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Merge pull request #112481 from stuartcarnie/2d_canvas_vbos
Massively optimize canvas 2D rendering by using vertex buffers
This commit is contained in:
@@ -24,12 +24,6 @@ layout(location = 11) in vec4 weight_attrib;
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#include "canvas_uniforms_inc.glsl"
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#ifndef USE_ATTRIBUTES
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layout(location = 4) out flat uint instance_index;
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#else
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#define instance_index params.base_instance_index
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#endif // USE_ATTRIBUTES
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layout(location = 0) out vec2 uv_interp;
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layout(location = 1) out vec4 color_interp;
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layout(location = 2) out vec2 vertex_interp;
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@@ -40,6 +34,79 @@ layout(location = 3) out vec2 pixel_size_interp;
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#endif
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#define read_draw_data_color_texture_pixel_size params.color_texture_pixel_size
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#ifdef USE_ATTRIBUTES
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#define read_draw_data_world_x params.world_x
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#define read_draw_data_world_y params.world_y
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#define read_draw_data_world_ofs params.world_ofs
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#define read_draw_data_modulation params.modulation
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#define read_draw_data_flags params.flags
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#define read_draw_data_instance_offset params.instance_uniforms_ofs
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#define read_draw_data_lights params.lights
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#else // !USE_ATTRIBUTES
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layout(location = 8) in vec4 attrib_A;
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layout(location = 9) in vec4 attrib_B;
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layout(location = 10) in vec4 attrib_C;
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layout(location = 11) in vec4 attrib_D;
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layout(location = 12) in vec4 attrib_E;
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#ifdef USE_PRIMITIVE
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layout(location = 13) in uvec4 attrib_F;
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#else // !USE_PRIMITIVE
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layout(location = 13) in vec4 attrib_F;
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#endif // USE_PRIMITIVE
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layout(location = 14) in uvec4 attrib_G;
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layout(location = 15) in uvec4 attrib_H;
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// Varyings so the per-instance info can be used in the fragment shader
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layout(location = 5) out flat vec4 varying_A;
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layout(location = 6) out flat uvec4 varying_B;
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layout(location = 7) out flat uvec4 varying_C;
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#ifdef USE_NINEPATCH
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layout(location = 8) out flat vec4 varying_D;
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layout(location = 9) out flat vec4 varying_E;
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#endif // USE_NINEPATCH
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#define read_draw_data_world_x attrib_A.xy
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#define read_draw_data_world_y attrib_A.zw
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#define read_draw_data_world_ofs attrib_B.xy
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#ifdef USE_PRIMITIVE
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#define read_draw_data_point_a attrib_C.xy
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#define read_draw_data_point_b attrib_C.zw
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#define read_draw_data_point_c attrib_D.xy
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#define read_draw_data_uv_a attrib_D.zw
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#define read_draw_data_uv_b attrib_E.xy
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#define read_draw_data_uv_c attrib_E.zw
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#define read_draw_data_color_a_rg attrib_F.x
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#define read_draw_data_color_a_ba attrib_F.y
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#define read_draw_data_color_b_rg attrib_F.z
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#define read_draw_data_color_b_ba attrib_F.w
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#define read_draw_data_color_c_rg attrib_G.x
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#define read_draw_data_color_c_ba attrib_G.y
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#else // !USE_PRIMITIVE
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#define read_draw_data_ninepatch_pixel_size (attrib_B.zw)
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#define read_draw_data_modulation attrib_C
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#define read_draw_data_ninepatch_margins attrib_D
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#define read_draw_data_dst_rect attrib_E
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#define read_draw_data_src_rect attrib_F
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#endif // USE_PRIMITIVE
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#define read_draw_data_flags attrib_G.z
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#define read_draw_data_instance_offset attrib_G.w
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#define read_draw_data_lights attrib_H
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#endif // USE_ATTRIBUTES
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#ifdef MATERIAL_UNIFORMS_USED
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/* clang-format off */
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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@@ -57,6 +124,20 @@ vec3 srgb_to_linear(vec3 color) {
