Initial setup of sokol_gfx to replace the raylib impl for rendering.

Next I need to setup sokol_gp
This commit is contained in:
2024-05-24 16:31:22 -04:00
parent cf81d3f9bd
commit 13c3032dba
11 changed files with 593 additions and 70 deletions

View File

@ -0,0 +1,346 @@
package sectr
import sg "thirdparty:sokol/gfx"
triangle_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc
{
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i examples/triangle/shader.glsl -o examples/triangle/shader.odin -l glsl430:metal_macos:hlsl5 -f sokol_odin
Overview:
=========
Shader program: 'triangle':
Get shader desc: triangle_shader_desc(sg.query_backend())
Vertex shader: vs
Attributes:
ATTR_vs_position => 0
ATTR_vs_color0 => 1
Fragment shader: fs
*/
ATTR_vs_position :: 0
ATTR_vs_color0 :: 1
/*
#version 430
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 color;
layout(location = 1) in vec4 color0;
void main()
{
gl_Position = position;
color = color0;
}
*/
@static vs_source_glsl430 := [194]u8 {
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}
/*
#version 430
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 color;
void main()
{
frag_color = color;
}
*/
@static fs_source_glsl430 := [135]u8 {
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}
/*
static float4 gl_Position;
static float4 position;
static float4 color;
static float4 color0;
struct SPIRV_Cross_Input
{
float4 position : TEXCOORD0;
float4 color0 : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 color : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = position;
color = color0;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
position = stage_input.position;
color0 = stage_input.color0;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.color = color;
return stage_output;
}
*/
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}
/*
static float4 frag_color;
static float4 color;
struct SPIRV_Cross_Input
{
float4 color : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
void frag_main()
{
frag_color = color;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
color = stage_input.color;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
@static fs_source_hlsl5 := [435]u8 {
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}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 color [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 position [[attribute(0)]];
float4 color0 [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.gl_Position = in.position;
out.color = in.color0;
return out;
}
*/
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}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 frag_color [[color(0)]];
};
struct main0_in
{
float4 color [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.frag_color = in.color;
return out;
}
*/
@static fs_source_metal_macos := [315]u8 {
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}
desc: sg.Shader_Desc
desc.label = "triangle_shader"
#partial switch backend {
case .GLCORE:
desc.attrs[0].name = "position"
desc.attrs[1].name = "color0"
desc.vs.source = transmute(cstring)&vs_source_glsl430
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&fs_source_glsl430
desc.fs.entry = "main"
case .D3D11:
desc.attrs[0].sem_name = "TEXCOORD"
desc.attrs[0].sem_index = 0
desc.attrs[1].sem_name = "TEXCOORD"
desc.attrs[1].sem_index = 1
desc.vs.source = transmute(cstring)&vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&fs_source_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.entry = "main"
case .METAL_MACOS:
desc.vs.source = transmute(cstring)&vs_source_metal_macos
desc.vs.entry = "main0"
desc.fs.source = transmute(cstring)&fs_source_metal_macos
desc.fs.entry = "main0"
}
return desc
}