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8207c548cc
This reverts most of commit f420c143e0
again because it turns out GPUs like combined images and samplers.
But: The one thing we don't revert is allowing the C code to select any
combination of sampler and image:
gsk_vulkan_render_get_image_descriptor() now takes a 2nd argument
specifying the sampler.
This allows the same flexibility as before, we just combine things
early.
This change was inspired by
https://developer.nvidia.com/blog/vulkan-dos-donts/
37 lines
1.2 KiB
GLSL
37 lines
1.2 KiB
GLSL
#version 450
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#include "common.vert.glsl"
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#include "rect.vert.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTopRect;
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layout(location = 2) in vec4 inBottomRect;
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layout(location = 3) in vec4 inTopTexRect;
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layout(location = 4) in vec4 inBottomTexRect;
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layout(location = 5) in uint inTopTexId;
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layout(location = 6) in uint inBottomTexId;
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layout(location = 7) in uint inBlendMode;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) flat out Rect outTopRect;
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layout(location = 2) flat out Rect outBottomRect;
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layout(location = 3) out vec2 outTopTexCoord;
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layout(location = 4) out vec2 outBottomTexCoord;
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layout(location = 5) flat out uint outTopTexId;
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layout(location = 6) flat out uint outBottomTexId;
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layout(location = 7) flat out uint outBlendMode;
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void main() {
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Rect r = rect_from_gsk (inRect);
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vec2 pos = set_position_from_rect (r);
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outPos = pos;
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outTopRect = rect_from_gsk (inTopRect);
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outBottomRect = rect_from_gsk (inBottomRect);
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outTopTexCoord = scale_tex_coord (pos, r, inTopTexRect);
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outBottomTexCoord = scale_tex_coord (pos, r, inBottomTexRect);
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outTopTexId = inTopTexId;
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outBottomTexId = inBottomTexId;
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outBlendMode = inBlendMode;
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}
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