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sokol: update sokol_gfx.h to the LAST version, and fix example 06 (#13100)
This commit is contained in:
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64c8fb061d
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@ -10,11 +10,11 @@ uniform vs_params {
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in vec4 a_Position; // Per-vertex position information we will pass in.
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in vec3 a_Normal; // Per-vertex normal information we will pass in.
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in vec4 a_Color; // Per-vertex color information we will pass in.
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//in vec4 a_Color; // Per-vertex color information we will pass in.
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in vec2 a_Texcoord0;
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out vec3 v_Position; // This will be passed into the fragment shader.
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out vec4 v_Color; // This will be passed into the fragment shader.
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//out vec4 v_Color; // This will be passed into the fragment shader.
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out vec3 v_Normal; // This will be passed into the fragment shader.
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out vec3 v_Normal1;
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out vec2 uv; // This will be passed into the fragment shader.
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@ -25,7 +25,7 @@ void main()
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// Transform the vertex into eye space.
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v_Position = vec3(u_MVMatrix * a_Position);
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// Pass through the color.
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v_Color = a_Color;
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//v_Color = a_Color;
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// calc eye space normal
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v_Normal = vec3(u_NMatrix * vec4(a_Normal, 1.0));
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// texture coord
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@ -51,7 +51,7 @@ uniform fs_params {
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};
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in vec3 v_Position; // Interpolated position for this fragment.
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in vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment.
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//in vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment.
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in vec3 v_Normal; // Interpolated normal for this fragment.
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in vec3 v_Normal1;
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in vec2 uv;
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@ -106,7 +106,7 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader gfx.Shader,
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// the constants [C.ATTR_vs_a_Position, C.ATTR_vs_a_Color, C.ATTR_vs_a_Texcoord0] are generated by sokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_a_Position].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_a_Normal].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_a_Color].format = .ubyte4n // color as u32
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// pipdesc.layout.attrs[C.ATTR_vs_a_Color].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .float2 // u,v as f32
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// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
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pipdesc.index_type = .uint32
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329
thirdparty/sokol/sokol_gfx.h
vendored
329
thirdparty/sokol/sokol_gfx.h
vendored
@ -129,7 +129,10 @@
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--- optionally update shader uniform data with:
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sg_apply_uniforms(sg_shader_stage stage, int ub_index, const void* data, int num_bytes)
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sg_apply_uniforms(sg_shader_stage stage, int ub_index, const sg_range* data)
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Read the section 'UNIFORM DATA LAYOUT' to learn about the expected memory layout
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of the uniform data passed into sg_apply_uniforms().
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--- kick off a draw call with:
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@ -336,28 +339,127 @@
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See the documention block of the sg_desc struct below for more information.
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BACKEND-SPECIFIC TOPICS:
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========================
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--- the GL backends need to know about the internal structure of uniform
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blocks, and the texture sampler-name and -type:
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UNIFORM DATA LAYOUT:
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====================
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NOTE: if you use the sokol-shdc shader compiler tool, you don't need to worry
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about the following details.
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The data that's passed into the sg_apply_uniforms() function must adhere to
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specific layout rules so that the GPU shader finds the uniform block
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items at the right offset.
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For the D3D11 and Metal backends, sokol-gfx only cares about the size of uniform
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blocks, but not about the internal layout. The data will just be copied into
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a uniform/constant buffer in a single operation and it's up you to arrange the
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CPU-side layout so that it matches the GPU side layout. This also means that with
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the D3D11 and Metal backends you are not limited to a 'cross-platform' subset
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of uniform variable types.
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If you ever only use one of the D3D11, Metal *or* WebGPU backend, you can stop reading here.
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For the GL backends, the internal layout of uniform blocks matters though,
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and you are limited to a small number of uniform variable types. This is
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because sokol-gfx must be able to locate the uniform block members in order
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to upload them to the GPU with glUniformXXX() calls.
