mirror of
https://github.com/Ed94/VEFontCache-Odin.git
synced 2025-08-06 06:52:44 -07:00
Initial draft of sokol backend
This commit is contained in:
616
backend/sokol/backend_sokol.odin
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616
backend/sokol/backend_sokol.odin
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@@ -0,0 +1,616 @@
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package ve_sokol
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import ve "../../VEFontCache"
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import gfx "thirdparty:sokol/gfx"
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import glue "thirdparty:sokol/glue"
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Context :: struct {
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draw_list_vbuf : gfx.Buffer,
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draw_list_ibuf : gfx.Buffer,
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glyph_shader : gfx.Shader,
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atlas_shader : gfx.Shader,
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screen_shader : gfx.Shader,
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// 2k x 512, R8
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glyph_rt_color : gfx.Image,
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glyph_rt_depth : gfx.Image,
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glyph_rt_sampler : gfx.Sampler,
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// 4k x 2k, R8
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atlas_rt_color : gfx.Image,
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atlas_rt_depth : gfx.Image,
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atlas_rt_sampler : gfx.Sampler,
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glyph_pipeline : gfx.Pipeline,
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atlas_pipeline : gfx.Pipeline,
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screen_pipeline : gfx.Pipeline,
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glyph_pass : gfx.Pass,
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atlas_pass : gfx.Pass,
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screen_pass : gfx.Pass,
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}
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setup_gfx_objects :: proc( ctx : ^Context, ve_ctx : ve.Context, vert_cap, index_cap : int )
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{
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using ctx
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Attachment_Desc :: gfx.Attachment_Desc
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Blend_Factor :: gfx.Blend_Factor
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Blend_Op :: gfx.Blend_Op
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Blend_State :: gfx.Blend_State
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Border_Color :: gfx.Border_Color
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Buffer_Desciption :: gfx.Buffer_Desc
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Buffer_Usage :: gfx.Usage
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Buffer_Type :: gfx.Buffer_Type
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Color_Target_State :: gfx.Color_Target_State
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Filter :: gfx.Filter
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Image_Desc :: gfx.Image_Desc
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Pass_Action :: gfx.Pass_Action
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Range :: gfx.Range
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Resource_State :: gfx.Resource_State
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Sampler_Description :: gfx.Sampler_Desc
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Wrap :: gfx.Wrap
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Vertex_Attribute_State :: gfx.Vertex_Attr_State
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Vertex_Buffer_Layout_State :: gfx.Vertex_Buffer_Layout_State
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Vertex_Index_Type :: gfx.Index_Type
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Vertex_Format :: gfx.Vertex_Format
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Vertex_Layout_State :: gfx.Vertex_Layout_State
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Vertex_Step :: gfx.Vertex_Step
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backend := gfx.query_backend()
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app_env := glue.environment()
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glyph_shader = gfx.make_shader(render_glyph_shader_desc(backend) )
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atlas_shader = gfx.make_shader(blit_atlas_shader_desc(backend) )
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screen_shader = gfx.make_shader(draw_text_shader_desc(backend) )
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draw_list_vbuf = gfx.make_buffer( Buffer_Desciption {
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size = size_of([4]f32) * vert_cap,
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usage = Buffer_Usage.STREAM,
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type = Buffer_Type.VERTEXBUFFER,
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})
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assert( gfx.query_buffer_state( draw_list_vbuf) < Resource_State.FAILED, "Failed to make draw_list_vbuf" )
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draw_list_ibuf = gfx.make_buffer( Buffer_Desciption {
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size = size_of(u32) * index_cap,
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usage = Buffer_Usage.STREAM,
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type = Buffer_Type.INDEXBUFFER,
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})
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assert( gfx.query_buffer_state( draw_list_ibuf) < Resource_State.FAILED, "Failed to make draw_list_iubuf" )
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Image_Filter := Filter.LINEAR
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// glyph_pipeline
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{
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vs_layout : Vertex_Layout_State
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{
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using vs_layout
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attrs[ATTR_render_glyph_vs_v_position] = Vertex_Attribute_State {
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format = Vertex_Format.FLOAT2,
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offset = 0,
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buffer_index = 0,
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}
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attrs[ATTR_render_glyph_vs_v_texture] = Vertex_Attribute_State {
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format = Vertex_Format.FLOAT2,
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offset = size_of(Vec2),
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buffer_index = 0,
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}
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buffers[0] = VertexBufferLayoutState {
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stride = size_of([4]f32),
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step_func = Vertex_Step.PER_VERTEX
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}
