Fixes for nov 7 breaking changes to sokol_gfx

This commit is contained in:
2024-11-26 10:50:26 -05:00
parent 109d2b0ff1
commit 36678c1127
11 changed files with 145 additions and 146 deletions

View File

@ -12,31 +12,29 @@ import sg "thirdparty:sokol/gfx"
=========
Shader program: 've_blit_atlas':
Get shader desc: ve_blit_atlas_shader_desc(sg.query_backend())
Vertex shader: ve_blit_atlas_vs
Attributes:
ATTR_ve_blit_atlas_vs_v_position => 0
ATTR_ve_blit_atlas_vs_v_texture => 1
Fragment shader: ve_blit_atlas_fs
Uniform block 've_blit_atlas_fs_params':
Odin struct: Ve_Blit_Atlas_Fs_Params
Bind slot: SLOT_ve_blit_atlas_fs_params => 0
Image 've_blit_atlas_src_texture':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: SLOT_ve_blit_atlas_src_texture => 0
Sampler 've_blit_atlas_src_sampler':
Type: .FILTERING
Bind slot: SLOT_ve_blit_atlas_src_sampler => 0
Image Sampler Pair 've_blit_atlas_src_texture_ve_blit_atlas_src_sampler':
Image: ve_blit_atlas_src_texture
Sampler: ve_blit_atlas_src_sampler
Vertex Shader: ve_blit_atlas_vs
Fragment Shader: ve_blit_atlas_fs
Attributes:
ATTR_ve_blit_atlas_v_position => 0
ATTR_ve_blit_atlas_v_texture => 1
Bindings:
Uniform block 've_blit_atlas_fs_params':
Odin struct: Ve_Blit_Atlas_Fs_Params
Bind slot: UB_ve_blit_atlas_fs_params => 0
Image 've_blit_atlas_src_texture':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: IMG_ve_blit_atlas_src_texture => 0
Sampler 've_blit_atlas_src_sampler':
Type: .FILTERING
Bind slot: SMP_ve_blit_atlas_src_sampler => 0
*/
ATTR_ve_blit_atlas_vs_v_position :: 0
ATTR_ve_blit_atlas_vs_v_texture :: 1
SLOT_ve_blit_atlas_fs_params :: 0
SLOT_ve_blit_atlas_src_texture :: 0
SLOT_ve_blit_atlas_src_sampler :: 0
ATTR_ve_blit_atlas_v_position :: 0
ATTR_ve_blit_atlas_v_texture :: 1
UB_ve_blit_atlas_fs_params :: 0
IMG_ve_blit_atlas_src_texture :: 0
SMP_ve_blit_atlas_src_sampler :: 0
Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
using _: struct #packed {
region: i32,
@ -78,7 +76,7 @@ Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
return stage_output;
}
*/
@(private)
@(private="file")
ve_blit_atlas_vs_source_hlsl4 := [705]u8 {
0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,
0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,
@ -201,7 +199,7 @@ ve_blit_atlas_vs_source_hlsl4 := [705]u8 {
return stage_output;
}
*/
@(private)
@(private="file")
ve_blit_atlas_fs_source_hlsl4 := [2140]u8 {
0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x65,0x5f,0x62,0x6c,0x69,0x74,0x5f,
0x61,0x74,0x6c,0x61,0x73,0x5f,0x66,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x20,
@ -343,27 +341,31 @@ ve_blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.label = "ve_blit_atlas_shader"
#partial switch backend {
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)&ve_blit_atlas_vs_source_hlsl4
desc.vs.d3d11_target = "vs_4_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&ve_blit_atlas_fs_source_hlsl4
desc.fs.d3d11_target = "ps_4_0"
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 16
desc.fs.uniform_blocks[0].layout = .STD140
desc.fs.images[0].used = true
desc.fs.images[0].multisampled = false
desc.fs.images[0].image_type = ._2D
desc.fs.images[0].sample_type = .FLOAT
desc.fs.samplers[0].used = true
desc.fs.samplers[0].sampler_type = .FILTERING
desc.fs.image_sampler_pairs[0].used = true
desc.fs.image_sampler_pairs[0].image_slot = 0
desc.fs.image_sampler_pairs[0].sampler_slot = 0
desc.vertex_func.source = transmute(cstring)&ve_blit_atlas_vs_source_hlsl4
desc.vertex_func.d3d11_target = "vs_4_0"
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&ve_blit_atlas_fs_source_hlsl4
desc.fragment_func.d3d11_target = "ps_4_0"
desc.fragment_func.entry = "main"
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 16
desc.uniform_blocks[0].hlsl_register_b_n = 0
desc.images[0].stage = .FRAGMENT
desc.images[0].multisampled = false
desc.images[0].image_type = ._2D
desc.images[0].sample_type = .FLOAT
desc.images[0].hlsl_register_t_n = 0
desc.samplers[0].stage = .FRAGMENT
desc.samplers[0].sampler_type = .FILTERING
desc.samplers[0].hlsl_register_s_n = 0
desc.image_sampler_pairs[0].stage = .FRAGMENT
desc.image_sampler_pairs[0].image_slot = 0
desc.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}