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#endif
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void main() {
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#ifndef USE_ATTRIBUTES
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varying_A = vec4(read_draw_data_world_x, read_draw_data_world_y);
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#ifdef USE_PRIMITIVE
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varying_B = uvec4(read_draw_data_flags, read_draw_data_instance_offset, 0.0, 0.0);
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#else
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varying_B = uvec4(read_draw_data_flags, read_draw_data_instance_offset, packHalf2x16(read_draw_data_src_rect.xy), packHalf2x16(read_draw_data_src_rect.zw));
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#endif
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varying_C = read_draw_data_lights;
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#ifdef USE_NINEPATCH
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varying_D = read_draw_data_ninepatch_margins;
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varying_E = vec4(read_draw_data_dst_rect.z, read_draw_data_dst_rect.w, read_draw_data_ninepatch_pixel_size.x, read_draw_data_ninepatch_pixel_size.y);
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#endif // USE_NINEPATCH
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#endif // !USE_ATTRIBUTES
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vec4 instance_custom = vec4(0.0);
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#if defined(CUSTOM0_USED)
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vec4 custom0 = vec4(0.0);
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@@ -65,11 +146,6 @@ void main() {
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vec4 custom1 = vec4(0.0);
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#endif
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#ifndef USE_ATTRIBUTES
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instance_index = gl_InstanceIndex + params.base_instance_index;
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#endif // USE_ATTRIBUTES
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const InstanceData draw_data = instances.data[instance_index];
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#ifdef USE_PRIMITIVE
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//weird bug,
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@@ -79,18 +155,19 @@ void main() {
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vec4 color;
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if (gl_VertexIndex == 0) {
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vertex = draw_data.points[0];
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uv = draw_data.uvs[0];
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color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
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vertex = read_draw_data_point_a;
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uv = read_draw_data_uv_a;
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color = vec4(unpackHalf2x16(read_draw_data_color_a_rg), unpackHalf2x16(read_draw_data_color_a_ba));
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} else if (gl_VertexIndex == 1) {
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vertex = draw_data.points[1];
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uv = draw_data.uvs[1];
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color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
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vertex = read_draw_data_point_b;
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uv = read_draw_data_uv_b;
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color = vec4(unpackHalf2x16(read_draw_data_color_b_rg), unpackHalf2x16(read_draw_data_color_b_ba));
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} else {
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vertex = draw_data.points[2];
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uv = draw_data.uvs[2];
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color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
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vertex = read_draw_data_point_c;
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uv = read_draw_data_uv_c;
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color = vec4(unpackHalf2x16(read_draw_data_color_c_rg), unpackHalf2x16(read_draw_data_color_c_ba));
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}
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uvec4 bones = uvec4(0, 0, 0, 0);
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vec4 bone_weights = vec4(0.0);
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@@ -101,7 +178,7 @@ void main() {
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if (bool(canvas_data.flags & CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR)) {
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color.rgb = srgb_to_linear(color.rgb);
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}
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color *= draw_data.modulation;
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color *= read_draw_data_modulation;
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vec2 uv = uv_attrib;
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#if defined(CUSTOM0_USED)
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@@ -119,14 +196,14 @@ void main() {
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vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
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vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & INSTANCE_FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
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vec4 color = draw_data.modulation;
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vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
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vec2 uv = read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) * ((read_draw_data_flags & INSTANCE_FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
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vec4 color = read_draw_data_modulation;
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vec2 vertex = read_draw_data_dst_rect.xy + abs(read_draw_data_dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(read_draw_data_src_rect.zw, vec2(0.0, 0.0)));
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uvec4 bones = uvec4(0, 0, 0, 0);
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#endif // USE_ATTRIBUTES
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mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
