Uniforms and compiling shaders with a script

This commit is contained in:
nothke 2024-06-11 20:43:41 +02:00
parent a8dd27f3a4
commit e2a9053866
4 changed files with 628 additions and 2 deletions

1
compile_shaders.bat Normal file
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@ -0,0 +1 @@
sokol-shdc -i src/shaders/triangle.glsl -o src/shaders/triangle2.glsl.zig -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_zig

View File

@ -3,13 +3,14 @@ const sokol = @import("sokol");
const sg = sokol.gfx; const sg = sokol.gfx;
const shader = @import("shaders/triangle.glsl.zig"); const shader = @import("shaders/triangle2.glsl.zig");
var pass_action: sg.PassAction = .{}; var pass_action: sg.PassAction = .{};
const state = struct { const state = struct {
var bind: sg.Bindings = .{}; var bind: sg.Bindings = .{};
var pip: sg.Pipeline = .{}; var pip: sg.Pipeline = .{};
var vsParams: shader.FsParams = .{ .offset = .{ 0, 0, 0 } };
}; };
export fn init() void { export fn init() void {
@ -57,9 +58,13 @@ export fn frame() void {
col.g = @abs(@sin(timef())); col.g = @abs(@sin(timef()));
col.r = @abs(@cos(timef())); col.r = @abs(@cos(timef()));
state.vsParams.offset[0] = col.r;
sg.beginPass(.{ .action = pass_action, .swapchain = sokol.glue.swapchain() }); sg.beginPass(.{ .action = pass_action, .swapchain = sokol.glue.swapchain() });
sg.applyPipeline(state.pip); sg.applyPipeline(state.pip);
sg.applyBindings(state.bind); sg.applyBindings(state.bind);
sg.applyUniforms(.FS, shader.SLOT_fs_params, sg.asRange(&state.vsParams));
sg.draw(0, 3, 1); sg.draw(0, 3, 1);
sg.endPass(); sg.endPass();
sg.commit(); sg.commit();

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@ -11,11 +11,15 @@ void main() {
@end @end
@fs fs @fs fs
uniform fs_params {
vec3 offset;
};
in vec4 color; in vec4 color;
out vec4 frag_color; out vec4 frag_color;
void main() { void main() {
frag_color = color; frag_color = color * offset.r;
} }
@end @end

