still diagnosing...

This commit is contained in:
Edward R. Gonzalez 2024-06-15 02:08:20 -04:00
parent 87bc31636e
commit 569ce5ce99
10 changed files with 399 additions and 950 deletions

View File

@ -129,8 +129,8 @@ render :: proc()
}
sokol_gfx.begin_pass( pass )
// sokol_gfx.apply_viewport( 0,0, width, height, origin_top_left = true )
// sokol_gfx.apply_scissor_rect( 0,0, width, height, origin_top_left = true )
sokol_gfx.apply_viewport( 0,0, width, height, origin_top_left = true )
sokol_gfx.apply_scissor_rect( 0,0, width, height, origin_top_left = true )
sokol_gfx.apply_pipeline( glyph_pipeline )
@ -142,16 +142,11 @@ render :: proc()
0 = 0,
},
index_buffer = draw_list_ibuf,
index_buffer_offset = 0,//i32(draw_call.start_index),
index_buffer_offset = 0,//i32(draw_call.start_index) * size_of(u32),
fs = {},
}
sokol_gfx.apply_bindings( bindings )
// num_indices := draw_call.end_index - draw_call.start_index
// sokol_gfx.draw( 0, num_indices, 1 )
// sokol_gfx.end_pass()
// 2. Do the atlas rendering pass
// A simple 16-tap box downsample shader is then used to blit from this intermediate texture to the final atlas location
case .Atlas:
@ -166,13 +161,13 @@ render :: proc()
}
sokol_gfx.begin_pass( pass )
// sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
// sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_pipeline( atlas_pipeline )
fs_uniform := Ve_Blit_Atlas_Fs_Params { region = cast(i32) draw_call.region }
sokol_gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_blit_atlas_fs_params, Range { & fs_uniform, size_of(fs_uniform) })
sokol_gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_blit_atlas_fs_params, Range { & fs_uniform, size_of(Ve_Blit_Atlas_Fs_Params) })
sokol_gfx.apply_bindings(Bindings {
vertex_buffers = {
@ -182,10 +177,10 @@ render :: proc()
0 = 0,
},
index_buffer = draw_list_ibuf,
index_buffer_offset = 0,//i32(draw_call.start_index),
index_buffer_offset = 0,//i32(draw_call.start_index) * size_of(u32),
fs = {
images = { SLOT_ve_blit_atlas_src_texture = glyph_rt_color, },
samplers = { SLOT_ve_blit_atlas_src_sampler = gfx_sampler, },
samplers = { SLOT_ve_blit_atlas_src_sampler = glyph_rt_sampler, },
},
})
@ -205,23 +200,24 @@ render :: proc()
pass.swapchain = sokol_glue.swapchain()
sokol_gfx.begin_pass( pass )
// sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
// sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
sokol_gfx.apply_pipeline( screen_pipeline )
src_rt := atlas_rt_color
fs_uniform := Ve_Draw_Text_Fs_Params {
fs_target_uniform := Ve_Draw_Text_Fs_Params {
// down_sample = draw_call.pass == .Target_Uncached ? 1 : 0,
down_sample = 0,
colour = {1, 1, 1, 1},
}
if draw_call.pass == .Target_Uncached {
fs_uniform.down_sample = 1
fs_target_uniform.down_sample = 1
src_rt = glyph_rt_color
}
sokol_gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_blit_atlas_fs_params, Range { & fs_uniform, size_of(fs_uniform) })
sokol_gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_draw_text_fs_params, Range { & fs_target_uniform, size_of(Ve_Draw_Text_Fs_Params) })
sokol_gfx.apply_bindings(Bindings {
vertex_buffers = {
@ -231,10 +227,10 @@ render :: proc()
0 = 0,
},
index_buffer = draw_list_ibuf,
index_buffer_offset = 0,//i32(draw_call.start_index),
index_buffer_offset = 0,//i32(draw_call.start_index) * size_of(u32),
fs = {
images = { SLOT_ve_draw_text_src_texture = src_rt, },
samplers = { SLOT_ve_draw_text_src_sampler = gfx_sampler, },
samplers = { SLOT_ve_draw_text_src_sampler = glyph_rt_sampler, },
},
})
}

