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

File diff suppressed because it is too large Load Diff

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)
draw_text_fs_source_glsl410 := [882]u8 {
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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)
draw_text_vs_source_wgsl := [756]u8 {
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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
}

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\render_glyph.shdc.glsl --output C:\projects\VEFontCache-Odin\backend\sokol\render_glyph.odin --slang hlsl4 --format=sokol_odin --module =render_glyph
sokol-shdc --input C:\projects\VEFontCache-Odin\backend\sokol\render_glyph.shdc.glsl --output C:\projects\VEFontCache-Odin\backend\sokol\render_glyph.odin --slang glsl410:glsl300es:hlsl4:metal_macos:wgsl --format=sokol_odin --module =render_glyph
Overview:
=========
@@ -20,6 +20,123 @@ import sg "thirdparty:sokol/gfx"
*/
ATTR_render_glyph_vs_v_position :: 0
ATTR_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 = vec2(v_texture.x, 1.0 - v_texture.y);
gl_Position = vec4(v_position, 0.0, 1.0);
}
*/
@(private)
render_glyph_vs_source_glsl410 := [241]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,0x20,0x76,0x65,0x63,0x32,0x28,0x76,0x5f,
0x74,0x65,0x78,0x74,0x75,0x72,0x65,0x2e,0x78,0x2c,0x20,0x31,0x2e,0x30,0x20,0x2d,
0x20,0x76,0x5f,0x74,0x65,0x78,0x74,0x75,0x72,0x65,0x2e,0x79,0x29,0x3b,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)
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,
}
/*
#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, 0.0, 1.0);
}
*/
@(private)
render_glyph_vs_source_glsl300es := [223]u8 {
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
0x0a,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,0x20,0x76,0x65,0x63,0x32,0x28,0x76,0x5f,0x74,0x65,
0x78,0x74,0x75,0x72,0x65,0x2e,0x78,0x2c,0x20,0x31,0x2e,0x30,0x20,0x2d,0x20,0x76,
0x5f,0x74,0x65,0x78,0x74,0x75,0x72,0x65,0x2e,0x79,0x29,0x3b,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 300 es
precision mediump float;
precision highp int;
layout(location = 0) out highp vec4 frag_color;
in highp vec2 uv;
void main()
{
frag_color = vec4(1.0);
}
*/
@(private)
render_glyph_fs_source_glsl300es := [176]u8 {
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
0x70,0x72,0x65,0x63,0x69,0x73,0x69,0x6f,0x6e,0x20,0x6d,0x65,0x64,0x69,0x75,0x6d,
0x70,0x20,0x66,0x6c,0x6f,0x61,0x74,0x3b,0x0a,0x70,0x72,0x65,0x63,0x69,0x73,0x69,
0x6f,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x69,0x6e,0x74,0x3b,0x0a,0x0a,0x6c,
0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,
0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,
0x63,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x69,
0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76,0x3b,
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,
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}
/*
static float4 gl_Position;
static float2 uv;
@@ -161,10 +278,255 @@ render_glyph_fs_source_hlsl4 := [427]u8 {
0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x73,0x74,0x61,0x67,0x65,0x5f,
0x6f,0x75,0x74,0x70,0x75,0x74,0x3b,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, 0.0, 1.0);
return out;
}
*/
@(private)
render_glyph_vs_source_metal_macos := [473]u8 {
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,
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0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 frag_color [[color(0)]];
};
fragment main0_out main0()
{
main0_out out = {};
out.frag_color = float4(1.0);
return out;
}
*/
@(private)
render_glyph_fs_source_metal_macos := [238]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;
gl_Position = vec4f(x_31.x, x_31.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)
render_glyph_vs_source_wgsl := [698]u8 {
0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20,
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0x6f,0x75,0x74,0x28,0x75,0x76,0x2c,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,
0x69,0x6f,0x6e,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
}
/*
diagnostic(off, derivative_uniformity);
var<private> frag_color : vec4f;
var<private> uv : vec2f;
fn main_1() {
frag_color = vec4f(1.0f, 1.0f, 1.0f, 1.0f);
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)
render_glyph_fs_source_wgsl := [361]u8 {
0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20,
0x64,0x65,0x72,0x69,0x76,0x61,0x74,0x69,0x76,0x65,0x5f,0x75,0x6e,0x69,0x66,0x6f,
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0x76,0x61,0x74,0x65,0x3e,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,
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0x30,0x66,0x2c,0x20,0x31,0x2e,0x30,0x66,0x2c,0x20,0x31,0x2e,0x30,0x66,0x29,0x3b,
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0x5f,0x31,0x28,0x29,0x3b,0x0a,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6d,
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0x6f,0x72,0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
}
render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "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)&render_glyph_vs_source_glsl410
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&render_glyph_fs_source_glsl410
desc.fs.entry = "main"
case .GLES3:
desc.attrs[0].name = "v_position"
desc.attrs[1].name = "v_texture"
desc.vs.source = transmute(cstring)&render_glyph_vs_source_glsl300es
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&render_glyph_fs_source_glsl300es
desc.fs.entry = "main"
case .D3D11:
desc.attrs[0].sem_name = "TEXCOORD"
desc.attrs[0].sem_index = 0
@@ -176,6 +538,16 @@ render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.fs.source = transmute(cstring)&render_glyph_fs_source_hlsl4
desc.fs.d3d11_target = "ps_4_0"
desc.fs.entry = "main"
case .METAL_MACOS:
desc.vs.source = transmute(cstring)&render_glyph_vs_source_metal_macos
desc.vs.entry = "main0"
desc.fs.source = transmute(cstring)&render_glyph_fs_source_metal_macos
desc.fs.entry = "main0"
case .WGPU:
desc.vs.source = transmute(cstring)&render_glyph_vs_source_wgsl
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&render_glyph_fs_source_wgsl
desc.fs.entry = "main"
}
return desc
}

