Clay custom dispatch improvements & DPI scaling fixes (#26)

Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #26
This commit was merged in pull request #26.
This commit is contained in:
2026-05-06 04:17:24 +00:00
parent e8ffa28de3
commit 43f08ed30c
19 changed files with 627 additions and 407 deletions
+32 -22
View File
@@ -60,32 +60,21 @@ struct main0_in
float4 v_color [[attribute(2)]];
};
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Core_2D_Primitives& _75 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer(0)]], const device Core_2D_Primitives& _31 [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
{
main0_out out = {};
if (_12.mode == 0u)
{
out.f_color = in.v_color;
out.f_local_or_uv = in.v_uv;
out.f_params = float4(0.0);
out.f_params2 = float4(0.0);
out.f_flags = 0u;
out.f_uv_rect = float4(0.0);
out.f_effects = uint4(0u);
out.gl_Position = _12.projection * float4(in.v_position * _12.dpi_scale, 0.0, 1.0);
}
else
if (_12.mode == 1u)
{
Core_2D_Primitive p;
p.bounds = _75.primitives[int(gl_InstanceIndex)].bounds;
p.color = _75.primitives[int(gl_InstanceIndex)].color;
p.flags = _75.primitives[int(gl_InstanceIndex)].flags;
p.rotation_sc = _75.primitives[int(gl_InstanceIndex)].rotation_sc;
p._pad = _75.primitives[int(gl_InstanceIndex)]._pad;
p.params = _75.primitives[int(gl_InstanceIndex)].params;
p.params2 = _75.primitives[int(gl_InstanceIndex)].params2;
p.uv_rect = _75.primitives[int(gl_InstanceIndex)].uv_rect;
p.effects = _75.primitives[int(gl_InstanceIndex)].effects;
p.bounds = _31.primitives[int(gl_InstanceIndex)].bounds;
p.color = _31.primitives[int(gl_InstanceIndex)].color;
p.flags = _31.primitives[int(gl_InstanceIndex)].flags;
p.rotation_sc = _31.primitives[int(gl_InstanceIndex)].rotation_sc;
p._pad = _31.primitives[int(gl_InstanceIndex)]._pad;
p.params = _31.primitives[int(gl_InstanceIndex)].params;
p.params2 = _31.primitives[int(gl_InstanceIndex)].params2;
p.uv_rect = _31.primitives[int(gl_InstanceIndex)].uv_rect;
p.effects = _31.primitives[int(gl_InstanceIndex)].effects;
float2 corner = in.v_position;
float2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
float2 center = (p.bounds.xy + p.bounds.zw) * 0.5;
@@ -105,6 +94,27 @@ vertex main0_out main0(main0_in in [[stage_in]], constant Uniforms& _12 [[buffer
out.f_effects = p.effects;
out.gl_Position = _12.projection * float4(world_pos * _12.dpi_scale, 0.0, 1.0);
}
else
{
out.f_color = in.v_color;
out.f_local_or_uv = in.v_uv;
out.f_params = float4(0.0);
out.f_params2 = float4(0.0);
out.f_flags = 0u;
out.f_uv_rect = float4(0.0);
out.f_effects = uint4(0u);
float2 _199;
if (_12.mode == 2u)
{
_199 = in.v_position;
}
else
{
_199 = in.v_position * _12.dpi_scale;
}
float2 pos = _199;
out.gl_Position = _12.projection * float4(pos, 0.0, 1.0);
}
return out;
}