View File

@ -32,6 +32,7 @@ FontProviderData :: struct
font_cache : HMapChained(FontDef),
gfx_sampler : sokol_gfx.Sampler,
glyph_rt_sampler : sokol_gfx.Sampler,
draw_list_vbuf : sokol_gfx.Buffer,
draw_list_ibuf : sokol_gfx.Buffer,
@ -130,9 +131,14 @@ font_provider_startup :: proc()
min_filter = Filter.NEAREST,
mag_filter = Filter.NEAREST,
mipmap_filter = Filter.NONE,
wrap_u = Wrap.CLAMP_TO_EDGE,
wrap_v = Wrap.CLAMP_TO_EDGE,
// wrap_u = Wrap.CLAMP_TO_EDGE,
// wrap_v = Wrap.CLAMP_TO_EDGE,
wrap_u = .REPEAT,
wrap_v = .REPEAT,
min_lod = -1000.0,
max_lod = 1000.0,
border_color = BorderColor.OPAQUE_BLACK,
compare = .NEVER
})
verify( sokol_gfx.query_sampler_state( gfx_sampler) < ResourceState.FAILED, "Failed to make gfx_sampler" )
@ -141,32 +147,32 @@ font_provider_startup :: proc()
vs_layout : VertexLayoutState
{
using vs_layout
attrs[ATTR_ve_render_glyph_vs_v_position] = VertexAttributeState {
format = VertexFormat.FLOAT2,
attrs[ATTR_ve_render_glyph_vs_v_elem] = VertexAttributeState {
format = VertexFormat.FLOAT4,
offset = 0,
buffer_index = 0,
}
attrs[ATTR_ve_render_glyph_vs_v_texture] = VertexAttributeState {
format = VertexFormat.FLOAT2,
offset = size_of(Vec2),
buffer_index = 0,
}
// attrs[ATTR_ve_render_glyph_vs_v_texture] = VertexAttributeState {
// format = VertexFormat.FLOAT2,
// offset = size_of(Vec2),
// buffer_index = 0,
// }
buffers[0] = VertexBufferLayoutState {
stride = size_of(Vec2) * 2,
stride = size_of([4]f32),
step_func = VertexStep.PER_VERTEX
}
}
color_target := ColorTargetState {
pixel_format = .R8,
// write_mask =
write_mask = .RGBA,
blend = BlendState {
enabled = true,
src_factor_rgb = .ONE_MINUS_DST_COLOR,
dst_factor_rgb = .ONE_MINUS_SRC_COLOR,
op_rgb = BlendOp.ADD,
src_factor_alpha = BlendFactor.ONE,
dst_factor_alpha = BlendFactor.ZERO,
src_factor_alpha = .ONE_MINUS_DST_ALPHA,
dst_factor_alpha = .ONE_MINUS_SRC_ALPHA,
op_alpha = BlendOp.ADD,
},
}
@ -181,10 +187,11 @@ font_provider_startup :: proc()
color_count = 1,
depth = {
pixel_format = .DEPTH,
// compare = .ALWAYS,
compare = .ALWAYS,
write_enabled = true,
},
cull_mode = .NONE,
// sample_count = 1,
sample_count = 1,
// label =
})
verify( sokol_gfx.query_pipeline_state(glyph_pipeline) < ResourceState.FAILED, "Failed to make glyph_pipeline" )
@ -240,7 +247,7 @@ font_provider_startup :: proc()
load_action = .LOAD,
store_action = .STORE,
// clear_value = {0.01,0.01,0.01,1},
clear_value = {0.00, 0.00, 0.00, 0.00},
clear_value = {0.10, 0.10, 0.10, 1.00},
}
}
}
@ -257,32 +264,32 @@ font_provider_startup :: proc()
vs_layout : VertexLayoutState
{
using vs_layout
attrs[ATTR_ve_blit_atlas_vs_v_position] = VertexAttributeState {
format = VertexFormat.FLOAT2,
attrs[ATTR_ve_blit_atlas_vs_v_elem] = VertexAttributeState {
format = VertexFormat.FLOAT4,
offset = 0,
buffer_index = 0,
}
attrs[ATTR_ve_blit_atlas_vs_v_texture] = VertexAttributeState {
format = VertexFormat.FLOAT2,
offset = size_of(Vec2),
buffer_index = 0,
}
// attrs[ATTR_ve_blit_atlas_vs_v_texture] = VertexAttributeState {
// format = VertexFormat.FLOAT2,
// offset = size_of(Vec2),
// buffer_index = 0,
// }
buffers[0] = VertexBufferLayoutState {