View File

@@ -50,8 +50,6 @@ Font_Load_Gen_ID :: ""
// Working directory assumed to be the build folder
Path_Fonts :: "../fonts/"
Screen_Size : [2]f32 : { 1600, 900 }
FontID :: struct {
label : string,
}
@@ -68,6 +66,8 @@ Demo_Context :: struct {
font_ids : map[string]FontDef,
font_firacode : FontID,
screen_size : [2]f32
}
demo_ctx : Demo_Context
@@ -135,7 +135,7 @@ measure_text_size :: proc( text : string, font : FontID, font_size := Font_Use_D
return measured
}
get_font_vertical_metrics :: #force_inline proc ( font : FontID, font_size := Font_Use_Default_Size ) -> ( ascent, descent, line_gap : f32 )
get_font_vertical_metrics :: #force_inline proc ( font : FontID, font_size := Font_Use_Default_Size ) -> ( ascent, descent, line_gap : f32 )
{
ve_id, size := font_provider_resolve_draw_id( font, font_size )
ascent, descent, line_gap = ve.get_font_vertical_metrics( & demo_ctx.ve_ctx, ve_id )
@@ -145,8 +145,8 @@ get_font_vertical_metrics :: #force_inline proc ( font : FontID, font_size := Fo
// Draw text using a string and normalized render coordinates
draw_text_string_pos_norm :: proc( content : string, id : FontID, size : f32, pos : Vec2, color := Color_White, scale : f32 = 1.0 )
{
width :: Screen_Size.x
height :: Screen_Size.y
width := demo_ctx.screen_size.x
height := demo_ctx.screen_size.y
ve_id, resolved_size := font_provider_resolve_draw_id( id, size )
color_norm := normalize_rgba8(color)
@@ -157,10 +157,9 @@ draw_text_string_pos_norm :: proc( content : string, id : FontID, size : f32, po
}
// Draw text using a string and extent-based screen coordinates
draw_text_string_pos_extent :: proc( content : string, id : FontID, size : f32, pos : Vec2, color := Color_White )
{
render_pos := pos + Screen_Size * 0.5
normalized_pos := render_pos * (1.0 / Screen_Size)
draw_text_string_pos_extent :: proc( content : string, id : FontID, size : f32, pos : Vec2, color := Color_White ) {
render_pos := pos + demo_ctx.screen_size * 0.5
normalized_pos := render_pos * (1.0 / demo_ctx.screen_size)
draw_text_string_pos_norm( content, id, size, normalized_pos, color )
}
@@ -233,13 +232,14 @@ frame :: proc "c" ()
{
context = runtime.default_context()
demo_ctx.screen_size = { app.widthf(), app.heightf() }
pass_action : gfx.Pass_Action;
pass_action.colors[0] = { load_action = .CLEAR, clear_value = { 0.18 * 0.18, 0.204 * 0.204, 0.251 * 0.251, 1.0 } }
gfx.begin_pass({ action = pass_action, swapchain = glue.swapchain() })
gfx.end_pass()
{
ve.configure_snap( & demo_ctx.ve_ctx, u32(Screen_Size.x), u32(Screen_Size.y) )
ve.configure_snap( & demo_ctx.ve_ctx, u32(demo_ctx.screen_size.x), u32(demo_ctx.screen_size.y) )
ve.set_colour( & demo_ctx.ve_ctx, ve.Colour { 1.0, 1.0, 1.0, 1.0 })
ve_id, size := font_provider_resolve_draw_id( demo_ctx.font_firacode, 100 )
@@ -248,32 +248,34 @@ frame :: proc "c" ()
ve_id,
"Hello VE FONT CACHE???",
Vec2{0.1, 0.1},
Vec2{1 / Screen_Size.x, 1 / Screen_Size.y }
Vec2{1 / demo_ctx.screen_size.x, 1 / demo_ctx.screen_size.y }
)
draw_text_string_pos_extent( "Hello VEFontCache!", demo_ctx.font_firacode, 48, {0, 0}, Color_White )
draw_text_string_pos_norm( "Hello VEFontCache!", demo_ctx.font_firacode, 24, {0, 0}, Color_White )
ve_sokol.render_text_layer( Screen_Size * 0.5, & demo_ctx.ve_ctx, demo_ctx.render_ctx )
ve_sokol.render_text_layer( demo_ctx.screen_size * 0.5, & demo_ctx.ve_ctx, demo_ctx.render_ctx )
}
gfx.commit()
ve.flush_draw_list( & demo_ctx.ve_ctx )
}
cleanup :: proc "c" ()
{
cleanup :: proc "c" () {
context = runtime.default_context()
ve.shutdown( & demo_ctx.ve_ctx )
gfx.shutdown()
}
main :: proc() {
main :: proc()
{
demo_ctx.screen_size = Vec2 { 1600, 900 }
app.run({
init_cb = init,
frame_cb = frame,
cleanup_cb = cleanup,
width = i32(Screen_Size.x),
height = i32(Screen_Size.y),
width = i32(demo_ctx.screen_size.x),
height = i32(demo_ctx.screen_size.y),
window_title = "VEFonCache: Sokol Backend Demo",
icon = { sokol_default = true },
logger = { func = slog.func },