Split quad::Pipeline into core and compatibility

This commit is contained in:
Richard 2021-11-04 19:26:49 -03:00
parent 3c5ab30117
commit 381052c50e
13 changed files with 755 additions and 220 deletions

View file

@ -1,77 +1,24 @@
use crate::program;
mod compatibility;
mod core;
use crate::Transformation;
use glow::HasContext;
use iced_graphics::layer;
use iced_native::Rectangle;
const MAX_INSTANCES: usize = 100_000;
#[derive(Debug)]
pub struct Pipeline {
program: <glow::Context as HasContext>::Program,
vertex_array: <glow::Context as HasContext>::VertexArray,
instances: <glow::Context as HasContext>::Buffer,
transform_location: <glow::Context as HasContext>::UniformLocation,
scale_location: <glow::Context as HasContext>::UniformLocation,
screen_height_location: <glow::Context as HasContext>::UniformLocation,
current_transform: Transformation,
current_scale: f32,
current_target_height: u32,
pub enum Pipeline {
Core(core::Pipeline),
Compatibility(compatibility::Pipeline),
}
impl Pipeline {
pub fn new(gl: &glow::Context) -> Pipeline {
let program = unsafe {
program::create(
gl,
&[
(glow::VERTEX_SHADER, include_str!("shader/quad.vert")),
(glow::FRAGMENT_SHADER, include_str!("shader/quad.frag")),
],
)
};
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Get transform location");
let scale_location =
unsafe { gl.get_uniform_location(program, "u_Scale") }
.expect("Get scale location");
let screen_height_location =
unsafe { gl.get_uniform_location(program, "u_ScreenHeight") }
.expect("Get target height location");
unsafe {
gl.use_program(Some(program));
let matrix: [f32; 16] = Transformation::identity().into();
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
&matrix,
);
gl.uniform_1_f32(Some(&scale_location), 1.0);
gl.uniform_1_f32(Some(&screen_height_location), 0.0);
gl.use_program(None);
}
let (vertex_array, instances) =
unsafe { create_instance_buffer(gl, MAX_INSTANCES) };
Pipeline {
program,
vertex_array,
instances,
transform_location,
scale_location,
screen_height_location,
current_transform: Transformation::identity(),
current_scale: 1.0,
current_target_height: 0,
let version = gl.version();
if version.is_embedded || version.major == 2 {
Pipeline::Compatibility(compatibility::Pipeline::new(gl))
} else {
Pipeline::Core(core::Pipeline::new(gl))
}
}
@ -84,152 +31,27 @@ impl Pipeline {
scale: f32,
bounds: Rectangle<u32>,
) {
unsafe {
gl.enable(glow::SCISSOR_TEST);
gl.scissor(
bounds.x as i32,
(target_height - (bounds.y + bounds.height)) as i32,
bounds.width as i32,
bounds.height as i32,
);
gl.use_program(Some(self.program));
gl.bind_vertex_array(Some(self.vertex_array));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.instances));
}
if transformation != self.current_transform {
unsafe {
let matrix: [f32; 16] = transformation.into();
gl.uniform_matrix_4_f32_slice(
Some(&self.transform_location),
false,
&matrix,
);
self.current_transform = transformation;
}
}
if scale != self.current_scale {
unsafe {
gl.uniform_1_f32(Some(&self.scale_location), scale);
}
self.current_scale = scale;
}
if target_height != self.current_target_height {
unsafe {
gl.uniform_1_f32(
Some(&self.screen_height_location),
target_height as f32,
match self {
Pipeline::Core(pipeline) => {
pipeline.draw(
gl,
target_height,
instances,
transformation,
scale,
bounds,
);
}
self.current_target_height = target_height;
}
let mut i = 0;
let total = instances.len();
while i < total {
let end = (i + MAX_INSTANCES).min(total);
let amount = end - i;
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
0,
bytemuck::cast_slice(&instances[i..end]),
);
gl.draw_arrays_instanced(
glow::TRIANGLE_STRIP,
0,
4,
amount as i32,
Pipeline::Compatibility(pipeline) => {
pipeline.draw(
gl,
target_height,
instances,
transformation,
scale,
bounds,
);
}
i += MAX_INSTANCES;
}
unsafe {
gl.bind_vertex_array(None);
gl.use_program(None);
gl.disable(glow::SCISSOR_TEST);
}
}
}
unsafe fn create_instance_buffer(
gl: &glow::Context,
size: usize,
) -> (
<glow::Context as HasContext>::VertexArray,
<glow::Context as HasContext>::Buffer,
) {
let vertex_array = gl.create_vertex_array().expect("Create vertex array");
let buffer = gl.create_buffer().expect("Create instance buffer");
gl.bind_vertex_array(Some(vertex_array));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(buffer));
gl.buffer_data_size(
glow::ARRAY_BUFFER,
(size * std::mem::size_of::<layer::Quad>()) as i32,
glow::DYNAMIC_DRAW,
);
let stride = std::mem::size_of::<layer::Quad>() as i32;
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
gl.vertex_attrib_divisor(0, 1);
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, stride, 4 * 2);
gl.vertex_attrib_divisor(1, 1);
gl.enable_vertex_attrib_array(2);
gl.vertex_attrib_pointer_f32(2, 4, glow::FLOAT, false, stride, 4 * (2 + 2));
gl.vertex_attrib_divisor(2, 1);
gl.enable_vertex_attrib_array(3);
gl.vertex_attrib_pointer_f32(
3,
4,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4),
);
gl.vertex_attrib_divisor(3, 1);
gl.enable_vertex_attrib_array(4);
gl.vertex_attrib_pointer_f32(
4,
1,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4 + 4),
);
gl.vertex_attrib_divisor(4, 1);
gl.enable_vertex_attrib_array(5);
gl.vertex_attrib_pointer_f32(
5,
1,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4 + 4 + 1),
);
gl.vertex_attrib_divisor(5, 1);
gl.bind_vertex_array(None);
gl.bind_buffer(glow::ARRAY_BUFFER, None);
(vertex_array, buffer)
}