View File

@ -11,10 +11,10 @@
in vec2 uv;
out vec4 frag_color;
uniform texture2D ve_blit_atlas_src_texture;
uniform sampler ve_blit_atlas_src_sampler;
layout(binding = 0) uniform texture2D ve_blit_atlas_src_texture;
layout(binding = 0) uniform sampler ve_blit_atlas_src_sampler;
uniform ve_blit_atlas_fs_params {
layout(binding = 0) uniform ve_blit_atlas_fs_params {
int region;
};

View File

@ -12,31 +12,29 @@ import sg "thirdparty:sokol/gfx"
=========
Shader program: 've_draw_text':
Get shader desc: ve_draw_text_shader_desc(sg.query_backend())
Vertex shader: ve_draw_text_vs
Attributes:
ATTR_ve_draw_text_vs_v_position => 0
ATTR_ve_draw_text_vs_v_texture => 1
Fragment shader: ve_draw_text_fs
Uniform block 've_draw_text_fs_params':
Odin struct: Ve_Draw_Text_Fs_Params
Bind slot: SLOT_ve_draw_text_fs_params => 0
Image 've_draw_text_src_texture':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: SLOT_ve_draw_text_src_texture => 0
Sampler 've_draw_text_src_sampler':
Type: .FILTERING
Bind slot: SLOT_ve_draw_text_src_sampler => 0
Image Sampler Pair 've_draw_text_src_texture_ve_draw_text_src_sampler':
Image: ve_draw_text_src_texture
Sampler: ve_draw_text_src_sampler
Vertex Shader: ve_draw_text_vs
Fragment Shader: ve_draw_text_fs
Attributes:
ATTR_ve_draw_text_v_position => 0
ATTR_ve_draw_text_v_texture => 1
Bindings:
Uniform block 've_draw_text_fs_params':
Odin struct: Ve_Draw_Text_Fs_Params
Bind slot: UB_ve_draw_text_fs_params => 0
Image 've_draw_text_src_texture':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: IMG_ve_draw_text_src_texture => 0
Sampler 've_draw_text_src_sampler':
Type: .FILTERING
Bind slot: SMP_ve_draw_text_src_sampler => 0
*/
ATTR_ve_draw_text_vs_v_position :: 0
ATTR_ve_draw_text_vs_v_texture :: 1
SLOT_ve_draw_text_fs_params :: 0
SLOT_ve_draw_text_src_texture :: 0
SLOT_ve_draw_text_src_sampler :: 0
ATTR_ve_draw_text_v_position :: 0
ATTR_ve_draw_text_v_texture :: 1
UB_ve_draw_text_fs_params :: 0
IMG_ve_draw_text_src_texture :: 0
SMP_ve_draw_text_src_sampler :: 0
Ve_Draw_Text_Fs_Params :: struct #align(16) {
using _: struct #packed {
down_sample: i32,
@ -79,7 +77,7 @@ Ve_Draw_Text_Fs_Params :: struct #align(16) {
return stage_output;
}
*/
@(private)
@(private="file")
ve_draw_text_vs_source_hlsl4 := [724]u8 {
0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,
0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,
@ -170,7 +168,7 @@ ve_draw_text_vs_source_hlsl4 := [724]u8 {
return stage_output;
}
*/
@(private)
@(private="file")
ve_draw_text_fs_source_hlsl4 := [1296]u8 {
0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x65,0x5f,0x64,0x72,0x61,0x77,0x5f,
0x74,0x65,0x78,0x74,0x5f,0x66,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x20,0x3a,
@ -260,27 +258,31 @@ ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.label = "ve_draw_text_shader"
#partial switch backend {
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)&ve_draw_text_vs_source_hlsl4
desc.vs.d3d11_target = "vs_4_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&ve_draw_text_fs_source_hlsl4
desc.fs.d3d11_target = "ps_4_0"
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 32
desc.fs.uniform_blocks[0].layout = .STD140
desc.fs.images[0].used = true
desc.fs.images[0].multisampled = false
desc.fs.images[0].image_type = ._2D
desc.fs.images[0].sample_type = .FLOAT
desc.fs.samplers[0].used = true
desc.fs.samplers[0].sampler_type = .FILTERING
desc.fs.image_sampler_pairs[0].used = true
desc.fs.image_sampler_pairs[0].image_slot = 0
desc.fs.image_sampler_pairs[0].sampler_slot = 0
desc.vertex_func.source = transmute(cstring)&ve_draw_text_vs_source_hlsl4
desc.vertex_func.d3d11_target = "vs_4_0"
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&ve_draw_text_fs_source_hlsl4
desc.fragment_func.d3d11_target = "ps_4_0"
desc.fragment_func.entry = "main"
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 32
desc.uniform_blocks[0].hlsl_register_b_n = 0
desc.images[0].stage = .FRAGMENT
desc.images[0].multisampled = false
desc.images[0].image_type = ._2D
desc.images[0].sample_type = .FLOAT
desc.images[0].hlsl_register_t_n = 0
desc.samplers[0].stage = .FRAGMENT
desc.samplers[0].sampler_type = .FILTERING
desc.samplers[0].hlsl_register_s_n = 0
desc.image_sampler_pairs[0].stage = .FRAGMENT
desc.image_sampler_pairs[0].image_slot = 0
desc.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}