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mat4 model_matrix = mat4(vec4(read_draw_data_world_x, 0.0, 0.0), vec4(read_draw_data_world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(read_draw_data_world_ofs, 0.0, 1.0));
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#ifdef USE_ATTRIBUTES
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@@ -200,7 +277,7 @@ void main() {
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}
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#ifdef USE_NINEPATCH
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pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
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pixel_size_interp = abs(read_draw_data_dst_rect.zw) * vertex_base;
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#endif
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#if !defined(SKIP_TRANSFORM_USED) && !defined(USE_WORLD_VERTEX_COORDS)
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@@ -236,12 +313,6 @@ void main() {
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#include "canvas_uniforms_inc.glsl"
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#ifndef USE_ATTRIBUTES
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layout(location = 4) in flat uint instance_index;
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#else
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#define instance_index params.base_instance_index
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#endif // USE_ATTRIBUTES
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layout(location = 0) in vec2 uv_interp;
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layout(location = 1) in vec4 color_interp;
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layout(location = 2) in vec2 vertex_interp;
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@@ -252,6 +323,42 @@ layout(location = 3) in vec2 pixel_size_interp;
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#endif
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#define read_draw_data_color_texture_pixel_size params.color_texture_pixel_size
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#ifdef USE_ATTRIBUTES
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#define read_draw_data_world_x params.world_x
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#define read_draw_data_world_y params.world_y
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#define read_draw_data_flags params.flags
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#define read_draw_data_instance_offset params.instance_uniforms_ofs
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#define read_draw_data_lights params.lights
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#else // !USE_ATTRIBUTES
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// Can all be flat as they are the same for the whole batched instance
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layout(location = 5) in flat vec4 varying_A;
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#define read_draw_data_world_x varying_A.xy
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#define read_draw_data_world_y varying_A.zw
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layout(location = 6) in flat uvec4 varying_B;
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layout(location = 7) in flat uvec4 varying_C;
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#define read_draw_data_flags varying_B.x
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#define read_draw_data_instance_offset varying_B.y
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#define read_draw_data_src_rect (varying_B.zw)
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#define read_draw_data_lights varying_C
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#ifdef USE_NINEPATCH
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layout(location = 8) in flat vec4 varying_D;
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layout(location = 9) in flat vec4 varying_E;
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#define read_draw_data_ninepatch_margins varying_D
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#define read_draw_data_dst_rect_z varying_E.x
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#define read_draw_data_dst_rect_w varying_E.y
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#define read_draw_data_ninepatch_pixel_size (varying_E.zw)
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#endif // USE_NINEPATCH
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#endif // USE_ATTRIBUTES
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layout(location = 0) out vec4 frag_color;
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#ifdef MATERIAL_UNIFORMS_USED
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@@ -312,7 +419,6 @@ vec4 light_compute(
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vec2 screen_uv,
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vec2 uv,
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vec4 color, bool is_directional) {
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const InstanceData draw_data = instances.data[instance_index];
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vec4 light = vec4(0.0);
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vec3 light_direction = vec3(0.0);
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@@ -333,8 +439,6 @@ vec4 light_compute(
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#ifdef USE_NINEPATCH
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float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
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const InstanceData draw_data = instances.data[instance_index];
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float tex_size = 1.0 / tex_pixel_size;
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if (pixel < margin_begin) {
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@@ -342,7 +446,7 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
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} else if (pixel >= draw_size - margin_end) {
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return (tex_size - (draw_size - pixel)) * tex_pixel_size;
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} else {
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draw_center -= 1 - int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER_SHIFT, 1));
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draw_center -= 1 - int(bitfieldExtract(read_draw_data_flags, INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER_SHIFT, 1));
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// np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
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if (np_repeat == 0) { // Stretch.