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To describe the uniform block layout to sokol-gfx, the following information
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must be passed to the sg_make_shader() call in the sg_shader_desc struct:
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- a hint about the used packing rule (either SG_UNIFORMLAYOUT_NATIVE or
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SG_UNIFORMLAYOUT_STD140)
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- a list of the uniform block members types in the correct order they
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appear on the CPU side
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For example if the GLSL shader has the following uniform declarations:
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uniform mat4 mvp;
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uniform vec2 offset0;
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uniform vec2 offset1;
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uniform vec2 offset2;
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...and on the CPU side, there's a similar C struct:
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typedef struct {
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float mvp[16]; // model-view-projection matrix
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float offset0[2]; // some 2D vectors
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float mvp[16];
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float offset0[2];
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float offset1[2];
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float offset2[2];
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} params_t;
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...the uniform block description in the sg_shader_desc must look like this:
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sg_shader_desc desc = {
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.vs.uniform_blocks[0] = {
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.size = sizeof(params_t),
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.layout = SG_UNIFORMLAYOUT_NATIVE, // this is the default and can be omitted
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.uniforms = {
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// order must be the same as in 'params_t':
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[0] = { .name = "mvp", .type = SG_UNIFORMTYPE_MAT4 },
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[1] = { .name = "offset0", .type = SG_UNIFORMTYPE_VEC2 },
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[2] = { .name = "offset1", .type = SG_UNIFORMTYPE_VEC2 },
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[3] = { .name = "offset2", .type = SG_UNIFORMTYPE_VEC2 },
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}
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}
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};
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With this information sokol-gfx can now compute the correct offsets of the data items
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within the uniform block struct.
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The SG_UNIFORMLAYOUT_NATIVE packing rule works fine if only the GL backends are used,
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but for proper D3D11/Metal/GL a subset of the std140 layout must be used which is
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described in the next section:
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CROSS-BACKEND COMMON UNIFORM DATA LAYOUT
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========================================
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For cross-platform / cross-3D-backend code it is important that the same uniform block
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layout on the CPU side can be used for all sokol-gfx backends. To achieve this,
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a common subset of the std140 layout must be used:
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- The uniform block layout hint in sg_shader_desc must be explicitely set to
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SG_UNIFORMLAYOUT_STD140.
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- Only the following GLSL uniform types can be used (with their associated sokol-gfx enums):
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- float => SG_UNIFORMTYPE_FLOAT
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- vec2 => SG_UNIFORMTYPE_FLOAT2
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- vec3 => SG_UNIFORMTYPE_FLOAT3
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- vec4 => SG_UNIFORMTYPE_FLOAT4
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- int => SG_UNIFORMTYPE_INT
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- ivec2 => SG_UNIFORMTYPE_INT2
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- ivec3 => SG_UNIFORMTYPE_INT3
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- ivec4 => SG_UNIFORMTYPE_INT4
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- mat4 => SG_UNIFORMTYPE_MAT4
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- Alignment for those types must be as follows (in bytes):
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- float => 4
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- vec2 => 8
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- vec3 => 16
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- vec4 => 16
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- int => 4
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- ivec2 => 8
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- ivec3 => 16
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- ivec4 => 16
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- mat4 => 16
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- Arrays are only allowed for the following types: vec4, int4, mat4.
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Note that the HLSL cbuffer layout rules are slightly different from the
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std140 layout rules, this means that the cbuffer declarations in HLSL code
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must be tweaked so that the layout is compatible with std140.
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The by far easiest way to tacke the common uniform block layout problem is
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to use the sokol-shdc shader cross-compiler tool!
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BACKEND-SPECIFIC TOPICS:
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========================
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--- The GL backends need to know about the internal structure of uniform
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blocks, and the texture sampler-name and -type. The uniform layout details
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are described in the UNIFORM DATA LAYOUT section above.
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// uniform block structure and texture image definition in sg_shader_desc:
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sg_shader_desc desc = {
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// uniform block description (size and internal structure)
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.vs.uniform_blocks[0] = {
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.size = sizeof(params_t),
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.uniforms = {
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[0] = { .name="mvp", .type=SG_UNIFORMTYPE_MAT4 },
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[1] = { .name="offset0", .type=SG_UNIFORMTYPE_VEC2 },
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...