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}
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color_target := Color_Target_State {
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pixel_format = .R8,
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write_mask = .RGBA,
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blend = Blend_State {
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enabled = true,
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src_factor_rgb = .ONE_MINUS_DST_COLOR,
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dst_factor_rgb = .ONE_MINUS_SRC_COLOR,
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op_rgb = Blend_Op.ADD,
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src_factor_alpha = .ONE_MINUS_DST_ALPHA,
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dst_factor_alpha = .ONE_MINUS_SRC_ALPHA,
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op_alpha = Blend_Op.ADD,
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},
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}
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glyph_pipeline = gfx.make_pipeline({
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shader = glyph_shader,
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layout = vs_layout,
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index_type = Vertex_Index_Type.UINT32,
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colors = {
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0 = color_target,
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},
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color_count = 1,
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depth = {
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pixel_format = .DEPTH,
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compare = .ALWAYS,
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write_enabled = false,
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},
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cull_mode = .NONE,
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sample_count = 1,
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// label =
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})
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assert( gfx.query_pipeline_state(glyph_pipeline) < Resource_State.FAILED, "Failed to make glyph_pipeline" )
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}
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// glyph_pass
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{
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glyph_rt_color = gfx.make_image( Image_Desc {
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type = ._2D,
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render_target = true,
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width = i32(ve_ctx.glyph_buffer.width),
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height = i32(ve_ctx.glyph_buffer.height),
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num_slices = 1,
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num_mipmaps = 1,
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usage = .IMMUTABLE,
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pixel_format = .R8,
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sample_count = 1,
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// TODO(Ed): Setup labels for debug tracing/logging
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// label =
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})
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assert( gfx.query_image_state(glyph_rt_color) < ResourceState.FAILED, "Failed to make glyph_pipeline" )
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glyph_rt_depth = gfx.make_image( Image_Desc {
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type = ._2D,
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render_target = true,
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width = i32(ve_ctx.glyph_buffer.width),
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height = i32(ve_ctx.glyph_buffer.height),
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num_slices = 1,
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num_mipmaps = 1,
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usage = .IMMUTABLE,
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pixel_format = .DEPTH,
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sample_count = 1,
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})
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glyph_rt_sampler = gfx.make_sampler( Sampler_Description {
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min_filter = Image_Filter,
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mag_filter = Image_Filter,
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mipmap_filter = Filter.NONE,
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wrap_u = .CLAMP_TO_EDGE,
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wrap_v = .CLAMP_TO_EDGE,
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min_lod = -1000.0,
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max_lod = 1000.0,
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border_color = BorderColor.OPAQUE_BLACK,
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compare = .NEVER,
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max_anisotropy = 1,
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})
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assert( gfx.query_sampler_state( glyph_rt_sampler) < Resource_State.FAILED, "Failed to make atlas_rt_sampler" )
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color_attach := Attachment_Desc {
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image = glyph_rt_color,
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}
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glyph_attachments := gfx.make_attachments({
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colors = {
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0 = color_attach,
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},
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depth_stencil = {
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image = glyph_rt_depth,
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},
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})
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assert( gfx.query_attachments_state(glyph_attachments) < Resource_State.FAILED, "Failed to make glyph_attachments" )
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glyph_action := Pass_Action {
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colors = {
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0 = {
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load_action = .LOAD,
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store_action = .STORE,
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clear_value = {0.00, 0.00, 0.00, 1.00},
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}
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},
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depth = {
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load_action = .DONTCARE,
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store_action = .DONTCARE,
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clear_value = 0.0,
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},
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stencil = {