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@@ -473,12 +577,11 @@ void main() {
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vec2 uv = uv_interp;
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vec2 vertex = vertex_interp;
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const InstanceData draw_data = instances.data[instance_index];
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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vec4 region_rect = draw_data.src_rect;
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vec4 src_rect = vec4(unpackHalf2x16(read_draw_data_src_rect.x), unpackHalf2x16(read_draw_data_src_rect.y));
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vec4 region_rect = src_rect;
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#else
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vec4 region_rect = vec4(0.0, 0.0, 1.0 / draw_data.color_texture_pixel_size);
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vec4 region_rect = vec4(0.0, 0.0, 1.0 / read_draw_data_color_texture_pixel_size);
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#endif
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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@@ -487,29 +590,28 @@ void main() {
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int draw_center = 2;
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uv = vec2(
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map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT, 2)), draw_center),
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map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT, 2)), draw_center));
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map_ninepatch_axis(pixel_size_interp.x, abs(read_draw_data_dst_rect_z), read_draw_data_ninepatch_pixel_size.x, read_draw_data_ninepatch_margins.x, read_draw_data_ninepatch_margins.z, int(bitfieldExtract(read_draw_data_flags, INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT, 2)), draw_center),
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map_ninepatch_axis(pixel_size_interp.y, abs(read_draw_data_dst_rect_w), read_draw_data_ninepatch_pixel_size.y, read_draw_data_ninepatch_margins.y, read_draw_data_ninepatch_margins.w, int(bitfieldExtract(read_draw_data_flags, INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT, 2)), draw_center));
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if (draw_center == 0) {
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color.a = 0.0;
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}
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uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
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uv = uv * src_rect.zw + src_rect.xy; //apply region if needed
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#endif
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if (bool(draw_data.flags & INSTANCE_FLAGS_CLIP_RECT_UV)) {
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vec2 half_texpixel = draw_data.color_texture_pixel_size * 0.5;
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uv = clamp(uv, draw_data.src_rect.xy + half_texpixel, draw_data.src_rect.xy + abs(draw_data.src_rect.zw) - half_texpixel);
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if (bool(read_draw_data_flags & INSTANCE_FLAGS_CLIP_RECT_UV)) {
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vec2 half_texpixel = read_draw_data_color_texture_pixel_size * 0.5;
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uv = clamp(uv, src_rect.xy + half_texpixel, src_rect.xy + abs(src_rect.zw) - half_texpixel);
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}
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#endif
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#ifndef USE_PRIMITIVE
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if (bool(draw_data.flags & INSTANCE_FLAGS_USE_MSDF)) {
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float px_range = draw_data.ninepatch_margins.x;
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float outline_thickness = draw_data.ninepatch_margins.y;
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//float reserved1 = draw_data.ninepatch_margins.z;
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//float reserved2 = draw_data.ninepatch_margins.w;
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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// only used by TYPE_RECT
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if (sc_use_msdf()) {
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float px_range = params.msdf.x;
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float outline_thickness = params.msdf.y;
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vec4 msdf_sample = texture(sampler2D(color_texture, texture_sampler), uv);
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vec2 msdf_size = vec2(textureSize(sampler2D(color_texture, texture_sampler), 0));
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@@ -526,7 +628,7 @@ void main() {
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float a = clamp((d - 0.5) * px_size + 0.5, 0.0, 1.0);
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color.a = a * color.a;
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}
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} else if (bool(draw_data.flags & INSTANCE_FLAGS_USE_LCD)) {
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} else if (sc_use_lcd()) {
