -5,11 +5,9 @@
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precision highp float;
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layout(binding = 0) uniform Block {
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vec4 transform;
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vec4 uvTransform;
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float z;
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vec2 scale;
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vec2 offset;
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vec2 uvScale;
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vec2 uvOffset;
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};
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layout(location = 0) in vec2 pos;
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@@ -19,9 +17,7 @@ layout(location = 1) in vec2 uv;
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layout(location = 0) out vec2 vUV;
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void main() {
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vec2 p = pos;
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p *= scale;
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p += offset;
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vec2 p = pos*transform.xy + transform.zw;
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gl_Position = vec4(p, z, 1);
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vUV = uv*uvScale + uvOffset;
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vUV = uv*uvTransform.xy + uvTransform.zw;
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}
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@@ -7,13 +7,10 @@ precision highp float;
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#include <common.inc>
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layout(binding = 0) uniform Block {
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vec4 transform;
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vec4 uvCoverTransform;
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vec4 uvTransform;
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float z;
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vec2 scale;
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vec2 offset;
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vec2 uvCoverScale;
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vec2 uvCoverOffset;
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vec2 uvScale;
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vec2 uvOffset;
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};
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layout(location = 0) in vec2 pos;
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@@ -24,9 +21,9 @@ layout(location = 1) in vec2 uv;
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layout(location = 1) out vec2 vUV;
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void main() {
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gl_Position = vec4(pos*scale + offset, z, 1);
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vUV = uv*uvScale + uvOffset;
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gl_Position = vec4(pos*transform.xy + transform.zw, z, 1);
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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(fboTrans, vec3(uv, 1.0));
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vCoverUV = (uv3*vec3(uvCoverScale, 1.0)+vec3(uvCoverOffset, 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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@@ -8,8 +8,7 @@ layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 uv;
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layout(binding = 0) uniform Block {
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vec2 scale;
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vec2 offset;
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vec4 uvTransform;
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};
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layout(location = 0) out vec2 vUV;
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@@ -18,5 +17,5 @@ void main() {
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vec2 p = pos;
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p.y = -p.y;
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gl_Position = vec4(p, 0, 1);
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vUV = uv*scale + offset;
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vUV = uv*uvTransform.xy + uvTransform.zw;
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}
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@@ -5,8 +5,7 @@
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precision highp float;
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layout(binding = 0) uniform Block {
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vec2 scale;
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vec2 offset;
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vec4 transform;
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vec2 pathOffset;
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};
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@@ -46,8 +45,7 @@ void main() {
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vFrom = from-pos;
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vCtrl = ctrl-pos;
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vTo = to-pos;
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pos *= scale;
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pos += offset;
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pos = pos*transform.xy + transform.zw;
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gl_Position = vec4(pos, 1, 1);
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}
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