stride = size_of(Vec2) * 2,
stride = size_of([4]f32),
step_func = VertexStep.PER_VERTEX
}
}
color_target := ColorTargetState {
pixel_format = .R8,
// write_mask =
write_mask = .RGBA,
blend = BlendState {
enabled = true,
src_factor_rgb = .SRC_ALPHA,
dst_factor_rgb = .ONE_MINUS_SRC_ALPHA,
op_rgb = BlendOp.ADD,
src_factor_alpha = BlendFactor.ONE,
dst_factor_alpha = BlendFactor.ZERO,
src_factor_alpha = .SRC_ALPHA,
dst_factor_alpha = .ONE_MINUS_SRC_ALPHA,
op_alpha = BlendOp.ADD,
},
}
@ -298,9 +305,10 @@ font_provider_startup :: proc()
depth = {
pixel_format = .DEPTH,
compare = .ALWAYS,
write_enabled = true,
},
cull_mode = .NONE,
// sample_count = 1,
sample_count = 1,
})
}
@ -334,6 +342,19 @@ font_provider_startup :: proc()
})
verify( sokol_gfx.query_image_state(atlas_rt_depth) < ResourceState.FAILED, "Failed to make atlas_rt_depth")
glyph_rt_sampler = sokol_gfx.make_sampler( SamplerDescription {
min_filter = Filter.NEAREST,
mag_filter = Filter.NEAREST,
mipmap_filter = Filter.NONE,
wrap_u = .CLAMP_TO_EDGE,
wrap_v = .CLAMP_TO_EDGE,
min_lod = -1000.0,
max_lod = 1000.0,
border_color = BorderColor.OPAQUE_BLACK,
compare = .NEVER
})
verify( sokol_gfx.query_sampler_state( gfx_sampler) < ResourceState.FAILED, "Failed to make gfx_sampler" )
color_attach := AttachmentDesc {
image = atlas_rt_color,
// mip_level = 1,
@ -352,9 +373,9 @@ font_provider_startup :: proc()
atlas_action := PassAction {
colors = {
0 = {
load_action = .LOAD,
load_action = .DONTCARE,
store_action = .STORE,
clear_value = {0, 0, 0, 0.0},
clear_value = {0.01, 0.01, 0.01, 1.0},
}
}
}
@ -371,32 +392,32 @@ font_provider_startup :: proc()
vs_layout : VertexLayoutState
{
using vs_layout
attrs[ATTR_ve_draw_text_vs_v_position] = VertexAttributeState {
format = VertexFormat.FLOAT2,
attrs[ATTR_ve_draw_text_vs_v_elem] = VertexAttributeState {
format = VertexFormat.FLOAT4,
offset = 0,
buffer_index = 0,
}
attrs[ATTR_ve_draw_text_vs_v_texture] = VertexAttributeState {
format = VertexFormat.FLOAT2,
offset = size_of(Vec2),
buffer_index = 0,
}
// attrs[ATTR_ve_draw_text_vs_v_texture] = VertexAttributeState {
// format = VertexFormat.FLOAT2,
// offset = size_of(Vec2),
// buffer_index = 0,
// }
buffers[0] = VertexBufferLayoutState {
stride = size_of(Vec2) * 2,
stride = size_of([4]f32),
step_func = VertexStep.PER_VERTEX
}
}
color_target := ColorTargetState {
pixel_format = app_env.defaults.color_format,
// write_mask =
write_mask = .RGBA,
blend = BlendState {
enabled = true,
src_factor_rgb = .SRC_ALPHA,
dst_factor_rgb = .ONE_MINUS_SRC_ALPHA,
op_rgb = BlendOp.ADD,
src_factor_alpha = BlendFactor.ONE,
dst_factor_alpha = BlendFactor.ZERO,
src_factor_alpha = .SRC_ALPHA,
dst_factor_alpha = .ONE_MINUS_SRC_ALPHA,
op_alpha = BlendOp.ADD,
},
}
@ -413,6 +434,7 @@ font_provider_startup :: proc()
depth = {
pixel_format = app_env.defaults.depth_format,
compare = .ALWAYS,
write_enabled = true,
},
cull_mode = .NONE,
})
@ -424,9 +446,9 @@ font_provider_startup :: proc()
screen_action := PassAction {
colors = {
0 = {
load_action = .LOAD,
load_action = .CLEAR,
store_action = .STORE,
clear_value = {0.0,0.0,0.0,0.0},
clear_value = {0.0,0.0,0.0,1.0},
}
}
}

