add sdlgpu renderer

This commit is contained in:
Sven Balzer
2026-07-03 14:19:41 +02:00
parent aaa5b2078b
commit e7ad1d36ba
16 changed files with 1161 additions and 125 deletions
+46 -14
View File
@@ -46,27 +46,40 @@ add_library(imgui STATIC
libs/imgui/imgui_tables.cpp
libs/imgui/imgui_widgets.cpp
libs/imgui/backends/imgui_impl_sdl3.cpp
libs/imgui/backends/imgui_impl_wgpu.cpp
)
target_include_directories(imgui PUBLIC
libs/imgui
libs/imgui/backends
)
target_link_libraries(imgui PRIVATE SDL3::SDL3 wgpu)
target_compile_definitions(imgui PRIVATE IMGUI_IMPL_WEBGPU_BACKEND_WGPU=1)
# Dear ImGui C bindings
add_library(dcimgui STATIC
libs/dcimgui/dcimgui.cpp
libs/dcimgui/dcimgui_internal.cpp
libs/dcimgui/backends/dcimgui_impl_sdl3.cpp
)
target_include_directories(imgui PUBLIC
libs/imgui
libs/dcimgui
libs/imgui/backends
)
target_link_libraries(imgui PRIVATE SDL3::SDL3)
# Dear ImGui WGPU backend
add_library(imgui_wgpu STATIC
libs/imgui/backends/imgui_impl_wgpu.cpp
libs/dcimgui/backends/dcimgui_impl_wgpu.cpp
)
target_include_directories(dcimgui PUBLIC
libs/dcimgui
target_include_directories(imgui_wgpu PUBLIC
libs/imgui/backends
libs/dcimgui/backends
)
target_link_libraries(dcimgui PRIVATE imgui SDL3::SDL3 wgpu)
target_link_libraries(imgui_wgpu PRIVATE imgui wgpu)
target_compile_definitions(imgui_wgpu PRIVATE IMGUI_IMPL_WEBGPU_BACKEND_WGPU=1)
# Dear ImGui SDLGPU backend
add_library(imgui_sdlgpu STATIC
libs/imgui/backends/imgui_impl_sdlgpu3.cpp
libs/dcimgui/backends/dcimgui_impl_sdlgpu3.cpp
)
target_include_directories(imgui_sdlgpu PUBLIC
libs/imgui/backends
libs/dcimgui/backends
)
target_link_libraries(imgui_sdlgpu PRIVATE imgui SDL3::SDL3)
# stb_image
add_library(stb_image STATIC libs/stb/stb_image.c)
@@ -90,7 +103,26 @@ target_link_libraries(mikemon
SDL3_mixer::SDL3_mixer
stb_image
imgui
dcimgui
imgui_wgpu
TracyClient
wgpu
)
add_executable(mikemon-sdlgpu
src/smol-atlas.cpp
src/change_directory.c
src/shaders/shaders.c
src/renderer_sdlgpu.c
src/main.cpp
)
target_link_libraries(mikemon-sdlgpu
PRIVATE
glm
SDL3::SDL3
SDL3_mixer::SDL3_mixer
stb_image
imgui
imgui_sdlgpu
TracyClient
wgpu
)
+11 -11
View File
@@ -579,7 +579,7 @@ static bool load_map(const char *name, Map *result) {
char buffer_name[256] = "Map ";
SDL_strlcat(buffer_name, result->name, SDL_arraysize(buffer_name));
result->texture = renderer_texture_create(R_TEXTURE_FORMAT_R16_UINT, R_TEXTURE_USAGE_SAMPLED, 1, result->size.x, result->size.y, result->tiles, "map_texture");
result->texture = renderer_texture_create(R_TEXTURE_FORMAT_R16_UINT, R_TEXTURE_USAGE_STORAGE, 1, result->size.x, result->size.y, result->tiles, "map_texture");
SDL_Log("Loaded map file.");
return true;
@@ -1376,17 +1376,17 @@ static void render_editor() {
ZoneScopedN("Draw Map");
renderer_frame_set_shader(R_SHADER_WORLD);
renderer_frame_draw(NULL, NULL, NULL, 6, current_map.size.y * current_map.size.x, &(R_Draw_Resources){
.vertex_textures = (R_Texture[]){ current_map.texture },
.vertex_storage_textures = (R_Texture[]){ current_map.texture },
.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
.num_vertex_textures = 1,
.num_vertex_storage_textures = 1,
.num_vertex_uniform_buffers = 2,
.fragment_textures = (R_Texture[]){ tile_textures_atlas },
.fragment_sampled_textures = (R_Texture[]){ tile_textures_atlas },
.fragment_storage_buffers = (R_Buffer[]){ tile_uvs_buffer },