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@ -0,0 +1,347 @@
use crate::program;
use crate::Transformation;
use glow::HasContext;
use iced_graphics::layer;
use iced_native::Rectangle;
// Only change `MAX_QUADS`, otherwise you could cause problems
// by splitting a triangle into different render passes.
const MAX_QUADS: usize = 100_000;
const MAX_VERTICES: usize = MAX_QUADS * 4;
const MAX_INDICES: usize = MAX_QUADS * 6;
#[derive(Debug)]
pub struct Pipeline {
program: <glow::Context as HasContext>::Program,
vertex_array: <glow::Context as HasContext>::VertexArray,
vertex_buffer: <glow::Context as HasContext>::Buffer,
index_buffer: <glow::Context as HasContext>::Buffer,
transform_location: <glow::Context as HasContext>::UniformLocation,
scale_location: <glow::Context as HasContext>::UniformLocation,
screen_height_location: <glow::Context as HasContext>::UniformLocation,
current_transform: Transformation,
current_scale: f32,
current_target_height: u32,
}
impl Pipeline {
pub fn new(gl: &glow::Context) -> Pipeline {
let program = unsafe {
program::create(
gl,
&[
(
glow::VERTEX_SHADER,
include_str!("../shader/compatibility/quad.vert"),
),
(
glow::FRAGMENT_SHADER,
include_str!("../shader/compatibility/quad.frag"),
),
],
)
};
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Get transform location");
let scale_location =
unsafe { gl.get_uniform_location(program, "u_Scale") }
.expect("Get scale location");
let screen_height_location =
unsafe { gl.get_uniform_location(program, "u_ScreenHeight") }
.expect("Get target height location");
unsafe {
gl.use_program(Some(program));
let matrix: [f32; 16] = Transformation::identity().into();
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
&matrix,
);
gl.uniform_1_f32(Some(&scale_location), 1.0);
gl.uniform_1_f32(Some(&screen_height_location), 0.0);
gl.use_program(None);
}
let (vertex_array, vertex_buffer, index_buffer) =
unsafe { create_buffers(gl, MAX_VERTICES) };
Pipeline {
program,
vertex_array,
vertex_buffer,
index_buffer,
transform_location,
scale_location,
screen_height_location,
current_transform: Transformation::identity(),
current_scale: 1.0,
current_target_height: 0,
}
}
pub fn draw(
&mut self,
gl: &glow::Context,
target_height: u32,
instances: &[layer::Quad],
transformation: Transformation,
scale: f32,
bounds: Rectangle<u32>,
) {
// TODO: Remove this allocation (probably by changing the shader and removing the need of two `position`)
let vertices: Vec<Vertex> = instances
.iter()
.flat_map(|quad| Vertex::from_quad(quad))
.collect();
// TODO: Remove this allocation (or allocate only when needed)
let indices: Vec<i32> = (0..instances.len().min(MAX_QUADS) as i32)
.flat_map(|i| {
[
0 + i * 4,
1 + i * 4,
2 + i * 4,
2 + i * 4,
1 + i * 4,
3 + i * 4,
]
})
.cycle()
.take(instances.len() * 6)
.collect();
unsafe {
gl.enable(glow::SCISSOR_TEST);
gl.scissor(
bounds.x as i32,
(target_height - (bounds.y + bounds.height)) as i32,
bounds.width as i32,
bounds.height as i32,
);
gl.use_program(Some(self.program));
gl.bind_vertex_array(Some(self.vertex_array));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vertex_buffer));
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.index_buffer));
}
if transformation != self.current_transform {
unsafe {
let matrix: [f32; 16] = transformation.into();
gl.uniform_matrix_4_f32_slice(
Some(&self.transform_location),
false,
&matrix,
);
self.current_transform = transformation;
}
}
if scale != self.current_scale {
unsafe {
gl.uniform_1_f32(Some(&self.scale_location), scale);