View File

@ -6,7 +6,7 @@ import sg "thirdparty:sokol/gfx"
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\simple_font_glyph.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\simple_font_glyph.odin --slang glsl410:hlsl5 --format=sokol_odin
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\simple_font_glyph.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\simple_font_glyph.odin --slang hlsl4 --format=sokol_odin
Overview:
=========
@ -52,84 +52,6 @@ Font_Glyph_Fs_Params :: struct #align(16) {
_: [4]u8,
},
}
/*
#version 410
uniform vec4 font_glyph_vs_params[4];
layout(location = 0) in vec2 vertex;
layout(location = 0) out vec2 uv;
layout(location = 1) in vec2 texture_coord;
void main()
{
gl_Position = mat4(font_glyph_vs_params[0], font_glyph_vs_params[1], font_glyph_vs_params[2], font_glyph_vs_params[3]) * vec4(vertex, 0.0, 1.0);
uv = texture_coord;
}
*/
@(private)
font_glyph_vs_source_glsl410 := [359]u8 {
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0x64,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
}
/*
#version 410
uniform vec4 font_glyph_fs_params[1];
uniform sampler2D glyph_bitmap_glyph_bitmap_sampler;
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 color;
void main()
{
color = vec4(font_glyph_fs_params[0].xyz, texture(glyph_bitmap_glyph_bitmap_sampler, uv).x);
}
*/
@(private)
font_glyph_fs_source_glsl410 := [292]u8 {
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0x7d,0x0a,0x0a,0x00,
}
/*
cbuffer font_glyph_vs_params : register(b0)
{
@ -172,7 +94,7 @@ font_glyph_fs_source_glsl410 := [292]u8 {
}
*/
@(private)
font_glyph_vs_source_hlsl5 := [803]u8 {
font_glyph_vs_source_hlsl4 := [803]u8 {
0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x66,0x6f,0x6e,0x74,0x5f,0x67,0x6c,0x79,
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@ -262,7 +184,7 @@ font_glyph_vs_source_hlsl5 := [803]u8 {
}
*/
@(private)
font_glyph_fs_source_hlsl5 := [658]u8 {
font_glyph_fs_source_hlsl4 := [658]u8 {
0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x66,0x6f,0x6e,0x74,0x5f,0x67,0x6c,0x79,
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@ -310,45 +232,18 @@ font_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "font_glyph_shader"
#partial switch backend {
case .GLCORE:
desc.attrs[0].name = "vertex"
desc.attrs[1].name = "texture_coord"
desc.vs.source = transmute(cstring)&font_glyph_vs_source_glsl410
desc.vs.entry = "main"
desc.vs.uniform_blocks[0].size = 64
desc.vs.uniform_blocks[0].layout = .STD140
desc.vs.uniform_blocks[0].uniforms[0].name = "font_glyph_vs_params"
desc.vs.uniform_blocks[0].uniforms[0].type = .FLOAT4
desc.vs.uniform_blocks[0].uniforms[0].array_count = 4
desc.fs.source = transmute(cstring)&font_glyph_fs_source_glsl410
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 16
desc.fs.uniform_blocks[0].layout = .STD140
desc.fs.uniform_blocks[0].uniforms[0].name = "font_glyph_fs_params"
desc.fs.uniform_blocks[0].uniforms[0].type = .FLOAT4
desc.fs.uniform_blocks[0].uniforms[0].array_count = 1
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.fs.image_sampler_pairs[0].glsl_name = "glyph_bitmap_glyph_bitmap_sampler"
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)&font_glyph_vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.source = transmute(cstring)&font_glyph_vs_source_hlsl4
desc.vs.d3d11_target = "vs_4_0"
desc.vs.entry = "main"
desc.vs.uniform_blocks[0].size = 64
desc.vs.uniform_blocks[0].layout = .STD140
desc.fs.source = transmute(cstring)&font_glyph_fs_source_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.source = transmute(cstring)&font_glyph_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