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vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv);
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if (lcd_sample.a == 1.0) {
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color.rgb = lcd_sample.rgb * color.a;
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@@ -540,8 +642,8 @@ void main() {
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color *= texture(sampler2D(color_texture, texture_sampler), uv);
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}
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uint light_count = draw_data.flags & 15u; //max 15 lights
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bool using_light = (light_count + canvas_data.directional_light_count) > 0;
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uint light_count = read_draw_data_flags & 15u; //max 15 lights
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bool using_light = ((light_count + canvas_data.directional_light_count) > 0) && sc_use_lighting();
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vec3 normal;
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|
||||
@@ -555,10 +657,10 @@ void main() {
|
||||
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
|
||||
|
||||
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
|
||||
if (bool(draw_data.flags & INSTANCE_FLAGS_TRANSPOSE_RECT)) {
|
||||
if (bool(read_draw_data_flags & INSTANCE_FLAGS_TRANSPOSE_RECT)) {
|
||||
normal.xy = normal.yx;
|
||||
}
|
||||
normal.xy *= sign(draw_data.src_rect.zw);
|
||||
normal.xy *= sign(src_rect.zw);
|
||||
#endif
|
||||
normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
|
||||
normal_used = true;
|
||||
@@ -609,7 +711,7 @@ void main() {
|
||||
|
||||
if (normal_used) {
|
||||
//convert by item transform
|
||||
normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
|
||||
normal.xy = mat2(normalize(read_draw_data_world_x), normalize(read_draw_data_world_y)) * normal.xy;
|
||||
//convert by canvas transform
|
||||
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
|
||||
}
|
||||
@@ -671,7 +773,7 @@ void main() {
|
||||
if (i >= light_count) {
|
||||
break;
|
||||
}
|
||||
uint light_base = bitfieldExtract(draw_data.lights[i >> 2], (int(i) & 0x3) * 8, 8);
|
||||
uint light_base = bitfieldExtract(read_draw_data_lights[i >> 2], (int(i) & 0x3) * 8, 8);
|
||||
|
||||
vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
|
||||
vec2 tex_uv_atlas = tex_uv * light_array.data[light_base].atlas_rect.zw + light_array.data[light_base].atlas_rect.xy;
|
||||
@@ -706,7 +808,7 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
|
||||
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(draw_data.flags & (INSTANCE_FLAGS_SHADOW_MASKED << i))) {
|
||||
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(read_draw_data_flags & (INSTANCE_FLAGS_SHADOW_MASKED << i))) {
|
||||
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
|
||||
|
||||
vec2 pos_norm = normalize(shadow_pos);
|
||||
|
||||
@@ -8,8 +8,6 @@
|
||||
|
||||
#define INSTANCE_FLAGS_CLIP_RECT_UV (1 << 4)
|
||||
#define INSTANCE_FLAGS_TRANSPOSE_RECT (1 << 5)
|
||||
#define INSTANCE_FLAGS_USE_MSDF (1 << 6)
|
||||
#define INSTANCE_FLAGS_USE_LCD (1 << 7)
|
||||
|
||||
#define INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER_SHIFT 8
|
||||
#define INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT 9
|
||||
@@ -22,8 +20,7 @@ struct InstanceData {
|
||||
vec2 world_x;
|
||||
vec2 world_y;
|
||||
vec2 world_ofs;
|
||||
uint flags;
|
||||
uint instance_uniforms_ofs;
|
||||
vec2 ninepatch_pixel_size;
|
||||
#ifdef USE_PRIMITIVE
|
||||
vec2 points[3];
|
||||
vec2 uvs[3];
|
||||
@@ -36,7 +33,8 @@ struct InstanceData {
|
||||
vec2 pad;
|
||||
|
||||
#endif
|
||||
vec2 color_texture_pixel_size;
|
||||
uint flags;
|
||||
uint instance_uniforms_ofs;
|
||||
uvec4 lights;
|
||||
};
|
||||
|
||||
@@ -51,10 +49,25 @@ struct InstanceData {
|
||||
#define BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 10)
|
||||
|
||||
layout(push_constant, std430) uniform Params {
|
||||
uint base_instance_index; // base index to instance data
|
||||
uint sc_packed_0;
|
||||
uint specular_shininess;
|
||||
uint batch_flags;
|
||||
uint pad0;
|
||||
|
||||
vec2 msdf;
|
||||
vec2 color_texture_pixel_size;
|
||||
#ifdef USE_ATTRIBUTES
|
||||
// Particles and meshes
|
||||
vec2 world_x;
|
||||
vec2 world_y;
|
||||
|
||||
vec2 world_ofs;
|
||||
uint flags;
|
||||
uint instance_uniforms_ofs;
|
||||
|
||||
vec4 modulation;
|
||||
uvec4 lights;
|
||||
#endif
|
||||
}
|
||||
params;
|
||||
|
||||
@@ -82,6 +95,14 @@ bool sc_use_lighting() {
|
||||
return ((sc_packed_0() >> 0) & 1U) != 0;
|
||||
}
|
||||
|
||||
bool sc_use_msdf() {
|
||||
return ((sc_packed_0() >> 1) & 1U) != 0;
|
||||
}
|
||||
|
||||
bool sc_use_lcd() {
|
||||
return ((sc_packed_0() >> 2) & 1U) != 0;
|
||||
}
|
||||
|
||||
// In vulkan, sets should always be ordered using the following logic:
|
||||
// Lower Sets: Sets that change format and layout less often
|
||||
// Higher sets: Sets that change format and layout very often
|
||||
@@ -180,8 +201,3 @@ layout(set = 3, binding = 0) uniform texture2D color_texture;
|
||||
layout(set = 3, binding = 1) uniform texture2D normal_texture;
|
||||
layout(set = 3, binding = 2) uniform texture2D specular_texture;
|
||||
layout(set = 3, binding = 3) uniform sampler texture_sampler;
|
||||
|
||||
layout(set = 3, binding = 4, std430) restrict readonly buffer DrawData {
|
||||
InstanceData data[];
|
||||
}
|
||||
instances;
|
||||
|
||||
Reference in New Issue
Block a user