Update generated sokol shader odin files based on latest sokol-shdc

This commit is contained in:
2025-03-17 20:03:43 -04:00
parent 17a061a790
commit 6e0cb87338
4 changed files with 33 additions and 3 deletions

View File

@@ -1644,7 +1644,9 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_glsl410
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[0].glsl_name = "v_position"
desc.attrs[1].base_type = .FLOAT
desc.attrs[1].glsl_name = "v_texture"
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
@@ -1673,7 +1675,9 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_glsl300es
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[0].glsl_name = "v_position"
desc.attrs[1].base_type = .FLOAT
desc.attrs[1].glsl_name = "v_texture"
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
@@ -1704,8 +1708,10 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_hlsl4
desc.fragment_func.d3d11_target = "ps_4_0"
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].base_type = .FLOAT
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
desc.uniform_blocks[0].stage = .FRAGMENT
@@ -1728,6 +1734,8 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main0"
desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_metal_macos
desc.fragment_func.entry = "main0"
desc.attrs[0].base_type = .FLOAT
desc.attrs[1].base_type = .FLOAT
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 16
@@ -1748,6 +1756,8 @@ blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&blit_atlas_fs_source_wgsl
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[1].base_type = .FLOAT
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 16

View File

@@ -913,7 +913,9 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&draw_text_fs_source_glsl410
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[0].glsl_name = "v_position"
desc.attrs[1].base_type = .FLOAT
desc.attrs[1].glsl_name = "v_texture"
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
@@ -936,7 +938,9 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&draw_text_fs_source_glsl300es
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[0].glsl_name = "v_position"
desc.attrs[1].base_type = .FLOAT
desc.attrs[1].glsl_name = "v_texture"
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
@@ -961,8 +965,10 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.fragment_func.source = transmute(cstring)&draw_text_fs_source_hlsl4
desc.fragment_func.d3d11_target = "ps_4_0"
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].base_type = .FLOAT
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
desc.uniform_blocks[0].stage = .FRAGMENT
@@ -985,6 +991,8 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main0"
desc.fragment_func.source = transmute(cstring)&draw_text_fs_source_metal_macos
desc.fragment_func.entry = "main0"
desc.attrs[0].base_type = .FLOAT
desc.attrs[1].base_type = .FLOAT
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 32
@@ -1005,6 +1013,8 @@ draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&draw_text_fs_source_wgsl
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[1].base_type = .FLOAT
desc.uniform_blocks[0].stage = .FRAGMENT
desc.uniform_blocks[0].layout = .STD140
desc.uniform_blocks[0].size = 32

View File

@@ -518,14 +518,18 @@ render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&render_glyph_fs_source_glsl410
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[0].glsl_name = "v_position"
desc.attrs[1].base_type = .FLOAT
desc.attrs[1].glsl_name = "v_texture"
case .GLES3:
desc.vertex_func.source = transmute(cstring)&render_glyph_vs_source_glsl300es
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&render_glyph_fs_source_glsl300es
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[0].glsl_name = "v_position"
desc.attrs[1].base_type = .FLOAT
desc.attrs[1].glsl_name = "v_texture"
case .D3D11:
desc.vertex_func.source = transmute(cstring)&render_glyph_vs_source_hlsl4
@@ -534,8 +538,10 @@ render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.fragment_func.source = transmute(cstring)&render_glyph_fs_source_hlsl4
desc.fragment_func.d3d11_target = "ps_4_0"
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[0].hlsl_sem_name = "TEXCOORD"
desc.attrs[0].hlsl_sem_index = 0
desc.attrs[1].base_type = .FLOAT
desc.attrs[1].hlsl_sem_name = "TEXCOORD"
desc.attrs[1].hlsl_sem_index = 1
case .METAL_MACOS:
@@ -543,11 +549,15 @@ render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc.vertex_func.entry = "main0"
desc.fragment_func.source = transmute(cstring)&render_glyph_fs_source_metal_macos
desc.fragment_func.entry = "main0"
desc.attrs[0].base_type = .FLOAT
desc.attrs[1].base_type = .FLOAT
case .WGPU:
desc.vertex_func.source = transmute(cstring)&render_glyph_vs_source_wgsl
desc.vertex_func.entry = "main"
desc.fragment_func.source = transmute(cstring)&render_glyph_fs_source_wgsl
desc.fragment_func.entry = "main"
desc.attrs[0].base_type = .FLOAT
desc.attrs[1].base_type = .FLOAT
}
return desc
}