Fix what's in the repo

main
Cameron Murphy Reikes 2 years ago
parent 604d62a690
commit 135ac2c9e8

6
.gitignore vendored

@ -1,3 +1,9 @@
# allow shader compiler
!thirdparty\sokol-shdc.exe
# generated files
gen/
# debugging config
desktop.rdbg

@ -3,7 +3,7 @@
@REM https://learn.microsoft.com/en-us/cpp/build/reference/compiler-options-listed-by-category?view=msvc-170
call shadergen.bat || goto :error
cl /Ithirdparty /W3 /Zi /WX main.c || goto :error
cl /Igen /Ithirdparty /W3 /Zi /WX main.c || goto :error
goto :EOF
:error

@ -1,540 +0,0 @@
#pragma once
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline: sokol-shdc --input quad.glsl --output quad-sapp.glsl.h --slang glsl330:hlsl5:metal_macos
Overview:
Shader program 'program':
Get shader desc: quad_program_shader_desc(sg_query_backend());
Vertex shader: vs
Attribute slots:
ATTR_quad_vs_position = 0
ATTR_quad_vs_texcoord0 = 1
Fragment shader: fs
Uniform block 'fs_params':
C struct: quad_fs_params_t
Bind slot: SLOT_quad_fs_params = 0
Image 'tex':
Type: SG_IMAGETYPE_2D
Component Type: SG_SAMPLERTYPE_FLOAT
Bind slot: SLOT_quad_tex = 0
Shader descriptor structs:
sg_shader program = sg_make_shader(quad_program_shader_desc(sg_query_backend()));
Vertex attribute locations for vertex shader 'vs':
sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){
.layout = {
.attrs = {
[ATTR_quad_vs_position] = { ... },
[ATTR_quad_vs_texcoord0] = { ... },
},
},
...});
Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[]
SLOT_quad_tex = 0;
Bind slot and C-struct for uniform block 'fs_params':
quad_fs_params_t fs_params = {
.tint = ...;
.upper_left = ...;
.lower_right = ...;
};
sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_quad_fs_params, &SG_RANGE(fs_params));
*/
#include <stdint.h>
#include <stdbool.h>
#include <string.h>
#include <stddef.h>
#if !defined(SOKOL_SHDC_ALIGN)
#if defined(_MSC_VER)
#define SOKOL_SHDC_ALIGN(a) __declspec(align(a))
#else
#define SOKOL_SHDC_ALIGN(a) __attribute__((aligned(a)))
#endif
#endif
#define ATTR_quad_vs_position (0)
#define ATTR_quad_vs_texcoord0 (1)
#define SLOT_quad_tex (0)
#define SLOT_quad_fs_params (0)
#pragma pack(push,1)
SOKOL_SHDC_ALIGN(16) typedef struct quad_fs_params_t {
float tint[4];
float upper_left[2];
float lower_right[2];
} quad_fs_params_t;
#pragma pack(pop)
/*
#version 330
layout(location = 0) in vec2 position;
out vec2 uv;
layout(location = 1) in vec2 texcoord0;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
uv = texcoord0;
}
*/
static const char quad_vs_source_glsl330[189] = {
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};
/*
#version 330
uniform vec4 fs_params[2];
uniform sampler2D tex;
in vec2 uv;
layout(location = 0) out vec4 frag_color;
void main()
{
frag_color = texture(tex, vec2(mix(fs_params[1].x, fs_params[1].z, uv.x), mix(fs_params[1].y, fs_params[1].w, uv.y))) * fs_params[0];
}
*/
static const char quad_fs_source_glsl330[276] = {
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};
/*
static float4 gl_Position;
static float2 position;
static float2 uv;
static float2 texcoord0;
struct SPIRV_Cross_Input
{
float2 position : TEXCOORD0;
float2 texcoord0 : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float2 uv : TEXCOORD0;
float4 gl_Position : SV_Position;
};
#line 11 "quad.glsl"
void vert_main()
{
#line 11 "quad.glsl"
gl_Position = float4(position, 0.0f, 1.0f);
#line 12 "quad.glsl"
uv = texcoord0;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
position = stage_input.position;
texcoord0 = stage_input.texcoord0;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.uv = uv;
return stage_output;
}
*/
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};
/*
cbuffer fs_params : register(b0)
{
float4 _15_tint : packoffset(c0);
float2 _15_upper_left : packoffset(c1);
float2 _15_lower_right : packoffset(c1.z);
};
Texture2D<float4> tex : register(t0);
SamplerState _tex_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;
};
#line 18 "quad.glsl"
void frag_main()
{
#line 18 "quad.glsl"
#line 19 "quad.glsl"
frag_color = tex.Sample(_tex_sampler, float2(lerp(_15_upper_left.x, _15_lower_right.x, uv.x), lerp(_15_upper_left.y, _15_lower_right.y, uv.y))) * _15_tint;
}
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;
}
*/
static const char quad_fs_source_hlsl5[871] = {
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/*
#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 position [[attribute(0)]];
