gtk/gsk/gpu/shaders/common-vulkan.glsl

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#ifdef HAVE_VULKAN_1_2
#extension GL_EXT_nonuniform_qualifier : enable
#endif
#include "enums.glsl"
layout(push_constant) uniform PushConstants {
mat4 mvp;
mat3x4 clip;
vec2 scale;
} push;
layout(constant_id=0) const uint GSK_SHADER_CLIP = GSK_GPU_SHADER_CLIP_NONE;
layout(constant_id=1) const uint GSK_N_IMMUTABLE_SAMPLERS = 8;
layout(constant_id=2) const uint GSK_N_SAMPLERS = 16;
layout(constant_id=3) const uint GSK_N_BUFFERS = 16;
#define GSK_GLOBAL_MVP push.mvp
#define GSK_GLOBAL_CLIP push.clip
#define GSK_GLOBAL_CLIP_RECT push.clip[0]
#define GSK_GLOBAL_SCALE push.scale
#define GSK_VERTEX_INDEX gl_VertexIndex
#ifdef GSK_VERTEX_SHADER
#define IN(_loc) layout(location = _loc) in
#define PASS(_loc) layout(location = _loc) out
#define PASS_FLAT(_loc) layout(location = _loc) flat out
#endif
#ifdef GSK_FRAGMENT_SHADER
#define PASS(_loc) layout(location = _loc) in
#define PASS_FLAT(_loc) layout(location = _loc) flat in
layout(set = 0, binding = 0) uniform sampler2D immutable_textures[GSK_N_IMMUTABLE_SAMPLERS];
layout(set = 0, binding = 1) uniform sampler2D textures[GSK_N_SAMPLERS];
layout(set = 1, binding = 0) readonly buffer FloatBuffers {
float floats[];
} buffers[GSK_N_BUFFERS];
layout(location = 0) out vec4 out_color;
vec4
gsk_texture (uint id,
vec2 pos)
{
if ((id & 1) != 0)
{
id >>= 1;
if (id == 0)
return texture (immutable_textures[0], pos);
else if (GSK_N_IMMUTABLE_SAMPLERS > 1 && id == 1)
return texture (immutable_textures[1], pos);
else if (GSK_N_IMMUTABLE_SAMPLERS > 2 && id == 2)
return texture (immutable_textures[2], pos);
else if (GSK_N_IMMUTABLE_SAMPLERS > 3 && id == 3)
return texture (immutable_textures[3], pos);
else if (GSK_N_IMMUTABLE_SAMPLERS > 4 && id == 4)
return texture (immutable_textures[4], pos);
else if (GSK_N_IMMUTABLE_SAMPLERS > 5 && id == 5)
return texture (immutable_textures[5], pos);
else if (GSK_N_IMMUTABLE_SAMPLERS > 6 && id == 6)
return texture (immutable_textures[6], pos);
else if (GSK_N_IMMUTABLE_SAMPLERS > 7 && id == 7)
return texture (immutable_textures[7], pos);
}
else
{
id >>= 1;
#ifdef HAVE_VULKAN_1_2
return texture (textures[nonuniformEXT (id)], pos);
#else
if (id == 0)
return texture (textures[0], pos);
else if (GSK_N_SAMPLERS > 1 && id == 1)
return texture (textures[1], pos);
else if (GSK_N_SAMPLERS > 2 && id == 2)
return texture (textures[2], pos);
else if (GSK_N_SAMPLERS > 3 && id == 3)
return texture (textures[3], pos);
else if (GSK_N_SAMPLERS > 4 && id == 4)
return texture (textures[4], pos);
else if (GSK_N_SAMPLERS > 5 && id == 5)
return texture (textures[5], pos);
else if (GSK_N_SAMPLERS > 6 && id == 6)
return texture (textures[6], pos);
else if (GSK_N_SAMPLERS > 7 && id == 7)
return texture (textures[7], pos);
#endif
}
return vec4 (1.0, 0.0, 0.8, 1.0);
}
ivec2
gsk_texture_size (uint id,
int lod)
{
if ((id & 1) != 0)
{
id >>= 1;
if (id == 0)
return textureSize (immutable_textures[0], lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 1 && id == 1)
return textureSize (immutable_textures[1], lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 2 && id == 2)
return textureSize (immutable_textures[2], lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 3 && id == 3)
return textureSize (immutable_textures[3], lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 4 && id == 4)
return textureSize (immutable_textures[4], lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 5 && id == 5)
return textureSize (immutable_textures[5], lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 6 && id == 6)
return textureSize (immutable_textures[6], lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 7 && id == 7)