}
self.current_scale = scale;
}
if target_height != self.current_target_height {
unsafe {
gl.uniform_1_f32(
Some(&self.screen_height_location),
target_height as f32,
);
}
self.current_target_height = target_height;
}
let passes = vertices
.chunks(MAX_VERTICES)
.zip(indices.chunks(MAX_INDICES));
for (vertices, indices) in passes {
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
0,
bytemuck::cast_slice(&vertices),
);
gl.buffer_sub_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
0,
bytemuck::cast_slice(&indices),
);
gl.draw_elements(
glow::TRIANGLES,
indices.len() as i32,
glow::UNSIGNED_INT,
0,
);
}
}
unsafe {
gl.bind_vertex_array(None);
gl.use_program(None);
gl.disable(glow::SCISSOR_TEST);
}
}
}
unsafe fn create_buffers(
gl: &glow::Context,
size: usize,
) -> (
<glow::Context as HasContext>::VertexArray,
<glow::Context as HasContext>::Buffer,
<glow::Context as HasContext>::Buffer,
) {
let vertex_array = gl.create_vertex_array().expect("Create vertex array");
let vertex_buffer = gl.create_buffer().expect("Create vertex buffer");
let index_buffer = gl.create_buffer().expect("Create index buffer");
gl.bind_vertex_array(Some(vertex_array));
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(index_buffer));
gl.buffer_data_size(
glow::ELEMENT_ARRAY_BUFFER,
12 * size as i32,
glow::DYNAMIC_DRAW,
);
gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer));
gl.buffer_data_size(
glow::ARRAY_BUFFER,
(size * Vertex::SIZE) as i32,
glow::DYNAMIC_DRAW,
);
let stride = Vertex::SIZE as i32;
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, stride, 4 * 2);
gl.enable_vertex_attrib_array(2);
gl.vertex_attrib_pointer_f32(2, 4, glow::FLOAT, false, stride, 4 * (2 + 2));
gl.enable_vertex_attrib_array(3);
gl.vertex_attrib_pointer_f32(
3,
4,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4),
);
gl.enable_vertex_attrib_array(4);
gl.vertex_attrib_pointer_f32(
4,
1,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4 + 4),
);
gl.enable_vertex_attrib_array(5);
gl.vertex_attrib_pointer_f32(
5,
1,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4 + 4 + 1),
);
gl.enable_vertex_attrib_array(6);
gl.vertex_attrib_pointer_f32(
6,
2,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4 + 4 + 1 + 1),
);
gl.bind_vertex_array(None);
gl.bind_buffer(glow::ARRAY_BUFFER, None);
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);
(vertex_array, vertex_buffer, index_buffer)
}
/// The vertex of a colored rectangle with a border.
///
/// This type can be directly uploaded to GPU memory.
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
pub struct Vertex {
/// The position of the [`Vertex`].
pub position: [f32; 2],
/// The size of the [`Vertex`].
pub size: [f32; 2],
/// The color of the [`Vertex`], in __linear RGB__.
pub color: [f32; 4],
/// The border color of the [`Vertex`], in __linear RGB__.
pub border_color: [f32; 4],
/// The border radius of the [`Vertex`].
pub border_radius: f32,
/// The border width of the [`Vertex`].
pub border_width: f32,
/// The __quad__ position of the [`Vertex`].
pub q_position: [f32; 2],
}
impl Vertex {
const SIZE: usize = std::mem::size_of::<Self>();
fn from_quad(quad: &layer::Quad) -> [Vertex; 4] {
let base = Vertex {
position: quad.position,
size: quad.size,
color: quad.color,
border_color: quad.color,
border_radius: quad.border_radius,
border_width: quad.border_width,
q_position: [0.0, 0.0],
};
[
base,
Self {
q_position: [0.0, 1.0],
..base
},
Self {
q_position: [1.0, 0.0],
..base
},
Self {
q_position: [1.0, 1.0],
..base
},
]
}
}