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load_action = .DONTCARE,
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store_action = .DONTCARE,
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clear_value = 0,
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}
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}
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glyph_pass = gfx.Pass {
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action = glyph_action,
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attachments = glyph_attachments,
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// label =
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}
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}
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// atlas_pipeline
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{
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vs_layout : VertexLayoutState
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{
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using vs_layout
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attrs[ATTR_ve_blit_atlas_vs_v_position] = Vertex_Attribute_State {
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format = Vertex_Format.FLOAT2,
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offset = 0,
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buffer_index = 0,
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}
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attrs[ATTR_ve_blit_atlas_vs_v_texture] = Vertex_Attribute_State {
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format = Vertex_Format.FLOAT2,
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offset = size_of(Vec2),
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buffer_index = 0,
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}
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buffers[0] = Vertex_Buffer_Layout_State {
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stride = size_of([4]f32),
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step_func = Vertex_Step.PER_VERTEX
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}
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}
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color_target := Color_Target_State {
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pixel_format = .R8,
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write_mask = .RGBA,
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blend = Blend_State {
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enabled = true,
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src_factor_rgb = .SRC_ALPHA,
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dst_factor_rgb = .ONE_MINUS_SRC_ALPHA,
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op_rgb = Blend_Op.ADD,
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src_factor_alpha = .SRC_ALPHA,
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dst_factor_alpha = .ONE_MINUS_SRC_ALPHA,
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op_alpha = Blend_Op.ADD,
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},
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}
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atlas_pipeline = gfx.make_pipeline({
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shader = atlas_shader,
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layout = vs_layout,
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index_type = Vertex_Index_Type.UINT32,
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colors = {
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0 = color_target,
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},
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color_count = 1,
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depth = {
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pixel_format = .DEPTH,
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compare = .ALWAYS,
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write_enabled = false,
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},
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cull_mode = .NONE,
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sample_count = 1,
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})
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}
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// atlas_pass
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{
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atlas_rt_color = gfx.make_image( Image_Desc {
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type = ._2D,
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render_target = true,
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width = i32(ve_ctx.atlas.width),
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height = i32(ve_ctx.atlas.height),
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num_slices = 1,
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num_mipmaps = 1,
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usage = .IMMUTABLE,
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pixel_format = .R8,
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sample_count = 1,
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// TODO(Ed): Setup labels for debug tracing/logging
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// label =
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})
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assert( gfx.query_image_state(atlas_rt_color) < Resource_State.FAILED, "Failed to make atlas_rt_color")
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atlas_rt_depth = gfx.make_image( Image_Desc {
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type = ._2D,
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render_target = true,
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width = i32(ve_ctx.atlas.width),
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height = i32(ve_ctx.atlas.height),
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num_slices = 1,
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num_mipmaps = 1,
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usage = .IMMUTABLE,
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pixel_format = .DEPTH,
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sample_count = 1,
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})
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assert( gfx.query_image_state(atlas_rt_depth) < Resource_State.FAILED, "Failed to make atlas_rt_depth")
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atlas_rt_sampler = gfx.make_sampler( Sampler_Description {
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min_filter = Image_Filter,
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mag_filter = Image_Filter,
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mipmap_filter = Filter.NONE,
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wrap_u = .CLAMP_TO_EDGE,
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wrap_v = .CLAMP_TO_EDGE,
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min_lod = -1000.0,
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max_lod = 1000.0,
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border_color = Border_Color.OPAQUE_BLACK,
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compare = .NEVER,
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max_anisotropy = 1,
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})