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}
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},
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// one texture on the fragment-shader-stage, GLES2/WebGL needs name and image type
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.fs.images[0] = { .name="tex", .type=SG_IMAGETYPE_ARRAY }
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@ -1208,11 +1310,57 @@ typedef enum sg_uniform_type {
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SG_UNIFORMTYPE_FLOAT2,
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SG_UNIFORMTYPE_FLOAT3,
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SG_UNIFORMTYPE_FLOAT4,
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SG_UNIFORMTYPE_INT,
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SG_UNIFORMTYPE_INT2,
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SG_UNIFORMTYPE_INT3,
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SG_UNIFORMTYPE_INT4,
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SG_UNIFORMTYPE_MAT4,
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_SG_UNIFORMTYPE_NUM,
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_SG_UNIFORMTYPE_FORCE_U32 = 0x7FFFFFFF
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} sg_uniform_type;
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/*
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sg_uniform_layout
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A hint for the interior memory layout of uniform blocks. This is
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only really relevant for the GL backend where the internal layout
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of uniform blocks must be known to sokol-gfx. For all other backends the
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internal memory layout of uniform blocks doesn't matter, sokol-gfx
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will just pass uniform data as a single memory blob to the
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3D backend.
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SG_UNIFORMLAYOUT_NATIVE (default)
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Native layout means that a 'backend-native' memory layout
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is used. For the GL backend this means that uniforms
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are packed tightly in memory (e.g. there are no padding
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bytes).
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SG_UNIFORMLAYOUT_STD140
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The memory layout is a subset of std140. Arrays are only
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allowed for the FLOAT4, INT4 and MAT4. Alignment is as
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is as follows:
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FLOAT, INT: 4 byte alignment
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FLOAT2, INT2: 8 byte alignment
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FLOAT3, INT3: 16 byte alignment(!)
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FLOAT4, INT4: 16 byte alignment
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MAT4: 16 byte alignment
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FLOAT4[], INT4[]: 16 byte alignment
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The overall size of the uniform block must be a multiple
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of 16.
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For more information search for 'UNIFORM DATA LAYOUT' in the documentation block
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at the start of the header.
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*/
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typedef enum sg_uniform_layout {
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_SG_UNIFORMLAYOUT_DEFAULT, /* value 0 reserved for default-init */
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SG_UNIFORMLAYOUT_NATIVE, /* default: layout depends on currently active backend */
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SG_UNIFORMLAYOUT_STD140, /* std140: memory layout according to std140 */