233
glow/src/quad/core.rs Normal file
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@ -0,0 +1,233 @@
use crate::program;
use crate::Transformation;
use glow::HasContext;
use iced_graphics::layer;
use iced_native::Rectangle;
const MAX_INSTANCES: usize = 100_000;
#[derive(Debug)]
pub struct Pipeline {
program: <glow::Context as HasContext>::Program,
vertex_array: <glow::Context as HasContext>::VertexArray,
instances: <glow::Context as HasContext>::Buffer,
transform_location: <glow::Context as HasContext>::UniformLocation,
scale_location: <glow::Context as HasContext>::UniformLocation,
screen_height_location: <glow::Context as HasContext>::UniformLocation,
current_transform: Transformation,
current_scale: f32,
current_target_height: u32,
}
impl Pipeline {
pub fn new(gl: &glow::Context) -> Pipeline {
let program = unsafe {
program::create(
gl,
&[
(
glow::VERTEX_SHADER,
include_str!("../shader/core/quad.vert"),
),
(
glow::FRAGMENT_SHADER,
include_str!("../shader/core/quad.frag"),
),
],
)
};
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Get transform location");
let scale_location =
unsafe { gl.get_uniform_location(program, "u_Scale") }
.expect("Get scale location");
let screen_height_location =
unsafe { gl.get_uniform_location(program, "u_ScreenHeight") }
.expect("Get target height location");
unsafe {
gl.use_program(Some(program));
let matrix: [f32; 16] = Transformation::identity().into();
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
&matrix,
);
gl.uniform_1_f32(Some(&scale_location), 1.0);
gl.uniform_1_f32(Some(&screen_height_location), 0.0);
gl.use_program(None);
}
let (vertex_array, instances) =
unsafe { create_instance_buffer(gl, MAX_INSTANCES) };
Pipeline {
program,
vertex_array,
instances,
transform_location,
scale_location,
screen_height_location,
current_transform: Transformation::identity(),
current_scale: 1.0,
current_target_height: 0,
}
}
pub fn draw(
&mut self,
gl: &glow::Context,
target_height: u32,
instances: &[layer::Quad],
transformation: Transformation,
scale: f32,
bounds: Rectangle<u32>,
) {
unsafe {
gl.enable(glow::SCISSOR_TEST);
gl.scissor(
bounds.x as i32,
(target_height - (bounds.y + bounds.height)) as i32,
bounds.width as i32,
bounds.height as i32,
);
gl.use_program(Some(self.program));
gl.bind_vertex_array(Some(self.vertex_array));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.instances));
}
if transformation != self.current_transform {
unsafe {
let matrix: [f32; 16] = transformation.into();
gl.uniform_matrix_4_f32_slice(
Some(&self.transform_location),
false,
&matrix,
);
self.current_transform = transformation;
}
}
if scale != self.current_scale {
unsafe {
gl.uniform_1_f32(Some(&self.scale_location), scale);
}
self.current_scale = scale;
}
if target_height != self.current_target_height {
unsafe {
gl.uniform_1_f32(
Some(&self.screen_height_location),
target_height as f32,
);
}
self.current_target_height = target_height;
}
for instances in instances.chunks(MAX_INSTANCES) {
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
0,
bytemuck::cast_slice(&instances),
);
gl.draw_arrays_instanced(
glow::TRIANGLE_STRIP,
0,
4,
instances.len() as i32,
);
}
}
unsafe {
gl.bind_vertex_array(None);
gl.use_program(None);
gl.disable(glow::SCISSOR_TEST);
}
}
}
unsafe fn create_instance_buffer(
gl: &glow::Context,
size: usize,
) -> (
<glow::Context as HasContext>::VertexArray,
<glow::Context as HasContext>::Buffer,
) {
let vertex_array = gl.create_vertex_array().expect("Create vertex array");
let buffer = gl.create_buffer().expect("Create instance buffer");
gl.bind_vertex_array(Some(vertex_array));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(buffer));
gl.buffer_data_size(
glow::ARRAY_BUFFER,
(size * std::mem::size_of::<layer::Quad>()) as i32,
glow::DYNAMIC_DRAW,
);
let stride = std::mem::size_of::<layer::Quad>() as i32;
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
gl.vertex_attrib_divisor(0, 1);
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, stride, 4 * 2);
gl.vertex_attrib_divisor(1, 1);
gl.enable_vertex_attrib_array(2);
gl.vertex_attrib_pointer_f32(2, 4, glow::FLOAT, false, stride, 4 * (2 + 2));
gl.vertex_attrib_divisor(2, 1);
gl.enable_vertex_attrib_array(3);
gl.vertex_attrib_pointer_f32(
3,
4,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4),
);
gl.vertex_attrib_divisor(3, 1);
gl.enable_vertex_attrib_array(4);
gl.vertex_attrib_pointer_f32(
4,
1,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4 + 4),
);
gl.vertex_attrib_divisor(4, 1);
gl.enable_vertex_attrib_array(5);
gl.vertex_attrib_pointer_f32(
5,
1,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4 + 4 + 1),
);
gl.vertex_attrib_divisor(5, 1);
gl.bind_vertex_array(None);
gl.bind_buffer(glow::ARRAY_BUFFER, None);
(vertex_array, buffer)
}