View File

@ -6,7 +6,7 @@ import sg "thirdparty:sokol/gfx"
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_blit_atlas.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_blit_atlas.odin --slang glsl410:hlsl5 --format=sokol_odin --module =vefc_blit_atlas
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_blit_atlas.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_blit_atlas.odin --slang hlsl4 --format=sokol_odin --module =vefc_blit_atlas
Overview:
=========
@ -14,8 +14,7 @@ import sg "thirdparty:sokol/gfx"
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
ATTR_ve_blit_atlas_vs_v_elem => 0
Fragment shader: ve_blit_atlas_fs
Uniform block 've_blit_atlas_fs_params':
Odin struct: Ve_Blit_Atlas_Fs_Params
@ -32,8 +31,7 @@ import sg "thirdparty:sokol/gfx"
Image: ve_blit_atlas_src_texture
Sampler: ve_blit_atlas_src_sampler
*/
ATTR_ve_blit_atlas_vs_v_position :: 0
ATTR_ve_blit_atlas_vs_v_texture :: 1
ATTR_ve_blit_atlas_vs_v_elem :: 0
SLOT_ve_blit_atlas_fs_params :: 0
SLOT_ve_blit_atlas_src_texture :: 0
SLOT_ve_blit_atlas_src_sampler :: 0
@ -43,213 +41,14 @@ Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
_: [12]u8,
},
}
/*
#version 410
layout(location = 0) out vec2 uv;
layout(location = 1) in vec2 v_texture;
layout(location = 0) in vec2 v_position;
void main()
{
uv = v_texture;
gl_Position = vec4(v_position, 0.0, 1.0);
}
*/
@(private)
ve_blit_atlas_vs_source_glsl410 := [214]u8 {
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0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
}
/*
#version 410
uniform ivec4 ve_blit_atlas_fs_params[1];
uniform sampler2D ve_blit_atlas_src_texture_ve_blit_atlas_src_sampler;
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 frag_color;
float down_sample(vec2 uv_1, vec2 texture_size)
{
return 0.25 * (((texture(ve_blit_atlas_src_texture_ve_blit_atlas_src_sampler, uv_1).x + texture(ve_blit_atlas_src_texture_ve_blit_atlas_src_sampler, fma(vec2(0.0, 1.0), texture_size, uv_1)).x) + texture(ve_blit_atlas_src_texture_ve_blit_atlas_src_sampler, fma(vec2(1.0, 0.0), texture_size, uv_1)).x) + texture(ve_blit_atlas_src_texture_ve_blit_atlas_src_sampler, uv_1 + texture_size).x);
}
void main()
{
uint _88 = uint(ve_blit_atlas_fs_params[0].x);
bool _89 = _88 == 0u;
bool _98;
if (!_89)
{
_98 = _88 == 1u;
}
else
{
_98 = _89;
}
bool _107;
if (!_98)
{
_107 = _88 == 2u;
}
else
{
_107 = _98;
}
if (_107)
{
vec2 param = uv + vec2(-0.00048828125, -0.0029296875);
vec2 param_1 = vec2(0.00048828125, 0.001953125);
vec2 param_2 = uv + vec2(0.000244140625, -0.0029296875);
vec2 param_3 = vec2(0.00048828125, 0.001953125);
vec2 param_4 = uv + vec2(-0.000732421875, 0.0009765625);
vec2 param_5 = vec2(0.00048828125, 0.001953125);
vec2 param_6 = uv + vec2(0.000244140625, 0.0009765625);
vec2 param_7 = vec2(0.00048828125, 0.001953125);
frag_color = vec4(1.0, 1.0, 1.0, 0.25 * (((down_sample(param, param_1) + down_sample(param_2, param_3)) + down_sample(param_4, param_5)) + down_sample(param_6, param_7)));
}
else
{
frag_color = vec4(0.0, 0.0, 0.0, 1.0);
}
}
*/
@(private)
ve_blit_atlas_fs_source_glsl410 := [1716]u8 {
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}
/*
static float4 gl_Position;
static float2 uv;
static float2 v_texture;
static float2 v_position;
static float4 v_elem;
struct SPIRV_Cross_Input
{
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
float4 v_elem : TEXCOORD0;
};
struct SPIRV_Cross_Output
@ -260,14 +59,13 @@ ve_blit_atlas_fs_source_glsl410 := [1716]u8 {
void vert_main()
{
uv = v_texture;
gl_Position = float4(v_position, 0.0f, 1.0f);
uv = v_elem.zw;
gl_Position = float4(v_elem.xy, 0.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
v_texture = stage_input.v_texture;
v_position = stage_input.v_position;
v_elem = stage_input.v_elem;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
@ -276,55 +74,48 @@ ve_blit_atlas_fs_source_glsl410 := [1716]u8 {
}
*/
@(private)
ve_blit_atlas_vs_source_hlsl5 := [675]u8 {
ve_blit_atlas_vs_source_hlsl4 := [560]u8 {
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}
/*
cbuffer ve_blit_atlas_fs_params : register(b0)
{
int _83_region : packoffset(c0);
int _84_region : packoffset(c0);
};
Texture2D<float4> ve_blit_atlas_src_texture : register(t0);
@ -350,27 +141,26 @@ ve_blit_atlas_vs_source_hlsl5 := [675]u8 {
void frag_main()
{
uint _88 = uint(_83_region);
bool _89 = _88 == 0u;
bool _98;
if (!_89)
bool _92 = _84_region == 0;
bool _100;
if (!_92)
{
_98 = _88 == 1u;
_100 = _84_region == 1;
}
else
{
_98 = _89;
_100 = _92;
}
bool _107;
if (!_98)
bool _108;
if (!_100)
{
_107 = _88 == 2u;
_108 = _84_region == 2;
}
else
{
_107 = _98;
_108 = _100;
}
if (_107)
if (_108)
{
float2 param = uv + float2(-0.00048828125f, -0.0029296875f);
float2 param_1 = float2(0.00048828125f, 0.001953125f);
@ -384,7 +174,7 @@ ve_blit_atlas_vs_source_hlsl5 := [675]u8 {
}
else
{
frag_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
frag_color = float4(1.0f, 0.0f, 0.0f, 0.0500000007450580596923828125f);
}
}
@ -398,11 +188,11 @@ ve_blit_atlas_vs_source_hlsl5 := [675]u8 {
}
*/
@(private)
ve_blit_atlas_fs_source_hlsl5 := [2150]u8 {
ve_blit_atlas_fs_source_hlsl4 := [2167]u8 {
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@ -452,125 +242,102 @@ ve_blit_atlas_fs_source_hlsl5 := [2150]u8 {
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}
ve_blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "ve_blit_atlas_shader"
#partial switch backend {
case .GLCORE:
desc.attrs[0].name = "v_position"
desc.attrs[1].name = "v_texture"
desc.vs.source = transmute(cstring)&ve_blit_atlas_vs_source_glsl410
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&ve_blit_atlas_fs_source_glsl410
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 16
desc.fs.uniform_blocks[0].layout = .STD140
desc.fs.uniform_blocks[0].uniforms[0].name = "ve_blit_atlas_fs_params"
desc.fs.uniform_blocks[0].uniforms[0].type = .INT4
desc.fs.uniform_blocks[0].uniforms[0].array_count = 1
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.fs.image_sampler_pairs[0].glsl_name = "ve_blit_atlas_src_texture_ve_blit_atlas_src_sampler"
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_hlsl5
desc.vs.d3d11_target = "vs_5_0"
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_hlsl5
desc.fs.d3d11_target = "ps_5_0"
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

