Finally got a letter on the screen with the VEFontCache port

This commit is contained in:
2024-06-15 04:29:10 -04:00
parent 569ce5ce99
commit 5f09c22f11
9 changed files with 337 additions and 297 deletions

View File

@ -14,7 +14,8 @@ 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_elem => 0
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
@ -31,7 +32,8 @@ import sg "thirdparty:sokol/gfx"
Image: ve_blit_atlas_src_texture
Sampler: ve_blit_atlas_src_sampler
*/
ATTR_ve_blit_atlas_vs_v_elem :: 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
@ -44,11 +46,13 @@ Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
/*
static float4 gl_Position;
static float2 uv;
static float4 v_elem;
static float2 v_texture;
static float2 v_position;
struct SPIRV_Cross_Input
{
float4 v_elem : TEXCOORD0;
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
};
struct SPIRV_Cross_Output
@ -59,13 +63,14 @@ Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
void vert_main()
{
uv = v_elem.zw;
gl_Position = float4(v_elem.xy, 0.0f, 1.0f);
uv = float2(v_texture.x, 1.0f - v_texture.y);
gl_Position = float4(v_position, 0.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
v_elem = stage_input.v_elem;
v_texture = stage_input.v_texture;
v_position = stage_input.v_position;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
@ -74,48 +79,57 @@ Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
}
*/
@(private)
ve_blit_atlas_vs_source_hlsl4 := [560]u8 {
ve_blit_atlas_vs_source_hlsl4 := [705]u8 {
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0x00,
}
/*
cbuffer ve_blit_atlas_fs_params : register(b0)
{
int _84_region : packoffset(c0);
int _83_region : packoffset(c0);
};
Texture2D<float4> ve_blit_atlas_src_texture : register(t0);
@ -141,26 +155,26 @@ ve_blit_atlas_vs_source_hlsl4 := [560]u8 {
void frag_main()
{
bool _92 = _84_region == 0;
bool _100;
if (!_92)
bool _88 = _83_region == 0;
bool _96;
if (!_88)
{
_100 = _84_region == 1;
_96 = _83_region == 1;
}
else
{
_100 = _92;
_96 = _88;
}
bool _108;
if (!_100)
bool _104;
if (!_96)
{
_108 = _84_region == 2;
_104 = _83_region == 2;
}
else
{
_108 = _100;
_104 = _96;
}
if (_108)
if (_104)
{
float2 param = uv + float2(-0.00048828125f, -0.0029296875f);
float2 param_1 = float2(0.00048828125f, 0.001953125f);
@ -174,7 +188,7 @@ ve_blit_atlas_vs_source_hlsl4 := [560]u8 {
}
else
{
frag_color = float4(1.0f, 0.0f, 0.0f, 0.0500000007450580596923828125f);
frag_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
}
@ -188,11 +202,11 @@ ve_blit_atlas_vs_source_hlsl4 := [560]u8 {
}
*/
@(private)
ve_blit_atlas_fs_source_hlsl4 := [2167]u8 {
ve_blit_atlas_fs_source_hlsl4 := [2135]u8 {
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@ -242,75 +256,73 @@ ve_blit_atlas_fs_source_hlsl4 := [2167]u8 {
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@ -333,6 +345,8 @@ ve_blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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"

View File

@ -32,7 +32,6 @@ void main()
{
// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
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 =
@ -44,7 +43,7 @@ void main()
}
else
{
frag_color = vec4( 1.0f, 0.0f, 0.0f, 0.05f );
frag_color = vec4( 0.0f, 0.0f, 0.0f, 1.0 );
}
}
@end