float2 texcoord0 [[attribute(1)]];
};
#line 11 "quad.glsl"
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
#line 11 "quad.glsl"
out.gl_Position = float4(in.position, 0.0, 1.0);
#line 12 "quad.glsl"
out.uv = in.texcoord0;
return out;
}
*/
static const char quad_vs_source_metal_macos[500] = {
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/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct fs_params
{
float4 tint;
float2 upper_left;
float2 lower_right;
};
struct main0_out
{
float4 frag_color [[color(0)]];
};
struct main0_in
{
float2 uv [[user(locn0)]];
};
#line 18 "quad.glsl"
fragment main0_out main0(main0_in in [[stage_in]], constant fs_params& _15 [[buffer(0)]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]])
{
main0_out out = {};
#line 18 "quad.glsl"
#line 19 "quad.glsl"
out.frag_color = tex.sample(texSmplr, float2(mix(_15.upper_left.x, _15.lower_right.x, in.uv.x), mix(_15.upper_left.y, _15.lower_right.y, in.uv.y))) * _15.tint;
return out;
}
*/
static const char quad_fs_source_metal_macos[704] = {
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0x64,0x2e,0x67,0x6c,0x73,0x6c,0x22,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,
0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x74,0x65,0x78,
0x2e,0x73,0x61,0x6d,0x70,0x6c,0x65,0x28,0x74,0x65,0x78,0x53,0x6d,0x70,0x6c,0x72,
0x2c,0x20,0x66,0x6c,0x6f,0x61,0x74,0x32,0x28,0x6d,0x69,0x78,0x28,0x5f,0x31,0x35,
0x2e,0x75,0x70,0x70,0x65,0x72,0x5f,0x6c,0x65,0x66,0x74,0x2e,0x78,0x2c,0x20,0x5f,
0x31,0x35,0x2e,0x6c,0x6f,0x77,0x65,0x72,0x5f,0x72,0x69,0x67,0x68,0x74,0x2e,0x78,
0x2c,0x20,0x69,0x6e,0x2e,0x75,0x76,0x2e,0x78,0x29,0x2c,0x20,0x6d,0x69,0x78,0x28,
0x5f,0x31,0x35,0x2e,0x75,0x70,0x70,0x65,0x72,0x5f,0x6c,0x65,0x66,0x74,0x2e,0x79,
0x2c,0x20,0x5f,0x31,0x35,0x2e,0x6c,0x6f,0x77,0x65,0x72,0x5f,0x72,0x69,0x67,0x68,
0x74,0x2e,0x79,0x2c,0x20,0x69,0x6e,0x2e,0x75,0x76,0x2e,0x79,0x29,0x29,0x29,0x20,
0x2a,0x20,0x5f,0x31,0x35,0x2e,0x74,0x69,0x6e,0x74,0x3b,0x0a,0x20,0x20,0x20,0x20,
0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
};
#if !defined(SOKOL_GFX_INCLUDED)
#error "Please include sokol_gfx.h before quad-sapp.glsl.h"
#endif
static inline const sg_shader_desc* quad_program_shader_desc(sg_backend backend) {
if (backend == SG_BACKEND_GLCORE33) {
static sg_shader_desc desc;
static bool valid;
if (!valid) {
valid = true;
desc.attrs[0].name = "position";
desc.attrs[1].name = "texcoord0";
desc.vs.source = quad_vs_source_glsl330;
desc.vs.entry = "main";
desc.fs.source = quad_fs_source_glsl330;
desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 32;
desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
desc.fs.uniform_blocks[0].uniforms[0].name = "fs_params";
desc.fs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
desc.fs.uniform_blocks[0].uniforms[0].array_count = 2;
desc.fs.images[0].name = "tex";
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
desc.label = "quad_program_shader";
}
return &desc;
}
if (backend == SG_BACKEND_D3D11) {
static sg_shader_desc desc;
static bool valid;
if (!valid) {
valid = true;
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 = quad_vs_source_hlsl5;
desc.vs.d3d11_target = "vs_5_0";
desc.vs.entry = "main";
desc.fs.source = quad_fs_source_hlsl5;
desc.fs.d3d11_target = "ps_5_0";
desc.fs.entry = "main";
desc.fs.uniform_blocks[0].size = 32;
desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
desc.fs.images[0].name = "tex";
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
desc.label = "quad_program_shader";
}
return &desc;
}
if (backend == SG_BACKEND_METAL_MACOS) {
static sg_shader_desc desc;
static bool valid;
if (!valid) {
valid = true;
desc.vs.source = quad_vs_source_metal_macos;
desc.vs.entry = "main0";
desc.fs.source = quad_fs_source_metal_macos;
desc.fs.entry = "main0";
desc.fs.uniform_blocks[0].size = 32;
desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
desc.fs.images[0].name = "tex";
desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
desc.label = "quad_program_shader";
}
return &desc;
}
return 0;
}

@ -1,5 +1,7 @@
@echo off
thirdparty\sokol-shdc.exe --input quad.glsl --output quad-sapp.glsl.h --slang glsl330:hlsl5:metal_macos || goto :error
rmdir /S /q gen
mkdir gen
thirdparty\sokol-shdc.exe --input quad.glsl --output gen\quad-sapp.glsl.h --slang glsl330:hlsl5:metal_macos || goto :error
goto :EOF

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