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_SG_UNIFORMLAYOUT_NUM,
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_SG_UNIFORMLAYOUT_FORCE_U32 = 0x7FFFFFFF
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} sg_uniform_layout;
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/*
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sg_cull_mode
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@ -1714,6 +1862,7 @@ typedef struct sg_image_desc {
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defaults are "vs_4_0" and "ps_4_0")
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- reflection info for each uniform block used by the shader stage:
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- the size of the uniform block in bytes
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- a memory layout hint (native vs std140, only required for GL backends)
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- reflection info for each uniform block member (only required for GL backends):
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- member name
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- member type (SG_UNIFORMTYPE_xxx)
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@ -1746,6 +1895,7 @@ typedef struct sg_shader_uniform_desc {
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typedef struct sg_shader_uniform_block_desc {
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size_t size;
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sg_uniform_layout layout;
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sg_shader_uniform_desc uniforms[SG_MAX_UB_MEMBERS];
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} sg_shader_uniform_block_desc;
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@ -3945,6 +4095,8 @@ typedef enum {
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_SG_VALIDATE_SHADERDESC_NO_UB_MEMBERS,
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_SG_VALIDATE_SHADERDESC_UB_MEMBER_NAME,
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_SG_VALIDATE_SHADERDESC_UB_SIZE_MISMATCH,
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_SG_VALIDATE_SHADERDESC_UB_ARRAY_COUNT,
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_SG_VALIDATE_SHADERDESC_UB_STD140_ARRAY_TYPE,
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_SG_VALIDATE_SHADERDESC_IMG_NAME,
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_SG_VALIDATE_SHADERDESC_ATTR_NAMES,
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_SG_VALIDATE_SHADERDESC_ATTR_SEMANTICS,
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@ -4090,6 +4242,11 @@ _SOKOL_PRIVATE void _sg_strcpy(_sg_str_t* dst, const char* src) {
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}
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}
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_SOKOL_PRIVATE uint32_t _sg_align_u32(uint32_t val, uint32_t align) {
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SOKOL_ASSERT((align > 0) && ((align & (align - 1)) == 0));
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return (val + (align - 1)) & ~(align - 1);
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}
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/* return byte size of a vertex format */
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_SOKOL_PRIVATE int _sg_vertexformat_bytesize(sg_vertex_format fmt) {
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switch (fmt) {
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@ -4115,18 +4272,78 @@ _SOKOL_PRIVATE int _sg_vertexformat_bytesize(sg_vertex_format fmt) {
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}
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}
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/* return the byte size of a shader uniform */
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_SOKOL_PRIVATE int _sg_uniform_size(sg_uniform_type type, int count) {
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_SOKOL_PRIVATE uint32_t _sg_uniform_alignment(sg_uniform_type type, int array_count, sg_uniform_layout ub_layout) {
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if (ub_layout == SG_UNIFORMLAYOUT_NATIVE) {
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return 1;
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}
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else {