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@ -0,0 +1,62 @@
#version 100
precision mediump float;
uniform float u_ScreenHeight;
varying vec4 v_Color;
varying vec4 v_BorderColor;
varying vec2 v_Pos;
varying vec2 v_Scale;
varying float v_BorderRadius;
varying float v_BorderWidth;
float _distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
{
// TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN
vec2 inner_size = size - vec2(radius, radius) * 2.0;
vec2 top_left = position + vec2(radius, radius);
vec2 bottom_right = top_left + inner_size;
vec2 top_left_distance = top_left - frag_coord;
vec2 bottom_right_distance = frag_coord - bottom_right;
vec2 distance = vec2(
max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
);
return sqrt(distance.x * distance.x + distance.y * distance.y);
}
void main() {
vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
float internal_distance = _distance(
fragCoord,
v_Pos + vec2(v_BorderWidth),
v_Scale - vec2(v_BorderWidth * 2.0),
internal_border
);
float border_mix = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
);
vec4 mixed_color = mix(v_Color, v_BorderColor, border_mix);
float d = _distance(
fragCoord,
v_Pos,
v_Scale,
v_BorderRadius
);
float radius_alpha =
1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
}

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@ -0,0 +1,46 @@
#version 100
uniform mat4 u_Transform;
uniform float u_Scale;
attribute vec2 i_Pos;
attribute vec2 i_Scale;
attribute vec4 i_Color;
attribute vec4 i_BorderColor;
attribute float i_BorderRadius;
attribute float i_BorderWidth;
attribute vec2 q_Pos;
varying vec4 v_Color;
varying vec4 v_BorderColor;
varying vec2 v_Pos;
varying vec2 v_Scale;
varying float v_BorderRadius;
varying float v_BorderWidth;
void main() {
vec2 p_Pos = i_Pos * u_Scale;
vec2 p_Scale = i_Scale * u_Scale;
float i_BorderRadius = min(
i_BorderRadius,
min(i_Scale.x, i_Scale.y) / 2.0
);
mat4 i_Transform = mat4(
vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
);
v_Color = i_Color;
v_BorderColor = i_BorderColor;
v_Pos = p_Pos;
v_Scale = p_Scale;
v_BorderRadius = i_BorderRadius * u_Scale;
v_BorderWidth = i_BorderWidth * u_Scale;
gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
}