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@ -0,0 +1,616 @@
const sg = @import("sokol").gfx;
//
// #version:1# (machine generated, don't edit!)
//
// Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
//
// Cmdline:
// sokol-shdc -i src/shaders/triangle.glsl -o src/shaders/triangle2.glsl.zig -l glsl410:metal_macos:hlsl5:glsl300es:wgsl -f sokol_zig
//
// Overview:
// =========
// Shader program: 'triangle':
// Get shader desc: shd.triangleShaderDesc(sg.queryBackend());
// Vertex shader: vs
// Attributes:
// ATTR_vs_position => 0
// ATTR_vs_color0 => 1
// Fragment shader: fs
// Uniform block 'fs_params':
// Zig struct: FsParams
// Bind slot: SLOT_fs_params => 0
//
pub const ATTR_vs_position = 0;
pub const ATTR_vs_color0 = 1;
pub const SLOT_fs_params = 0;
pub const FsParams = extern struct {
offset: [3]f32 align(16),
_pad_12: [4]u8 align(1) = undefined,
};
//
// #version 410
//
// layout(location = 0) in vec4 position;
// layout(location = 0) out vec4 color;
// layout(location = 1) in vec4 color0;
//
// void main()
// {
// gl_Position = position;
// color = color0;
// }
//
//
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//
// #version 410
//
// uniform vec4 fs_params[1];
// layout(location = 0) out vec4 frag_color;
// layout(location = 0) in vec4 color;
//
// void main()
// {
// frag_color = color * fs_params[0].x;
// }
//
//
const fs_source_glsl410 = [179]u8 {
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//
// #version 300 es
//
// layout(location = 0) in vec4 position;
// out vec4 color;
// layout(location = 1) in vec4 color0;
//
// void main()
// {
// gl_Position = position;
// color = color0;
// }
//
//
const vs_source_glsl300es = [176]u8 {
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};
//
// #version 300 es
// precision mediump float;
// precision highp int;
//
// uniform highp vec4 fs_params[1];
// layout(location = 0) out highp vec4 frag_color;
// in highp vec4 color;
//
// void main()
// {
// frag_color = color * fs_params[0].x;
// }
//
//
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//
// static float4 gl_Position;
// static float4 position;
// static float4 color;
// static float4 color0;
//
// struct SPIRV_Cross_Input
// {
// float4 position : TEXCOORD0;
// float4 color0 : TEXCOORD1;
// };
//
// struct SPIRV_Cross_Output
// {
// float4 color : TEXCOORD0;
// float4 gl_Position : SV_Position;
// };
//
// void vert_main()
// {
// gl_Position = position;
// color = color0;
// }
//
// SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
// {
// position = stage_input.position;
// color0 = stage_input.color0;
// vert_main();
// SPIRV_Cross_Output stage_output;
// stage_output.gl_Position = gl_Position;
// stage_output.color = color;
// return stage_output;
// }
//
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};
//
// cbuffer fs_params : register(b0)
// {
// float3 _16_offset : packoffset(c0);
// };
//
//
// static float4 frag_color;
// static float4 color;
//
// struct SPIRV_Cross_Input
// {
// float4 color : TEXCOORD0;
// };
//
// struct SPIRV_Cross_Output
// {
// float4 frag_color : SV_Target0;
// };
//
// void frag_main()
// {
// frag_color = color * _16_offset.x;
// }
//
// SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
// {
// color = stage_input.color;
// frag_main();
// SPIRV_Cross_Output stage_output;
// stage_output.frag_color = frag_color;
// return stage_output;
// }
//
const fs_source_hlsl5 = [530]u8 {
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};
//
// #include <metal_stdlib>
// #include <simd/simd.h>
//
// using namespace metal;
//
// struct main0_out
// {
// float4 color [[user(locn0)]];
// float4 gl_Position [[position]];
// };
//
// struct main0_in
// {
// float4 position [[attribute(0)]];
// float4 color0 [[attribute(1)]];
// };
//
// vertex main0_out main0(main0_in in [[stage_in]])
// {
// main0_out out = {};
// out.gl_Position = in.position;
// out.color = in.color0;
// return out;
// }
//
//
const vs_source_metal_macos = [419]u8 {
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};
//
// #include <metal_stdlib>
// #include <simd/simd.h>
//
// using namespace metal;
//
// struct fs_params
// {
// float3 offset;
// };
//
// struct main0_out
// {
// float4 frag_color [[color(0)]];
// };
//
// struct main0_in
// {
// float4 color [[user(locn0)]];
// };
//
// fragment main0_out main0(main0_in in [[stage_in]], constant fs_params& _16 [[buffer(0)]])
// {
// main0_out out = {};
// out.frag_color = in.color * _16.offset.x;
// return out;
// }
//
//
const fs_source_metal_macos = [411]u8 {
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};
//
// diagnostic(off, derivative_uniformity);
//
// var<private> position_1 : vec4f;
//
// var<private> color : vec4f;
//
// var<private> color0 : vec4f;
//
// var<private> gl_Position : vec4f;
//
// fn main_1() {
// let x_18 : vec4f = position_1;
// gl_Position = x_18;
// let x_23 : vec4f = color0;
// color = x_23;
// return;
// }
//
// struct main_out {
// @builtin(position)
// gl_Position : vec4f,
// @location(0)
// color_1 : vec4f,
// }
//
// @vertex
// fn main(@location(0) position_1_param : vec4f, @location(1) color0_param : vec4f) -> main_out {
// position_1 = position_1_param;
// color0 = color0_param;
// main_1();
// return main_out(gl_Position, color);
// }
//
//
const vs_source_wgsl = [612]u8 {
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};
//
// diagnostic(off, derivative_uniformity);
//
// struct fs_params {
// /_ @offset(0) _/
// offset : vec3f,
// }
//
// var<private> frag_color : vec4f;
//
// var<private> color : vec4f;
//
// @group(0) @binding(4) var<uniform> x_16 : fs_params;
//
// fn main_1() {
// let x_12 : vec4f = color;
// let x_23 : f32 = x_16.offset.x;
// frag_color = (x_12 * x_23);
// return;
// }
//
// struct main_out {
// @location(0)
// frag_color_1 : vec4f,
// }
//
// @fragment
// fn main(@location(0) color_param : vec4f) -> main_out {
// color = color_param;
// main_1();
// return main_out(frag_color);
// }
//
//
const fs_source_wgsl = [532]u8 {
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};
pub fn triangleShaderDesc(backend: sg.Backend) sg.ShaderDesc {
var desc: sg.ShaderDesc = .{};
desc.label = "triangle_shader";
switch (backend) {
.GLCORE => {
desc.attrs[0].name = "position";
desc.attrs[1].name = "color0";
desc.vs.source = &vs_source_glsl410;
desc.vs.entry = "main";
desc.fs.source = &fs_source_glsl410;
desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 16;
desc.fs.uniform_blocks[0].layout = .STD140;
desc.fs.uniform_blocks[0].uniforms[0].name = "fs_params";
desc.fs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
desc.fs.uniform_blocks[0].uniforms[0].array_count = 1;
},
.GLES3 => {
desc.attrs[0].name = "position";
desc.attrs[1].name = "color0";
desc.vs.source = &vs_source_glsl300es;
desc.vs.entry = "main";
desc.fs.source = &fs_source_glsl300es;
desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 16;
desc.fs.uniform_blocks[0].layout = .STD140;
desc.fs.uniform_blocks[0].uniforms[0].name = "fs_params";
desc.fs.uniform_blocks[0].uniforms[0].type = .FLOAT4;
desc.fs.uniform_blocks[0].uniforms[0].array_count = 1;
},
.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 = &vs_source_hlsl5;
desc.vs.d3d11_target = "vs_5_0";
desc.vs.entry = "main";
desc.fs.source = &fs_source_hlsl5;
desc.fs.d3d11_target = "ps_5_0";
desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 16;
desc.fs.uniform_blocks[0].layout = .STD140;
},
.METAL_MACOS => {
desc.vs.source = &vs_source_metal_macos;
desc.vs.entry = "main0";
desc.fs.source = &fs_source_metal_macos;
desc.fs.entry = "main0";
desc.fs.uniform_blocks[0].size = 16;
desc.fs.uniform_blocks[0].layout = .STD140;
},
.WGPU => {
desc.vs.source = &vs_source_wgsl;
desc.vs.entry = "main";
desc.fs.source = &fs_source_wgsl;
desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 16;
desc.fs.uniform_blocks[0].layout = .STD140;
},
else => {},
}
return desc;
}