View File

@ -14,7 +14,8 @@ 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_elem => 0
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
@ -31,7 +32,8 @@ import sg "thirdparty:sokol/gfx"
Image: ve_draw_text_src_texture
Sampler: ve_draw_text_src_sampler
*/
ATTR_ve_draw_text_vs_v_elem :: 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
@ -45,11 +47,13 @@ Ve_Draw_Text_Fs_Params :: struct #align(16) {
/*
static float4 gl_Position;
static float2 uv;
static float4 v_elem;
static float2 v_texture;
static float2 v_position;
struct SPIRV_Cross_Input
{
float4 v_elem : TEXCOORD0;
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
};
struct SPIRV_Cross_Output
@ -60,13 +64,14 @@ Ve_Draw_Text_Fs_Params :: struct #align(16) {
void vert_main()
{
uv = v_elem.zw;
gl_Position = float4((v_elem.xy * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
uv = float2(v_texture.x, 1.0f - v_texture.y);
gl_Position = float4((v_position * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
v_elem = stage_input.v_elem;
v_texture = stage_input.v_texture;
v_position = stage_input.v_position;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
@ -75,44 +80,53 @@ Ve_Draw_Text_Fs_Params :: struct #align(16) {
}
*/
@(private)
ve_draw_text_vs_source_hlsl4 := [579]u8 {
ve_draw_text_vs_source_hlsl4 := [724]u8 {
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}
/*
cbuffer ve_draw_text_fs_params : register(b0)
@ -144,7 +158,7 @@ ve_draw_text_vs_source_hlsl4 := [579]u8 {
{
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, mad(_31_colour.w, alpha, 0.0500000007450580596923828125f));
frag_color = float4(_31_colour.xyz, _31_colour.w * alpha);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
@ -157,7 +171,7 @@ ve_draw_text_vs_source_hlsl4 := [579]u8 {
}
*/
@(private)
ve_draw_text_fs_source_hlsl4 := [1333]u8 {
ve_draw_text_fs_source_hlsl4 := [1296]u8 {
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@ -224,24 +238,22 @@ ve_draw_text_fs_source_hlsl4 := [1333]u8 {
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}
ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
@ -250,6 +262,8 @@ ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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"

View File

@ -4,15 +4,14 @@
@header import sg "thirdparty:sokol/gfx"
@vs ve_draw_text_vs
// in vec2 v_position;
// in vec2 v_texture;
in vec4 v_elem;
in vec2 v_position;
in vec2 v_texture;
out vec2 uv;
void main()
{
uv = v_elem.zw;
gl_Position = vec4( v_elem.xy * 2.0f - 1.0f, 0.0f, 1.0f );
uv = vec2( v_texture.x, 1 - v_texture.y );
gl_Position = vec4( v_position * 2.0f - 1.0f, 0.0f, 1.0f );
}
@end
@ -41,7 +40,7 @@ void main()
+ (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 + 0.05f );
frag_color = vec4( colour.xyz, colour.a * alpha );
}
@end

View File

@ -14,18 +14,22 @@ 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_elem => 0
ATTR_ve_render_glyph_vs_v_position => 0
ATTR_ve_render_glyph_vs_v_texture => 1
Fragment shader: ve_render_glyph_fs
*/
ATTR_ve_render_glyph_vs_v_elem :: 0
ATTR_ve_render_glyph_vs_v_position :: 0
ATTR_ve_render_glyph_vs_v_texture :: 1
/*
static float4 gl_Position;
static float2 uv;
static float4 v_elem;
static float2 v_texture;
static float2 v_position;
struct SPIRV_Cross_Input
{
float4 v_elem : TEXCOORD0;
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
};
struct SPIRV_Cross_Output
@ -36,13 +40,14 @@ ATTR_ve_render_glyph_vs_v_elem :: 0
void vert_main()
{
uv = v_elem.zw;
gl_Position = float4(v_elem.xy, 0.0f, 1.0f);
uv = float2(v_texture.x, 1.0f - v_texture.y);
gl_Position = float4(v_position, 0.0f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
v_elem = stage_input.v_elem;
v_texture = stage_input.v_texture;
v_position = stage_input.v_position;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
@ -51,43 +56,52 @@ ATTR_ve_render_glyph_vs_v_elem :: 0
}
*/
@(private)
ve_render_glyph_vs_source_hlsl4 := [560]u8 {
ve_render_glyph_vs_source_hlsl4 := [705]u8 {
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0x00,
}
/*
static float4 frag_color;
@ -154,6 +168,8 @@ ve_render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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"

View File

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