View File

@ -19,10 +19,10 @@ void main()
in vec2 uv;
out vec4 frag_color;
uniform texture2D ve_draw_text_src_texture;
uniform sampler ve_draw_text_src_sampler;
layout(binding = 0) uniform texture2D ve_draw_text_src_texture;
layout(binding = 0) uniform sampler ve_draw_text_src_sampler;
uniform ve_draw_text_fs_params {
layout(binding = 0) uniform ve_draw_text_fs_params {
int down_sample;
vec4 colour;
};

View File

@ -12,14 +12,15 @@ import sg "thirdparty:sokol/gfx"
=========
Shader program: 've_render_glyph':
Get shader desc: ve_render_glyph_shader_desc(sg.query_backend())
Vertex shader: ve_render_glyph_vs
Attributes:
ATTR_ve_render_glyph_vs_v_position => 0
ATTR_ve_render_glyph_vs_v_texture => 1
Fragment shader: ve_render_glyph_fs
Vertex Shader: ve_render_glyph_vs
Fragment Shader: ve_render_glyph_fs
Attributes:
ATTR_ve_render_glyph_v_position => 0
ATTR_ve_render_glyph_v_texture => 1
Bindings:
*/
ATTR_ve_render_glyph_vs_v_position :: 0
ATTR_ve_render_glyph_vs_v_texture :: 1
ATTR_ve_render_glyph_v_position :: 0
ATTR_ve_render_glyph_v_texture :: 1
/*
static float4 gl_Position;
static float2 uv;
@ -55,7 +56,7 @@ ATTR_ve_render_glyph_vs_v_texture :: 1
return stage_output;
}
*/
@(private)
@(private="file")
ve_render_glyph_vs_source_hlsl4 := [705]u8 {
0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x67,0x6c,
0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,
@ -131,7 +132,7 @@ ve_render_glyph_vs_source_hlsl4 := [705]u8 {
return stage_output;
}
*/
@(private)
@(private="file")
ve_render_glyph_fs_source_hlsl4 := [427]u8 {
0x73,0x74,0x61,0x74,0x69,0x63,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,0x66,0x72,
0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x73,0x74,0x61,0x74,0x69,0x63,
@ -166,16 +167,16 @@ ve_render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.label = "ve_render_glyph_shader"
#partial switch backend {
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)&ve_render_glyph_vs_source_hlsl4
desc.vs.d3d11_target = "vs_4_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&ve_render_glyph_fs_source_hlsl4
desc.fs.d3d11_target = "ps_4_0"
desc.fs.entry = "main"
desc.vertex_func.source = transmute(cstring)&ve_render_glyph_vs_source_hlsl4
desc.vertex_func.d3d11_target = "vs_4_0"
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&ve_render_glyph_fs_source_hlsl4
desc.fragment_func.d3d11_target = "ps_4_0"
desc.fragment_func.entry = "main"
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
}
return desc
}