View file

@ -0,0 +1,8 @@
#version 100
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}

View file

@ -0,0 +1,13 @@
#version 100
uniform mat4 u_Transform;
attribute vec2 i_Position;
attribute vec4 i_Color;
varying vec4 v_Color;
void main() {
v_Color = i_Color;
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
}

View file

@ -1,4 +1,4 @@
#version 330
#version 130
uniform float u_ScreenHeight;

View file

@ -1,14 +1,14 @@
#version 330
#version 130
uniform mat4 u_Transform;
uniform float u_Scale;
layout(location = 0) in vec2 i_Pos;
layout(location = 1) in vec2 i_Scale;
layout(location = 2) in vec4 i_Color;
layout(location = 3) in vec4 i_BorderColor;
layout(location = 4) in float i_BorderRadius;
layout(location = 5) in float i_BorderWidth;
in vec2 i_Pos;
in vec2 i_Scale;
in vec4 i_Color;
in vec4 i_BorderColor;
in float i_BorderRadius;
in float i_BorderWidth;
out vec4 v_Color;
out vec4 v_BorderColor;

View file

@ -1,4 +1,4 @@
#version 330
#version 130
in vec4 v_Color;

View file

@ -1,9 +1,9 @@
#version 330
#version 130
uniform mat4 u_Transform;
layout(location = 0) in vec2 i_Position;
layout(location = 1) in vec4 i_Color;
in vec2 i_Position;
in vec4 i_Color;
out vec4 v_Color;

View file

@ -26,10 +26,13 @@ impl Pipeline {
program::create(
gl,
&[
(glow::VERTEX_SHADER, include_str!("shader/triangle.vert")),
(
glow::VERTEX_SHADER,
include_str!("shader/compatibility/triangle.vert"),
),
(
glow::FRAGMENT_SHADER,
include_str!("shader/triangle.frag"),
include_str!("shader/compatibility/triangle.frag"),
),
],
)

View file

@ -63,6 +63,7 @@ where
let context = ContextBuilder::new()
.with_vsync(true)
// .with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (2, 0)))
.with_multisampling(C::sample_count(&compositor_settings) as u16)
.build_windowed(builder, &event_loop)
.map_err(|error| {