updates to sokol_demo & sokol backend

This commit is contained in:
2024-07-01 12:24:20 -04:00
parent 93e8b2d64e
commit 51ddb5371b
4 changed files with 2339 additions and 21 deletions

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\VEFontCache-Odin\backend\sokol\draw_text.shdc.glsl --output C:\projects\VEFontCache-Odin\backend\sokol\draw_text.odin --slang hlsl4 --format=sokol_odin --module =draw_text
sokol-shdc --input C:\projects\VEFontCache-Odin\backend\sokol\draw_text.shdc.glsl --output C:\projects\VEFontCache-Odin\backend\sokol\draw_text.odin --slang glsl410:glsl300es:hlsl4:metal_macos:wgsl --format=sokol_odin --module =draw_text
Overview:
=========
@@ -44,6 +44,250 @@ 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 = vec2(v_texture.x, 1.0 - v_texture.y);
gl_Position = vec4((v_position * 2.0) - vec2(1.0), 0.0, 1.0);
}
*/
@(private)
draw_text_vs_source_glsl410 := [261]u8 {
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}
/*
#version 410
struct draw_text_fs_params
{
int down_sample;
vec4 colour;
};
uniform draw_text_fs_params _31;
uniform sampler2D draw_text_src_texture_draw_text_src_sampler;
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 frag_color;
void main()
{
float alpha = texture(draw_text_src_texture_draw_text_src_sampler, uv).x;
if (_31.down_sample == 1)
{
alpha = 0.25 * (((texture(draw_text_src_texture_draw_text_src_sampler, uv + vec2(-0.000244140625, -0.0009765625)).x + texture(draw_text_src_texture_draw_text_src_sampler, uv + vec2(-0.000244140625, 0.0009765625)).x) + texture(draw_text_src_texture_draw_text_src_sampler, uv + vec2(0.000244140625, -0.0009765625)).x) + texture(draw_text_src_texture_draw_text_src_sampler, uv + vec2(0.000244140625, 0.0009765625)).x);
}
frag_color = vec4(_31.colour.xyz, _31.colour.w * alpha);
}
*/
@(private)
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}
/*
#version 300 es
out vec2 uv;
layout(location = 1) in vec2 v_texture;
layout(location = 0) in vec2 v_position;
void main()
{
uv = vec2(v_texture.x, 1.0 - v_texture.y);
gl_Position = vec4((v_position * 2.0) - vec2(1.0), 0.0, 1.0);
}
*/
@(private)
draw_text_vs_source_glsl300es := [243]u8 {
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}
/*
#version 300 es
precision mediump float;
precision highp int;
struct draw_text_fs_params
{
int down_sample;
highp vec4 colour;
};
uniform draw_text_fs_params _31;
uniform highp sampler2D draw_text_src_texture_draw_text_src_sampler;
in highp vec2 uv;
layout(location = 0) out highp vec4 frag_color;
void main()
{
highp float alpha = texture(draw_text_src_texture_draw_text_src_sampler, uv).x;
if (_31.down_sample == 1)
{
alpha = 0.25 * (((texture(draw_text_src_texture_draw_text_src_sampler, uv + vec2(-0.000244140625, -0.0009765625)).x + texture(draw_text_src_texture_draw_text_src_sampler, uv + vec2(-0.000244140625, 0.0009765625)).x) + texture(draw_text_src_texture_draw_text_src_sampler, uv + vec2(0.000244140625, -0.0009765625)).x) + texture(draw_text_src_texture_draw_text_src_sampler, uv + vec2(0.000244140625, 0.0009765625)).x);
}
frag_color = vec4(_31.colour.xyz, _31.colour.w * alpha);
}
*/
@(private)
draw_text_fs_source_glsl300es := [940]u8 {
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}
/*
static float4 gl_Position;
static float2 uv;
@@ -252,10 +496,487 @@ draw_text_fs_source_hlsl4 := [1257]u8 {
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0x74,0x70,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x00,
}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float2 uv [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float2 v_position [[attribute(0)]];
float2 v_texture [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.uv = float2(in.v_texture.x, 1.0 - in.v_texture.y);
out.gl_Position = float4((in.v_position * 2.0) - float2(1.0), 0.0, 1.0);
return out;
}
*/
@(private)
draw_text_vs_source_metal_macos := [495]u8 {
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}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct draw_text_fs_params
{
int down_sample;
float4 colour;
};
struct main0_out
{
float4 frag_color [[color(0)]];
};
struct main0_in
{
float2 uv [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], constant draw_text_fs_params& _31 [[buffer(0)]], texture2d<float> draw_text_src_texture [[texture(0)]], sampler draw_text_src_sampler [[sampler(0)]])
{
main0_out out = {};
float alpha = draw_text_src_texture.sample(draw_text_src_sampler, in.uv).x;
if (_31.down_sample == 1)
{