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assert( gfx.query_sampler_state( atlas_rt_sampler) < Resource_State.FAILED, "Failed to make atlas_rt_sampler" )
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color_attach := Attachment_Desc {
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image = atlas_rt_color,
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// mip_level = 1,
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}
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atlas_attachments := gfx.make_attachments({
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colors = {
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0 = color_attach,
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},
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depth_stencil = {
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image = atlas_rt_depth,
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},
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})
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assert( gfx.query_attachments_state(atlas_attachments) < Resource_State.FAILED, "Failed to make atlas_attachments")
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atlas_action := Pass_Action {
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colors = {
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0 = {
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load_action = .LOAD,
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store_action = .STORE,
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clear_value = {0.00, 0.00, 0.00, 1.0},
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}
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},
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depth = {
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load_action = .DONTCARE,
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store_action = .DONTCARE,
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clear_value = 0.0,
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},
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stencil = {
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load_action = .DONTCARE,
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store_action = .DONTCARE,
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clear_value = 0,
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}
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}
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atlas_pass = gfx.Pass {
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action = atlas_action,
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attachments = atlas_attachments,
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// label =
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}
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}
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// screen pipeline
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{
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vs_layout : Vertex_Layout_State
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{
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using vs_layout
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attrs[ATTR_ve_draw_text_vs_v_position] = Vertex_Attribute_State {
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format = Vertex_Format.FLOAT2,
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offset = 0,
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buffer_index = 0,
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}
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attrs[ATTR_ve_draw_text_vs_v_texture] = Vertex_Attribute_State {
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format = Vertex_Format.FLOAT2,
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offset = size_of(Vec2),
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buffer_index = 0,
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}
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buffers[0] = Vertex_Buffer_Layout_State {
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stride = size_of([4]f32),
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step_func = Vertex_Step.PER_VERTEX
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}
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}
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color_target := Color_Target_State {
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pixel_format = app_env.defaults.color_format,
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write_mask = .RGBA,
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blend = Blend_State {
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enabled = true,
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src_factor_rgb = .SRC_ALPHA,
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dst_factor_rgb = .ONE_MINUS_SRC_ALPHA,
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op_rgb = BlendOp.ADD,
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src_factor_alpha = .SRC_ALPHA,
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dst_factor_alpha = .ONE_MINUS_SRC_ALPHA,
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op_alpha = BlendOp.ADD,
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},
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}
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screen_pipeline = gfx.make_pipeline({
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shader = screen_shader,
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layout = vs_layout,
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index_type = Vertex_Index_Type.UINT32,
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colors = {
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0 = color_target,
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},
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color_count = 1,
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sample_count = 1,
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depth = {
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pixel_format = app_env.defaults.depth_format,
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compare = .ALWAYS,
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write_enabled = false,
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},
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cull_mode = .NONE,
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})
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verify( gfx.query_pipeline_state(screen_pipeline) < Resource_State.FAILED, "Failed to make screen_pipeline" )
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}
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// screen_pass
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{
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screen_action := Pass_Action {
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colors = {
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0 = {
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load_action = .LOAD,
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store_action = .STORE,
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clear_value = {0.00, 0.00, 0.00, 0.0},
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},
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1 = {
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load_action = .LOAD,
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store_action = .STORE,
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clear_value = {0.00, 0.00, 0.00, 0.0},
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},