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SOKOL_ASSERT(array_count > 0);
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if (array_count == 1) {
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switch (type) {
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case SG_UNIFORMTYPE_INVALID: return 0;
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case SG_UNIFORMTYPE_FLOAT: return 4 * count;
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case SG_UNIFORMTYPE_FLOAT2: return 8 * count;
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case SG_UNIFORMTYPE_FLOAT3: return 12 * count; /* FIXME: std140??? */
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case SG_UNIFORMTYPE_FLOAT4: return 16 * count;
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case SG_UNIFORMTYPE_MAT4: return 64 * count;
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case SG_UNIFORMTYPE_FLOAT:
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case SG_UNIFORMTYPE_INT:
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return 4;
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case SG_UNIFORMTYPE_FLOAT2:
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case SG_UNIFORMTYPE_INT2:
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return 8;
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case SG_UNIFORMTYPE_FLOAT3:
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case SG_UNIFORMTYPE_FLOAT4:
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case SG_UNIFORMTYPE_INT3:
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case SG_UNIFORMTYPE_INT4:
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return 16;
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case SG_UNIFORMTYPE_MAT4:
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return 16;
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default:
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SOKOL_UNREACHABLE;
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return -1;
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return 1;
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}
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}
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else {
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return 16;
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}
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}
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}
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_SOKOL_PRIVATE uint32_t _sg_uniform_size(sg_uniform_type type, int array_count) {
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SOKOL_ASSERT(array_count > 0);
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if (array_count == 1) {
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switch (type) {
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case SG_UNIFORMTYPE_FLOAT:
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case SG_UNIFORMTYPE_INT:
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return 4;
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case SG_UNIFORMTYPE_FLOAT2:
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case SG_UNIFORMTYPE_INT2:
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return 8;
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case SG_UNIFORMTYPE_FLOAT3:
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case SG_UNIFORMTYPE_INT3:
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return 12;
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case SG_UNIFORMTYPE_FLOAT4:
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case SG_UNIFORMTYPE_INT4:
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return 16;
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case SG_UNIFORMTYPE_MAT4:
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return 64;
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default:
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SOKOL_UNREACHABLE;
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return 0;
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}
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}
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else {
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switch (type) {