View File

@ -21,29 +21,30 @@ uniform ve_blit_atlas_fs_params {
float down_sample( vec2 uv, vec2 texture_size )
{
float value =
texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0, 0.0 ) * texture_size ).x * 0.25
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0, 1.0 ) * texture_size ).x * 0.25
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0, 0.0 ) * texture_size ).x * 0.25
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0, 1.0 ) * texture_size ).x * 0.25;
texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 0.0f ) * texture_size ).x * 0.25f
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 1.0f ) * texture_size ).x * 0.25f
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 0.0f ) * texture_size ).x * 0.25f
+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 1.0f ) * texture_size ).x * 0.25f;
return value;
}
void main()
{
// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
const vec2 texture_size = 1.0 / vec2( 2048, 512 ); // VEFontCache.Context.buffer_width/buffer_height
if ( region == 0u || region == 1u || region == 2u )
const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
int something = region;
if ( region == 0 || region == 1 || region == 2 )
{
float alpha =
down_sample( uv + vec2( -1.0, -1.5 ) * texture_size, texture_size ) * 0.25
+ down_sample( uv + vec2( 0.5, -1.5 ) * texture_size, texture_size ) * 0.25
+ down_sample( uv + vec2( -1.5, 0.5 ) * texture_size, texture_size ) * 0.25
+ down_sample( uv + vec2( 0.5, 0.5 ) * texture_size, texture_size ) * 0.25;
frag_color = vec4( 1.0, 1.0, 1.0, alpha );
down_sample( uv + vec2( -1.0f, -1.5f ) * texture_size, texture_size ) * 0.25f
+ down_sample( uv + vec2( 0.5f, -1.5f ) * texture_size, texture_size ) * 0.25f
+ down_sample( uv + vec2( -1.5f, 0.5f ) * texture_size, texture_size ) * 0.25f
+ down_sample( uv + vec2( 0.5f, 0.5f ) * texture_size, texture_size ) * 0.25f;
frag_color = vec4( 1.0f, 1.0f, 1.0f, alpha );
}
else
{
frag_color = vec4( 0, 0, 0, 1.0 );
frag_color = vec4( 1.0f, 0.0f, 0.0f, 0.05f );
}
}
@end

View File

@ -6,7 +6,7 @@ import sg "thirdparty:sokol/gfx"
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_draw_text.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_draw_text.odin --slang glsl410:hlsl5 --format=sokol_odin --module =vefc_draw_text
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_draw_text.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_draw_text.odin --slang hlsl4 --format=sokol_odin --module =vefc_draw_text
Overview:
=========
@ -14,8 +14,7 @@ import sg "thirdparty:sokol/gfx"
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
ATTR_ve_draw_text_vs_v_elem => 0
Fragment shader: ve_draw_text_fs
Uniform block 've_draw_text_fs_params':
Odin struct: Ve_Draw_Text_Fs_Params
@ -32,8 +31,7 @@ import sg "thirdparty:sokol/gfx"
Image: ve_draw_text_src_texture
Sampler: ve_draw_text_src_sampler
*/
ATTR_ve_draw_text_vs_v_position :: 0
ATTR_ve_draw_text_vs_v_texture :: 1
ATTR_ve_draw_text_vs_v_elem :: 0
SLOT_ve_draw_text_fs_params :: 0
SLOT_ve_draw_text_src_texture :: 0
SLOT_ve_draw_text_src_sampler :: 0
@ -44,137 +42,14 @@ Ve_Draw_Text_Fs_Params :: struct #align(16) {
colour: [4]f32,
},
}
/*
#version 410
layout(location = 0) out vec2 uv;
layout(location = 1) in vec2 v_texture;
layout(location = 0) in vec2 v_position;
void main()
{
uv = v_texture;
gl_Position = vec4((v_position * 2.0) - vec2(1.0), 0.0, 1.0);
}
*/
@(private)
ve_draw_text_vs_source_glsl410 := [234]u8 {
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}
/*
#version 410
struct ve_draw_text_fs_params
{
int down_sample;
vec4 colour;
};
uniform ve_draw_text_fs_params _31;
uniform sampler2D ve_draw_text_src_texture_ve_draw_text_src_sampler;
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 frag_color;
void main()
{
float alpha = texture(ve_draw_text_src_texture_ve_draw_text_src_sampler, uv).x;
if (uint(_31.down_sample) == 1u)
{
alpha = 0.25 * (((texture(ve_draw_text_src_texture_ve_draw_text_src_sampler, uv + vec2(-0.000244140625, -0.0009765625)).x + texture(ve_draw_text_src_texture_ve_draw_text_src_sampler, uv + vec2(-0.000244140625, 0.0009765625)).x) + texture(ve_draw_text_src_texture_ve_draw_text_src_sampler, uv + vec2(0.000244140625, -0.0009765625)).x) + texture(ve_draw_text_src_texture_ve_draw_text_src_sampler, uv + vec2(0.000244140625, 0.0009765625)).x);
}
frag_color = vec4(_31.colour.xyz, _31.colour.w * alpha);
}
*/
@(private)
ve_draw_text_fs_source_glsl410 := [931]u8 {
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}
/*
static float4 gl_Position;
static float2 uv;
static float2 v_texture;
static float2 v_position;
static float4 v_elem;
struct SPIRV_Cross_Input
{
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
float4 v_elem : TEXCOORD0;
};
struct SPIRV_Cross_Output
@ -185,14 +60,13 @@ ve_draw_text_fs_source_glsl410 := [931]u8 {
void vert_main()
{
uv = v_texture;
gl_Position = float4((v_position * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
uv = v_elem.zw;
gl_Position = float4((v_elem.xy * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
v_texture = stage_input.v_texture;
v_position = stage_input.v_position;
v_elem = stage_input.v_elem;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
@ -201,51 +75,44 @@ ve_draw_text_fs_source_glsl410 := [931]u8 {
}
*/
@(private)
ve_draw_text_vs_source_hlsl5 := [694]u8 {
ve_draw_text_vs_source_hlsl4 := [579]u8 {
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}
/*
cbuffer ve_draw_text_fs_params : register(b0)
@ -273,11 +140,11 @@ ve_draw_text_vs_source_hlsl5 := [694]u8 {
void frag_main()
{
float alpha = ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, uv).x;
if (uint(_31_down_sample) == 1u)
if (_31_down_sample == 1)
{
alpha = 0.25f * (((ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, uv + float2(-0.000244140625f, -0.0009765625f)).x + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, uv + float2(-0.000244140625f, 0.0009765625f)).x) + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, uv + float2(0.000244140625f, -0.0009765625f)).x) + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, uv + float2(0.000244140625f, 0.0009765625f)).x);
}
frag_color = float4(_31_colour.xyz, _31_colour.w * alpha);
frag_color = float4(_31_colour.xyz, mad(_31_colour.w, alpha, 0.0500000007450580596923828125f));
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
@ -290,7 +157,7 @@ ve_draw_text_vs_source_hlsl5 := [694]u8 {
}
*/
@(private)
ve_draw_text_fs_source_hlsl5 := [1303]u8 {
ve_draw_text_fs_source_hlsl4 := [1333]u8 {
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@ -324,95 +191,70 @@ ve_draw_text_fs_source_hlsl5 := [1303]u8 {
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}
ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "ve_draw_text_shader"
#partial switch backend {
case .GLCORE:
desc.attrs[0].name = "v_position"
desc.attrs[1].name = "v_texture"
desc.vs.source = transmute(cstring)&ve_draw_text_vs_source_glsl410
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&ve_draw_text_fs_source_glsl410
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 32
desc.fs.uniform_blocks[0].layout = .STD140
desc.fs.uniform_blocks[0].uniforms[0].name = "_31.down_sample"
desc.fs.uniform_blocks[0].uniforms[0].type = .INT
// .array_count = desc.fs.uniform_blocks[0].uniforms[0]
desc.fs.uniform_blocks[0].uniforms[1].name = "_31.colour"
desc.fs.uniform_blocks[0].uniforms[1].type = .FLOAT4
// .array_count = desc.fs.uniform_blocks[0].uniforms[1]
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.fs.image_sampler_pairs[0].glsl_name = "ve_draw_text_src_texture_ve_draw_text_src_sampler"
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_hlsl5
desc.vs.d3d11_target = "vs_5_0"
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_hlsl5
desc.fs.d3d11_target = "ps_5_0"
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