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2 = {
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load_action = .LOAD,
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store_action = .STORE,
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clear_value = {0.00, 0.00, 0.00, 0.0},
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}
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},
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depth = {
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load_action = .DONTCARE,
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store_action = .DONTCARE,
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clear_value = 0.0,
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},
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stencil = {
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load_action = .DONTCARE,
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store_action = .DONTCARE,
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clear_value = 0,
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}
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}
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screen_pass = gfx.Pass {
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action = screen_action,
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// label =
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}
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||||
}
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}
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render_text_layer :: proc( screen_extent : Vec2, ve_ctx : ^ve.Context, ctx : Context )
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{
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// profile("VEFontCache: render text layer")
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using ctx
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||||
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||||
Bindings :: gfx.Bindings
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Range :: gfx.Range
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||||
ShaderStage :: gfx.Shader_Stage
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vbuf_layer_slice, ibuf_layer_slice, calls_layer_slice := ve.get_draw_list_layer( ve_ctx )
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vbuf_ve_range := Range{ raw_data(vbuf_layer_slice), cast(u64) len(vbuf_layer_slice) * size_of(ve.Vertex) }
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ibuf_ve_range := Range{ raw_data(ibuf_layer_slice), cast(u64) len(ibuf_layer_slice) * size_of(u32) }
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gfx.append_buffer( draw_list_vbuf, vbuf_ve_range )
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gfx.append_buffer( draw_list_ibuf, ibuf_ve_range )
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||||
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||||
ve.flush_draw_list_layer( ve_ctx )
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||||
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||||
screen_width := u32(screen_extent.x * 2)
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||||
screen_height := u32(screen_extent.y * 2)
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||||
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||||
for & draw_call in calls_layer_slice
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||||
{
|
||||
watch := draw_call
|
||||
// profile("VEFontCache: draw call")
|
||||
|
||||
num_indices := draw_call.end_index - draw_call.start_index
|
||||
|
||||
switch draw_call.pass
|
||||
{
|
||||
// 1. Do the glyph rendering pass
|
||||
// Glyphs are first rendered to an intermediate 2k x 512px R8 texture
|
||||
case .Glyph:
|
||||
// profile("VEFontCache: draw call: glyph")
|
||||
if num_indices == 0 && ! draw_call.clear_before_draw {
|
||||
continue
|
||||
}
|
||||
|
||||
width := ve_ctx.glyph_buffer.width
|
||||
height := ve_ctx.glyph_buffer.height
|
||||
|
||||
pass := glyph_pass
|
||||
if draw_call.clear_before_draw {
|
||||
pass.action.colors[0].load_action = .CLEAR
|
||||
pass.action.colors[0].clear_value.a = 1.0
|
||||
}
|
||||
gfx.begin_pass( pass )
|
||||
|
||||
gfx.apply_viewport( 0,0, width, height, origin_top_left = true )
|
||||
gfx.apply_scissor_rect( 0,0, width, height, origin_top_left = true )
|
||||
|
||||
gfx.apply_pipeline( glyph_pipeline )
|
||||
|
||||
bindings := Bindings {
|
||||
vertex_buffers = {
|
||||
0 = draw_list_vbuf,
|
||||
},
|
||||
vertex_buffer_offsets = {
|
||||
0 = 0,
|
||||
},
|
||||
index_buffer = draw_list_ibuf,
|
||||
index_buffer_offset = 0,//i32(draw_call.start_index) * size_of(u32),
|
||||
fs = {},
|
||||
}
|
||||
gfx.apply_bindings( bindings )
|
||||
|
||||
// 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:
|
||||
// profile("VEFontCache: draw call: atlas")
|
||||
if num_indices == 0 && ! draw_call.clear_before_draw {
|
||||
continue
|
||||
}
|
||||
|
||||
width := ve_ctx.atlas.width
|
||||
height := ve_ctx.atlas.height
|
||||
|
||||
pass := atlas_pass
|
||||
if draw_call.clear_before_draw {
|
||||
pass.action.colors[0].load_action = .CLEAR
|
||||
pass.action.colors[0].clear_value.a = 1.0
|
||||
}
|
||||
gfx.begin_pass( pass )
|
||||
|
||||
gfx.apply_viewport( 0, 0, width, height, origin_top_left = true )
|
||||
gfx.apply_scissor_rect( 0, 0, width, height, origin_top_left = true )
|
||||
|
||||
gfx.apply_pipeline( atlas_pipeline )
|
||||
|
||||
fs_uniform := Ve_Blit_Atlas_Fs_Params { region = cast(i32) draw_call.region }
|
||||
gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_blit_atlas_fs_params, Range { & fs_uniform, size_of(Ve_Blit_Atlas_Fs_Params) })
|
||||
|
||||
gfx.apply_bindings(Bindings {
|
||||
vertex_buffers = {
|
||||
0 = draw_list_vbuf,
|
||||
},
|
||||
vertex_buffer_offsets = {
|
||||
0 = 0,
|
||||
},
|
||||
index_buffer = draw_list_ibuf,
|
||||
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 = glyph_rt_sampler, },
|
||||
},
|
||||
})
|
||||
|
||||
// 3. Use the atlas to then render the text.
|
||||
case .None, .Target, .Target_Uncached:
|
||||
if num_indices == 0 && ! draw_call.clear_before_draw {
|
||||
continue
|
||||
}
|
||||
|
||||
// profile("VEFontCache: draw call: target")
|
||||
|
||||
pass := screen_pass
|
||||
pass.swapchain = sokol_glue.swapchain()
|
||||
gfx.begin_pass( pass )
|
||||
|
||||
gfx.apply_viewport( 0, 0, screen_width, screen_height, origin_top_left = true )
|
||||
gfx.apply_scissor_rect( 0, 0, screen_width, screen_height, origin_top_left = true )
|
||||
|
||||
gfx.apply_pipeline( screen_pipeline )
|
||||
|
||||
src_rt := atlas_rt_color
|
||||
src_sampler := atlas_rt_sampler
|
||||
|
||||
fs_target_uniform := Ve_Draw_Text_Fs_Params {
|
||||
down_sample = 0,
|
||||
colour = draw_call.colour,
|
||||
}
|
||||
|
||||
if draw_call.pass == .Target_Uncached {
|
||||
fs_target_uniform.down_sample = 1
|
||||
src_rt = glyph_rt_color
|
||||
src_sampler = glyph_rt_sampler
|
||||
}
|
||||
gfx.apply_uniforms( ShaderStage.FS, SLOT_ve_draw_text_fs_params, Range { & fs_target_uniform, size_of(Ve_Draw_Text_Fs_Params) })
|
||||
|
||||
gfx.apply_bindings(Bindings {
|
||||
vertex_buffers = {
|
||||
0 = draw_list_vbuf,
|
||||
},
|
||||
vertex_buffer_offsets = {
|
||||
0 = 0,
|
||||
},
|
||||
index_buffer = draw_list_ibuf,
|
||||
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 = src_sampler, },
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
if num_indices != 0 {
|
||||
gfx.draw( draw_call.start_index, num_indices, 1 )
|
||||
}
|
||||
|
||||
gfx.end_pass()
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user