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case SG_UNIFORMTYPE_FLOAT:
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case SG_UNIFORMTYPE_FLOAT2:
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case SG_UNIFORMTYPE_FLOAT3:
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case SG_UNIFORMTYPE_FLOAT4:
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case SG_UNIFORMTYPE_INT:
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case SG_UNIFORMTYPE_INT2:
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case SG_UNIFORMTYPE_INT3:
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case SG_UNIFORMTYPE_INT4:
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return 16 * (uint32_t)array_count;
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case SG_UNIFORMTYPE_MAT4:
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return 64 * (uint32_t)array_count;
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default:
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SOKOL_UNREACHABLE;
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return 0;
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}
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}
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}
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@ -4685,8 +4902,15 @@ _SOKOL_PRIVATE void _sg_dummy_update_image(_sg_image_t* img, const sg_image_data
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_SG_XMACRO(glClearBufferuiv, void, (GLenum buffer, GLint drawbuffer, const GLuint * value)) \
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_SG_XMACRO(glClearBufferiv, void, (GLenum buffer, GLint drawbuffer, const GLint * value)) \
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_SG_XMACRO(glDeleteRenderbuffers, void, (GLsizei n, const GLuint * renderbuffers)) \
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_SG_XMACRO(glUniform4fv, void, (GLint location, GLsizei count, const GLfloat * value)) \
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_SG_XMACRO(glUniform1fv, void, (GLint location, GLsizei count, const GLfloat * value)) \
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_SG_XMACRO(glUniform2fv, void, (GLint location, GLsizei count, const GLfloat * value)) \
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_SG_XMACRO(glUniform3fv, void, (GLint location, GLsizei count, const GLfloat * value)) \
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_SG_XMACRO(glUniform4fv, void, (GLint location, GLsizei count, const GLfloat * value)) \
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_SG_XMACRO(glUniform1iv, void, (GLint location, GLsizei count, const GLint * value)) \
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_SG_XMACRO(glUniform2iv, void, (GLint location, GLsizei count, const GLint * value)) \
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_SG_XMACRO(glUniform3iv, void, (GLint location, GLsizei count, const GLint * value)) \
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_SG_XMACRO(glUniform4iv, void, (GLint location, GLsizei count, const GLint * value)) \
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_SG_XMACRO(glUniformMatrix4fv, void, (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)) \
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_SG_XMACRO(glUseProgram, void, (GLuint program)) \
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_SG_XMACRO(glShaderSource, void, (GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length)) \
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_SG_XMACRO(glLinkProgram, void, (GLuint program)) \
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@ -4711,7 +4935,6 @@ _SOKOL_PRIVATE void _sg_dummy_update_image(_sg_image_t* img, const sg_image_data
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_SG_XMACRO(glCompressedTexImage3D, void, (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data)) \
|
||||
_SG_XMACRO(glActiveTexture, void, (GLenum texture)) \
|
||||
_SG_XMACRO(glTexSubImage3D, void, (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels)) \
|
||||
_SG_XMACRO(glUniformMatrix4fv, void, (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)) \
|
||||
_SG_XMACRO(glRenderbufferStorage, void, (GLenum target, GLenum internalformat, GLsizei width, GLsizei height)) \
|
||||
_SG_XMACRO(glGenTextures, void, (GLsizei n, GLuint * textures)) \