View File

@ -4,14 +4,15 @@
@header import sg "thirdparty:sokol/gfx"
@vs ve_draw_text_vs
in vec2 v_position;
in vec2 v_texture;
// in vec2 v_position;
// in vec2 v_texture;
in vec4 v_elem;
out vec2 uv;
void main()
{
uv = v_texture;
gl_Position = vec4( v_position.xy * 2.0 - 1.0, 0.0, 1.0 );
uv = v_elem.zw;
gl_Position = vec4( v_elem.xy * 2.0f - 1.0f, 0.0f, 1.0f );
}
@end
@ -30,17 +31,17 @@ uniform ve_draw_text_fs_params {
void main()
{
float alpha = texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler ), uv ).x;
if ( down_sample == 1u )
if ( down_sample == 1 )
{
// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
const vec2 texture_size = 1.0 / vec2( 2048.0, 512.0 ); // VEFontCache.Context.buffer_width/buffer_height
const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
alpha =
texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5, -0.5) * texture_size ).x * 0.25
+ texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5, 0.5) * texture_size ).x * 0.25
+ texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5, -0.5) * texture_size ).x * 0.25
+ texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5, 0.5) * texture_size ).x * 0.25;
(texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * texture_size ).x * 0.25f)
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * texture_size ).x * 0.25f)
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * 0.25f)
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * 0.25f);
}
frag_color = vec4( colour.xyz, colour.a * alpha );
frag_color = vec4( colour.xyz, colour.a * alpha + 0.05f );
}
@end

