Files
VEFontCache-Odin/backend/sokol/blit_atlas.odin
2024-07-01 00:39:07 -04:00

368 lines
21 KiB
Odin

package ve_sokol
import sg "thirdparty:sokol/gfx"
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc --input C:\projects\VEFontCache-Odin\backend\sokol\blit_atlas.shdc.glsl --output C:\projects\VEFontCache-Odin\backend\sokol\blit_atlas.odin --slang hlsl4 --format=sokol_odin --module =blit_atlas
Overview:
=========
Shader program: 'blit_atlas':
Get shader desc: blit_atlas_shader_desc(sg.query_backend())
Vertex shader: blit_atlas_vs
Attributes:
ATTR_blit_atlas_vs_v_position => 0
ATTR_blit_atlas_vs_v_texture => 1
Fragment shader: blit_atlas_fs
Uniform block 'blit_atlas_fs_params':
Odin struct: Blit_Atlas_Fs_Params
Bind slot: SLOT_blit_atlas_fs_params => 0
Image 'blit_atlas_src_texture':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: SLOT_blit_atlas_src_texture => 0
Sampler 'blit_atlas_src_sampler':
Type: .FILTERING
Bind slot: SLOT_blit_atlas_src_sampler => 0
Image Sampler Pair 'blit_atlas_src_texture_blit_atlas_src_sampler':
Image: blit_atlas_src_texture
Sampler: blit_atlas_src_sampler
*/
ATTR_blit_atlas_vs_v_position :: 0
ATTR_blit_atlas_vs_v_texture :: 1
SLOT_blit_atlas_fs_params :: 0
SLOT_blit_atlas_src_texture :: 0
SLOT_blit_atlas_src_sampler :: 0
Blit_Atlas_Fs_Params :: struct #align(16) {
using _: struct #packed {
region: i32,
_: [12]u8,
},
}
/*
static float4 gl_Position;
static float2 uv;
static float2 v_texture;
static float2 v_position;
struct SPIRV_Cross_Input
{
float2 v_position : TEXCOORD0;
float2 v_texture : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float2 uv : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
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_texture = stage_input.v_texture;
v_position = stage_input.v_position;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.uv = uv;
return stage_output;
}
*/
@(private)
blit_atlas_vs_source_hlsl4 := [705]u8 {
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}
/*
cbuffer blit_atlas_fs_params : register(b0)
{
int _88_region : packoffset(c0);
};
Texture2D<float4> blit_atlas_src_texture : register(t0);
SamplerState blit_atlas_src_sampler : register(s0);
static float2 uv;
static float4 frag_color;
struct SPIRV_Cross_Input
{
float2 uv : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
float down_sample(float2 uv_1, float2 texture_size)
{
return 0.25f * (((blit_atlas_src_texture.Sample(blit_atlas_src_sampler, uv_1).x + blit_atlas_src_texture.Sample(blit_atlas_src_sampler, mad(float2(0.0f, 1.0f), texture_size, uv_1)).x) + blit_atlas_src_texture.Sample(blit_atlas_src_sampler, mad(float2(1.0f, 0.0f), texture_size, uv_1)).x) + blit_atlas_src_texture.Sample(blit_atlas_src_sampler, uv_1 + texture_size).x);
}
void frag_main()
{
bool _93 = _88_region == 0;
bool _101;
if (!_93)
{
_101 = _88_region == 1;
}
else
{
_101 = _93;
}
bool _109;
if (!_101)
{
_109 = _88_region == 2;
}
else
{
_109 = _101;
}
if (_109)
{
float2 param = uv + float2(-0.00048828125f, -0.0029296875f);
float2 param_1 = float2(0.00048828125f, 0.001953125f);
float2 param_2 = uv + float2(0.000244140625f, -0.0029296875f);
float2 param_3 = float2(0.00048828125f, 0.001953125f);
float2 param_4 = uv + float2(-0.000732421875f, 0.0009765625f);
float2 param_5 = float2(0.00048828125f, 0.001953125f);
float2 param_6 = uv + float2(0.000244140625f, 0.0009765625f);
float2 param_7 = float2(0.00048828125f, 0.001953125f);
frag_color = float4(1.0f, 1.0f, 1.0f, 0.25f * (((down_sample(param, param_1) + down_sample(param_2, param_3)) + down_sample(param_4, param_5)) + down_sample(param_6, param_7)));
}
else
{
frag_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
uv = stage_input.uv;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
@(private)
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}
blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "blit_atlas_shader"
#partial switch backend {
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)&blit_atlas_vs_source_hlsl4
desc.vs.d3d11_target = "vs_4_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&blit_atlas_fs_source_hlsl4
desc.fs.d3d11_target = "ps_4_0"
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 16
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
}