alpha = 0.25 * (((draw_text_src_texture.sample(draw_text_src_sampler, (in.uv + float2(-0.000244140625, -0.0009765625))).x + draw_text_src_texture.sample(draw_text_src_sampler, (in.uv + float2(-0.000244140625, 0.0009765625))).x) + draw_text_src_texture.sample(draw_text_src_sampler, (in.uv + float2(0.000244140625, -0.0009765625))).x) + draw_text_src_texture.sample(draw_text_src_sampler, (in.uv + float2(0.000244140625, 0.0009765625))).x);
}
out.frag_color = float4(_31.colour.xyz, _31.colour.w * alpha);
return out;
}
*/
@(private)
draw_text_fs_source_metal_macos := [1141]u8 {
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}
/*
diagnostic(off, derivative_uniformity);
var<private> uv : vec2f;
var<private> v_texture : vec2f;
var<private> v_position : vec2f;
var<private> gl_Position : vec4f;
fn main_1() {
let x_16 : f32 = v_texture.x;
let x_20 : f32 = v_texture.y;
uv = vec2f(x_16, (1.0f - x_20));
let x_31 : vec2f = v_position;
let x_35 : vec2f = ((x_31 * 2.0f) - vec2f(1.0f, 1.0f));
gl_Position = vec4f(x_35.x, x_35.y, 0.0f, 1.0f);
return;
}
struct main_out {
@location(0)
uv_1 : vec2f,
@builtin(position)
gl_Position : vec4f,
}
@vertex
fn main(@location(1) v_texture_param : vec2f, @location(0) v_position_param : vec2f) -> main_out {
v_texture = v_texture_param;
v_position = v_position_param;
main_1();
return main_out(uv, gl_Position);
}
*/
@(private)
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}
/*
diagnostic(off, derivative_uniformity);
struct draw_text_fs_params {
/_ @offset(0) _/
down_sample : i32,
/_ @offset(16) _/
colour : vec4f,
}
@group(1) @binding(48) var draw_text_src_texture : texture_2d<f32>;
@group(1) @binding(64) var draw_text_src_sampler : sampler;
var<private> uv : vec2f;
@group(0) @binding(4) var<uniform> x_31 : draw_text_fs_params;
var<private> frag_color : vec4f;
fn main_1() {
var alpha : f32;
let x_22 : vec2f = uv;
let x_24 : vec4f = textureSample(draw_text_src_texture, draw_text_src_sampler, x_22);
alpha = x_24.x;
let x_35 : i32 = x_31.down_sample;
if ((x_35 == 1i)) {
let x_44 : vec2f = uv;
let x_49 : vec4f = textureSample(draw_text_src_texture, draw_text_src_sampler, (x_44 + vec2f(-0.000244140625f, -0.0009765625f)));
let x_56 : vec2f = uv;
let x_60 : vec4f = textureSample(draw_text_src_texture, draw_text_src_sampler, (x_56 + vec2f(-0.000244140625f, 0.0009765625f)));
let x_67 : vec2f = uv;
let x_71 : vec4f = textureSample(draw_text_src_texture, draw_text_src_sampler, (x_67 + vec2f(0.000244140625f, -0.0009765625f)));
let x_78 : vec2f = uv;
let x_81 : vec4f = textureSample(draw_text_src_texture, draw_text_src_sampler, (x_78 + vec2f(0.000244140625f, 0.0009765625f)));
alpha = ((((x_49.x * 0.25f) + (x_60.x * 0.25f)) + (x_71.x * 0.25f)) + (x_81.x * 0.25f));
}
let x_90 : vec4f = x_31.colour;
let x_91 : vec3f = vec3f(x_90.x, x_90.y, x_90.z);
let x_95 : f32 = x_31.colour.w;
let x_96 : f32 = alpha;
frag_color = vec4f(x_91.x, x_91.y, x_91.z, (x_95 * x_96));
return;
}
struct main_out {
@location(0)
frag_color_1 : vec4f,
}
@fragment
fn main(@location(0) uv_param : vec2f) -> main_out {
uv = uv_param;
main_1();
return main_out(frag_color);
}
*/
@(private)
draw_text_fs_source_wgsl := [1772]u8 {
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}
draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "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)&draw_text_vs_source_glsl410
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&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
desc.fs.uniform_blocks[0].uniforms[1].name = "_31.colour"
desc.fs.uniform_blocks[0].uniforms[1].type = .FLOAT4
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 = "draw_text_src_texture_draw_text_src_sampler"
case .GLES3:
desc.attrs[0].name = "v_position"
desc.attrs[1].name = "v_texture"
desc.vs.source = transmute(cstring)&draw_text_vs_source_glsl300es
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&draw_text_fs_source_glsl300es
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
desc.fs.uniform_blocks[0].uniforms[1].name = "_31.colour"
desc.fs.uniform_blocks[0].uniforms[1].type = .FLOAT4
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 = "draw_text_src_texture_draw_text_src_sampler"
case .D3D11:
desc.attrs[0].sem_name = "TEXCOORD"
desc.attrs[0].sem_index = 0
@@ -278,6 +999,38 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
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
case .METAL_MACOS:
desc.vs.source = transmute(cstring)&draw_text_vs_source_metal_macos
desc.vs.entry = "main0"
desc.fs.source = transmute(cstring)&draw_text_fs_source_metal_macos
desc.fs.entry = "main0"
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
case .WGPU:
desc.vs.source = transmute(cstring)&draw_text_vs_source_wgsl
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&draw_text_fs_source_wgsl
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
}
return desc
}