|
||||
_SG_XMACRO(glPolygonOffset, void, (GLfloat factor, GLfloat units)) \
|
||||
@ -4742,7 +4965,6 @@ _SOKOL_PRIVATE void _sg_dummy_update_image(_sg_image_t* img, const sg_image_data
|
||||
_SG_XMACRO(glDrawArraysInstanced, void, (GLenum mode, GLint first, GLsizei count, GLsizei instancecount)) \
|
||||
_SG_XMACRO(glClearStencil, void, (GLint s)) \
|
||||
_SG_XMACRO(glScissor, void, (GLint x, GLint y, GLsizei width, GLsizei height)) \
|
||||
_SG_XMACRO(glUniform3fv, void, (GLint location, GLsizei count, const GLfloat * value)) \
|
||||
_SG_XMACRO(glGenRenderbuffers, void, (GLsizei n, GLuint * renderbuffers)) \
|
||||
_SG_XMACRO(glBufferData, void, (GLenum target, GLsizeiptr size, const void * data, GLenum usage)) \
|
||||
_SG_XMACRO(glBlendFuncSeparate, void, (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)) \
|
||||
@ -4763,7 +4985,6 @@ _SOKOL_PRIVATE void _sg_dummy_update_image(_sg_image_t* img, const sg_image_data
|
||||
_SG_XMACRO(glStencilFunc, void, (GLenum func, GLint ref, GLuint mask)) \
|
||||
_SG_XMACRO(glEnableVertexAttribArray, void, (GLuint index)) \
|
||||
_SG_XMACRO(glBlendFunc, void, (GLenum sfactor, GLenum dfactor)) \
|
||||
_SG_XMACRO(glUniform1fv, void, (GLint location, GLsizei count, const GLfloat * value)) \
|
||||
_SG_XMACRO(glReadBuffer, void, (GLenum src)) \
|
||||
_SG_XMACRO(glReadPixels, void, (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * data)) \
|
||||
_SG_XMACRO(glClear, void, (GLbitfield mask)) \
|
||||
@ -6490,17 +6711,20 @@ _SOKOL_PRIVATE sg_resource_state _sg_gl_create_shader(_sg_shader_t* shd, const s
|
||||
SOKOL_ASSERT(ub_desc->size > 0);
|
||||
_sg_gl_uniform_block_t* ub = &gl_stage->uniform_blocks[ub_index];
|
||||
SOKOL_ASSERT(ub->num_uniforms == 0);
|
||||
int cur_uniform_offset = 0;
|
||||
uint32_t cur_uniform_offset = 0;
|
||||
for (int u_index = 0; u_index < SG_MAX_UB_MEMBERS; u_index++) {
|
||||
const sg_shader_uniform_desc* u_desc = &ub_desc->uniforms[u_index];
|
||||
if (u_desc->type == SG_UNIFORMTYPE_INVALID) {
|
||||
break;
|
||||
}
|
||||
const uint32_t u_align = _sg_uniform_alignment(u_desc->type, u_desc->array_count, ub_desc->layout);
|
||||
const uint32_t u_size = _sg_uniform_size(u_desc->type, u_desc->array_count);
|
||||
cur_uniform_offset = _sg_align_u32(cur_uniform_offset, u_align);
|
||||
_sg_gl_uniform_t* u = &ub->uniforms[u_index];
|
||||
u->type = u_desc->type;
|
||||
u->count = (uint16_t) u_desc->array_count;
|
||||
u->offset = (uint16_t) cur_uniform_offset;
|
||||
cur_uniform_offset += _sg_uniform_size(u->type, u->count);
|
||||
cur_uniform_offset += u_size;
|
||||
if (u_desc->name) {
|
||||
u->gl_loc = glGetUniformLocation(gl_prog, u_desc->name);
|
||||
}
|
||||
@ -7331,24 +7555,37 @@ _SOKOL_PRIVATE void _sg_gl_apply_uniforms(sg_shader_stage stage_index, int ub_in
|
||||
if (u->gl_loc == -1) {
|
||||
continue;
|
||||
}
|
||||
GLfloat* ptr = (GLfloat*) (((uint8_t*)data->ptr) + u->offset);
|
||||
GLfloat* fptr = (GLfloat*) (((uint8_t*)data->ptr) + u->offset);
|
||||
GLint* iptr = (GLint*) (((uint8_t*)data->ptr) + u->offset);
|
||||
switch (u->type) {
|
||||
case SG_UNIFORMTYPE_INVALID:
|
||||
break;
|
||||
case SG_UNIFORMTYPE_FLOAT:
|
||||
glUniform1fv(u->gl_loc, u->count, ptr);
|
||||
glUniform1fv(u->gl_loc, u->count, fptr);
|
||||
break;
|
||||
case SG_UNIFORMTYPE_FLOAT2:
|
||||
glUniform2fv(u->gl_loc, u->count, ptr);
|
||||
glUniform2fv(u->gl_loc, u->count, fptr);
|
||||
break;
|
||||
case SG_UNIFORMTYPE_FLOAT3:
|
||||
glUniform3fv(u->gl_loc, u->count, ptr);
|
||||
glUniform3fv(u->gl_loc, u->count, fptr);
|
||||
break;
|
||||
case SG_UNIFORMTYPE_FLOAT4:
|
||||
glUniform4fv(u->gl_loc, u->count, ptr);
|
||||
glUniform4fv(u->gl_loc, u->count, fptr);
|
||||
break;
|
||||
case SG_UNIFORMTYPE_INT:
|
||||
glUniform1iv(u->gl_loc, u->count, iptr);
|
||||
break;
|
||||
case SG_UNIFORMTYPE_INT2:
|
||||
glUniform2iv(u->gl_loc, u->count, iptr);
|
||||
break;
|
||||
case SG_UNIFORMTYPE_INT3:
|
||||
glUniform3iv(u->gl_loc, u->count, iptr);
|
||||
break;
|
||||
case SG_UNIFORMTYPE_INT4:
|
||||
glUniform4iv(u->gl_loc, u->count, iptr);
|
||||
break;
|
||||
case SG_UNIFORMTYPE_MAT4:
|
||||
glUniformMatrix4fv(u->gl_loc, u->count, GL_FALSE, ptr);
|
||||
glUniformMatrix4fv(u->gl_loc, u->count, GL_FALSE, fptr);
|
||||
break;
|
||||
default:
|
||||
SOKOL_UNREACHABLE;
|
||||
@ -13671,6 +13908,9 @@ _SOKOL_PRIVATE const char* _sg_validate_string(_sg_validate_error_t err) {