View File

@ -6,7 +6,7 @@ import sg "thirdparty:sokol/gfx"
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_render_glyph.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_render_glyph.odin --slang glsl410:hlsl5 --format=sokol_odin --module =vefc_render_glyph
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\ve_render_glyph.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\ve_render_glyph.odin --slang hlsl4 --format=sokol_odin --module =vefc_render_glyph
Overview:
=========
@ -14,77 +14,18 @@ import sg "thirdparty:sokol/gfx"
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
ATTR_ve_render_glyph_vs_v_elem => 0
Fragment shader: ve_render_glyph_fs
*/
ATTR_ve_render_glyph_vs_v_position :: 0
ATTR_ve_render_glyph_vs_v_texture :: 1
/*
#version 410
layout(location = 0) out vec2 uv;
layout(location = 1) in vec2 v_texture;
layout(location = 0) in vec2 v_position;
void main()
{
uv = v_texture;
gl_Position = vec4(v_position, 0.0, 1.0);
}
*/
@(private)
ve_render_glyph_vs_source_glsl410 := [214]u8 {
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x6c,0x61,
0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,
0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76,0x3b,0x0a,
0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,
0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x76,0x5f,0x74,
0x65,0x78,0x74,0x75,0x72,0x65,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,
0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,
0x76,0x65,0x63,0x32,0x20,0x76,0x5f,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,
0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,
0x20,0x20,0x20,0x20,0x75,0x76,0x20,0x3d,0x20,0x76,0x5f,0x74,0x65,0x78,0x74,0x75,
0x72,0x65,0x3b,0x0a,0x20,0x20,0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,
0x69,0x6f,0x6e,0x20,0x3d,0x20,0x76,0x65,0x63,0x34,0x28,0x76,0x5f,0x70,0x6f,0x73,
0x69,0x74,0x69,0x6f,0x6e,0x2c,0x20,0x30,0x2e,0x30,0x2c,0x20,0x31,0x2e,0x30,0x29,
0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
}
/*
#version 410
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec2 uv;
void main()
{
frag_color = vec4(1.0);
}
*/
@(private)
ve_render_glyph_fs_source_glsl410 := [136]u8 {
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x6c,0x61,
0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,
0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67,
0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,
0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,
0x76,0x65,0x63,0x32,0x20,0x75,0x76,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,
0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x72,0x61,0x67,
0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x76,0x65,0x63,0x34,0x28,0x31,0x2e,
0x30,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
}
ATTR_ve_render_glyph_vs_v_elem :: 0
/*
static float4 gl_Position;
static float2 uv;
static float2 v_texture;
static float2 v_position;
static float4 v_elem;
struct SPIRV_Cross_Input
{
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
float4 v_elem : TEXCOORD0;
};
struct SPIRV_Cross_Output
@ -95,14 +36,13 @@ ve_render_glyph_fs_source_glsl410 := [136]u8 {
void vert_main()
{
uv = v_texture;
gl_Position = float4(v_position, 0.0f, 1.0f);
uv = v_elem.zw;
gl_Position = float4(v_elem.xy, 0.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
v_texture = stage_input.v_texture;
v_position = stage_input.v_position;
v_elem = stage_input.v_elem;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
@ -111,50 +51,43 @@ ve_render_glyph_fs_source_glsl410 := [136]u8 {
}
*/
@(private)
ve_render_glyph_vs_source_hlsl5 := [675]u8 {
ve_render_glyph_vs_source_hlsl4 := [560]u8 {
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}
/*
static float4 frag_color;
@ -185,7 +118,7 @@ ve_render_glyph_vs_source_hlsl5 := [675]u8 {
}
*/
@(private)
ve_render_glyph_fs_source_hlsl5 := [427]u8 {
ve_render_glyph_fs_source_hlsl4 := [427]u8 {
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@ -218,23 +151,14 @@ ve_render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "ve_render_glyph_shader"
#partial switch backend {
case .GLCORE:
desc.attrs[0].name = "v_position"
desc.attrs[1].name = "v_texture"
desc.vs.source = transmute(cstring)&ve_render_glyph_vs_source_glsl410
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&ve_render_glyph_fs_source_glsl410
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)&ve_render_glyph_vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
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_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.source = transmute(cstring)&ve_render_glyph_fs_source_hlsl4
desc.fs.d3d11_target = "ps_4_0"
desc.fs.entry = "main"
}
return desc

View File

@ -1,9 +1,10 @@
in vec2 v_position;
in vec2 v_texture;
// in vec2 v_position;
// in vec2 v_texture;
in vec4 v_elem;
out vec2 uv;
void main()
{
uv = v_texture;
gl_Position = vec4( v_position.xy, 0.0, 1.0 );
uv = v_elem.zw;
gl_Position = vec4( v_elem.xy, 0.0, 1.0 );
}

View File

@ -32,8 +32,8 @@ $flag_format_odin = '--format=sokol_odin'
$flag_module = '--module'
push-location $path_shaders
& $sokol_shdc --input $shadersrc_simple_font_glyph --output $shaderout_simple_font_glyph --slang 'glsl410:hlsl5' $flag_format_odin
& $sokol_shdc --input $shadersrc_ve_blit_atlas --output $shaderout_ve_blit_atlas --slang 'glsl410:hlsl5' $flag_format_odin $flag_module='vefc_blit_atlas'
& $sokol_shdc --input $shadersrc_ve_render_glyph --output $shaderout_ve_render_glyph --slang 'glsl410:hlsl5' $flag_format_odin $flag_module='vefc_render_glyph'
& $sokol_shdc --input $shadersrc_ve_draw_text --output $shaderout_ve_draw_text --slang 'glsl410:hlsl5' $flag_format_odin $flag_module='vefc_draw_text'
& $sokol_shdc --input $shadersrc_simple_font_glyph --output $shaderout_simple_font_glyph --slang 'hlsl4' $flag_format_odin
& $sokol_shdc --input $shadersrc_ve_blit_atlas --output $shaderout_ve_blit_atlas --slang 'hlsl4' $flag_format_odin $flag_module='vefc_blit_atlas'
& $sokol_shdc --input $shadersrc_ve_render_glyph --output $shaderout_ve_render_glyph --slang 'hlsl4' $flag_format_odin $flag_module='vefc_render_glyph'
& $sokol_shdc --input $shadersrc_ve_draw_text --output $shaderout_ve_draw_text --slang 'hlsl4' $flag_format_odin $flag_module='vefc_draw_text'
pop-location