return textureSize (immutable_textures[7], lod);
}
else
{
id >>= 1;
#ifdef HAVE_VULKAN_1_2
return textureSize (textures[nonuniformEXT (id)], lod);
#else
if (id == 0)
return textureSize (textures[0], lod);
else if (GSK_N_SAMPLERS > 1 && id == 1)
return textureSize (textures[1], lod);
else if (GSK_N_SAMPLERS > 2 && id == 2)
return textureSize (textures[2], lod);
else if (GSK_N_SAMPLERS > 3 && id == 3)
return textureSize (textures[3], lod);
else if (GSK_N_SAMPLERS > 4 && id == 4)
return textureSize (textures[4], lod);
else if (GSK_N_SAMPLERS > 5 && id == 5)
return textureSize (textures[5], lod);
else if (GSK_N_SAMPLERS > 6 && id == 6)
return textureSize (textures[6], lod);
else if (GSK_N_SAMPLERS > 7 && id == 7)
return textureSize (textures[7], lod);
#endif
}
return ivec2 (1, 1);
}
vec4
gsk_texel_fetch (uint id,
ivec2 pos,
int lod)
{
if ((id & 1) != 0)
{
id >>= 1;
if (id == 0)
return texelFetch (immutable_textures[0], pos, lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 1 && id == 1)
return texelFetch (immutable_textures[1], pos, lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 2 && id == 2)
return texelFetch (immutable_textures[2], pos, lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 3 && id == 3)
return texelFetch (immutable_textures[3], pos, lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 4 && id == 4)
return texelFetch (immutable_textures[4], pos, lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 5 && id == 5)
return texelFetch (immutable_textures[5], pos, lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 6 && id == 6)
return texelFetch (immutable_textures[6], pos, lod);
else if (GSK_N_IMMUTABLE_SAMPLERS > 7 && id == 7)
return texelFetch (immutable_textures[7], pos, lod);
}
else
{
id >>= 1;
#ifdef HAVE_VULKAN_1_2
return texelFetch (textures[nonuniformEXT (id)], pos, lod);
#else
if (id == 0)
return texelFetch (textures[0], pos, lod);
else if (GSK_N_SAMPLERS > 1 && id == 1)
return texelFetch (textures[1], pos, lod);
else if (GSK_N_SAMPLERS > 2 && id == 2)
return texelFetch (textures[2], pos, lod);
else if (GSK_N_SAMPLERS > 3 && id == 3)
return texelFetch (textures[3], pos, lod);
else if (GSK_N_SAMPLERS > 4 && id == 4)
return texelFetch (textures[4], pos, lod);
else if (GSK_N_SAMPLERS > 5 && id == 5)
return texelFetch (textures[5], pos, lod);
else if (GSK_N_SAMPLERS > 6 && id == 6)
return texelFetch (textures[6], pos, lod);
else if (GSK_N_SAMPLERS > 7 && id == 7)
return texelFetch (textures[7], pos, lod);
#endif
}
return vec4 (1.0, 0.0, 0.8, 1.0);
}
#ifdef HAVE_VULKAN_1_2
#define gsk_get_buffer(id) buffers[nonuniformEXT (id)]
#define gsk_get_float(id) gsk_get_buffer(id >> 22).floats[id & 0x3FFFFF]
#else
float
gsk_get_float (uint id)
{
uint buffer_id = id >> 22;
uint float_id = id & 0x3FFFFF;
if (buffer_id == 0)
return buffers[0].floats[float_id];
else if (GSK_N_BUFFERS > 1 && buffer_id == 1)
return buffers[1].floats[float_id];
else if (GSK_N_BUFFERS > 2 && buffer_id == 2)
return buffers[2].floats[float_id];
else if (GSK_N_BUFFERS > 3 && buffer_id == 3)
return buffers[3].floats[float_id];
else if (GSK_N_BUFFERS > 4 && buffer_id == 4)
return buffers[4].floats[float_id];
else if (GSK_N_BUFFERS > 5 && buffer_id == 5)
return buffers[5].floats[float_id];
else if (GSK_N_BUFFERS > 6 && buffer_id == 6)
return buffers[6].floats[float_id];
else if (GSK_N_BUFFERS > 7 && buffer_id == 7)
return buffers[7].floats[float_id];
}
#endif
#define gsk_get_int(id) (floatBitsToInt(gsk_get_float(id)))
#define gsk_get_uint(id) (floatBitsToUint(gsk_get_float(id)))
void
gsk_set_output_color (vec4 color)
{
out_color = color;
}
#endif