|
||||
case _SG_VALIDATE_SHADERDESC_NO_UB_MEMBERS: return "GL backend requires uniform block member declarations";
|
||||
case _SG_VALIDATE_SHADERDESC_UB_MEMBER_NAME: return "uniform block member name missing";
|
||||
case _SG_VALIDATE_SHADERDESC_UB_SIZE_MISMATCH: return "size of uniform block members doesn't match uniform block size";
|
||||
case _SG_VALIDATE_SHADERDESC_UB_ARRAY_COUNT: return "uniform array count must be >= 1";
|
||||
case _SG_VALIDATE_SHADERDESC_UB_STD140_ARRAY_TYPE: return "uniform arrays only allowed for FLOAT4, INT4, MAT4 in std140 layout";
|
||||
|
||||
case _SG_VALIDATE_SHADERDESC_NO_CONT_IMGS: return "shader images must occupy continuous slots";
|
||||
case _SG_VALIDATE_SHADERDESC_IMG_NAME: return "GL backend requires uniform block member names";
|
||||
case _SG_VALIDATE_SHADERDESC_ATTR_NAMES: return "GLES2 backend requires vertex attribute names";
|
||||
@ -13960,8 +14200,9 @@ _SOKOL_PRIVATE bool _sg_validate_shader_desc(const sg_shader_desc* desc) {
|
||||
const sg_shader_uniform_block_desc* ub_desc = &stage_desc->uniform_blocks[ub_index];
|
||||
if (ub_desc->size > 0) {
|
||||
SOKOL_VALIDATE(uniform_blocks_continuous, _SG_VALIDATE_SHADERDESC_NO_CONT_UBS);
|
||||
#if defined(_SOKOL_ANY_GL)
|
||||
bool uniforms_continuous = true;
|
||||
int uniform_offset = 0;
|
||||
uint32_t uniform_offset = 0;
|
||||
int num_uniforms = 0;
|
||||
for (int u_index = 0; u_index < SG_MAX_UB_MEMBERS; u_index++) {
|
||||
const sg_shader_uniform_desc* u_desc = &ub_desc->uniforms[u_index];
|
||||
@ -13971,19 +14212,28 @@ _SOKOL_PRIVATE bool _sg_validate_shader_desc(const sg_shader_desc* desc) {
|
||||
SOKOL_VALIDATE(0 != u_desc->name, _SG_VALIDATE_SHADERDESC_UB_MEMBER_NAME);
|
||||
#endif
|
||||
const int array_count = u_desc->array_count;
|
||||
uniform_offset += _sg_uniform_size(u_desc->type, array_count);
|
||||
SOKOL_VALIDATE(array_count > 0, _SG_VALIDATE_SHADERDESC_UB_ARRAY_COUNT);
|
||||
const uint32_t u_align = _sg_uniform_alignment(u_desc->type, array_count, ub_desc->layout);
|
||||
const uint32_t u_size = _sg_uniform_size(u_desc->type, array_count);
|
||||
uniform_offset = _sg_align_u32(uniform_offset, u_align);
|
||||
uniform_offset += u_size;
|
||||
num_uniforms++;
|
||||
// with std140, arrays are only allowed for FLOAT4, INT4, MAT4
|
||||
if (ub_desc->layout == SG_UNIFORMLAYOUT_STD140) {
|
||||
if (array_count > 1) {
|
||||
SOKOL_VALIDATE((u_desc->type == SG_UNIFORMTYPE_FLOAT4) || (u_desc->type == SG_UNIFORMTYPE_INT4) || (u_desc->type == SG_UNIFORMTYPE_MAT4), _SG_VALIDATE_SHADERDESC_UB_STD140_ARRAY_TYPE);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
uniforms_continuous = false;
|
||||
}
|
||||
}
|
||||
#if defined(SOKOL_GLCORE33) || defined(SOKOL_GLES2) || defined(SOKOL_GLES3)
|
||||
if (ub_desc->layout == SG_UNIFORMLAYOUT_STD140) {
|
||||
uniform_offset = _sg_align_u32(uniform_offset, 16);
|
||||
}
|
||||
SOKOL_VALIDATE((size_t)uniform_offset == ub_desc->size, _SG_VALIDATE_SHADERDESC_UB_SIZE_MISMATCH);
|
||||
SOKOL_VALIDATE(num_uniforms > 0, _SG_VALIDATE_SHADERDESC_NO_UB_MEMBERS);
|
||||
#else
|
||||
_SOKOL_UNUSED(uniform_offset);
|
||||
_SOKOL_UNUSED(num_uniforms);
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
@ -14425,6 +14675,7 @@ _SOKOL_PRIVATE sg_shader_desc _sg_shader_desc_defaults(const sg_shader_desc* des
|
||||
if (0 == ub_desc->size) {
|
||||
break;
|
||||
}
|
||||
ub_desc->layout = _sg_def(ub_desc->layout, SG_UNIFORMLAYOUT_NATIVE);
|
||||
for (int u_index = 0; u_index < SG_MAX_UB_MEMBERS; u_index++) {
|
||||
sg_shader_uniform_desc* u_desc = &ub_desc->uniforms[u_index];
|
||||
if (u_desc->type == SG_UNIFORMTYPE_INVALID) {
|
||||
|
@ -297,3 +297,10 @@ pub enum Action {
|
||||
dontcare
|
||||
_num
|
||||
}
|
||||
|
||||
pub enum UniformLayout {
|
||||
uniformlayout_default = 0 // value 0 reserved for default-init
|
||||
uniformlayout_native // default: layout depends on currently active backend
|
||||
uniformlayout_std140 // std140: memory layout according to std140
|
||||
_num
|
||||
}
|
||||
|
@ -260,6 +260,7 @@ pub fn (mut desc ShaderStageDesc) set_image(index int, name string) ShaderStageD
|
||||
struct C.sg_shader_uniform_block_desc {
|
||||
pub mut:
|
||||
size usize
|
||||
layout UniformLayout
|
||||
uniforms [16]ShaderUniformDesc
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user