.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
.num_fragment_textures = 1,
.num_fragment_sampled_textures = 1,
.num_fragment_storage_buffers = 1,
.num_fragment_uniform_buffers = 1,
});
@@ -1532,17 +1532,17 @@ static void render_game() {
ZoneScopedN("Draw Map");
renderer_frame_set_shader(R_SHADER_WORLD);
renderer_frame_draw(NULL, NULL, NULL, 6, current_map.size.y * current_map.size.x, &(R_Draw_Resources){
.vertex_textures = (R_Texture[]){ current_map.texture },
.vertex_storage_textures = (R_Texture[]){ current_map.texture },
.vertex_uniform_buffers = (R_Buffer[]){ view_projection_matrix_buffer, per_frame_buffer },
.num_vertex_textures = 1,
.num_vertex_storage_textures = 1,
.num_vertex_uniform_buffers = 2,
.fragment_textures = (R_Texture[]){ tile_textures_atlas },
.fragment_sampled_textures = (R_Texture[]){ tile_textures_atlas },
.fragment_storage_buffers = (R_Buffer[]){ tile_uvs_buffer },
.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
.num_fragment_textures = 1,
.num_fragment_sampled_textures = 1,
.num_fragment_storage_buffers = 1,
.num_fragment_uniform_buffers = 1,
});
@@ -1556,10 +1556,10 @@ static void render_game() {
.num_vertex_uniform_buffers = 1,
.fragment_textures = (R_Texture[]){ player_texture },
.fragment_sampled_textures = (R_Texture[]){ player_texture },
.fragment_uniform_buffers = (R_Buffer[]){ tint_color_buffer },
.num_fragment_textures = 1,
.num_fragment_sampled_textures = 1,
.num_fragment_uniform_buffers = 1,
});
}
+8 -4
View File
@@ -62,19 +62,23 @@ typedef struct R_Buffer_Impl *R_Buffer;
typedef struct R_Texture_Impl *R_Texture;
typedef struct R_Draw_Resources {
R_Texture *vertex_textures;
R_Texture *vertex_sampled_textures;
R_Texture *vertex_storage_textures;
R_Buffer *vertex_storage_buffers;
R_Buffer *vertex_uniform_buffers;
Uint16 num_vertex_textures;
Uint16 num_vertex_sampled_textures;
Uint16 num_vertex_storage_textures;
Uint16 num_vertex_storage_buffers;
Uint16 num_vertex_uniform_buffers;
R_Texture *fragment_textures;
R_Texture *fragment_sampled_textures;
R_Texture *fragment_storage_textures;
R_Buffer *fragment_storage_buffers;
R_Buffer *fragment_uniform_buffers;
Uint16 num_fragment_textures;
Uint16 num_fragment_sampled_textures;
Uint16 num_fragment_storage_textures;
Uint16 num_fragment_storage_buffers;
Uint16 num_fragment_uniform_buffers;
} R_Draw_Resources;
+879
View File
@@ -0,0 +1,879 @@
#include "renderer.h"
#include <dcimgui_impl_sdlgpu3.h>
static bool enable_debug_mode = false;
typedef struct R_Buffer_Impl {
SDL_GPUBuffer *buffer;
void *cpu_uniform_data;
Uint32 num_bytes;
R_Buffer_Usage usage;
} R_Buffer_Impl;
typedef struct R_Texture_Impl {
SDL_GPUTexture *texture;
Uint32 width;
Uint32 height;
Uint32 sample_count;
R_Texture_Format format;
} R_Texture_Impl;
R_Texture R_framebuffer;
static SDL_Window *window;
static SDL_GPUDevice *device;
static R_Texture_Format surface_format;
static SDL_GPUTexture *surface_texture;
static R_Texture framebuffer;
static SDL_GPUTransferBuffer *transfer_buffer;
static SDL_GPUCommandBuffer *copy_command_buffer;
static SDL_GPUCopyPass *copy_pass;
static SDL_GPUCommandBuffer *render_command_buffer;
static SDL_GPURenderPass *render_pass;
static SDL_GPUSampler *bilinear_sampler;
static SDL_GPUGraphicsPipeline *shaders[R_SHADER_COUNT];
static SDL_GPUTextureFormat texture_formats[] = {
[R_TEXTURE_FORMAT_R8_UNORM] = SDL_GPU_TEXTUREFORMAT_R8_UNORM,
[R_TEXTURE_FORMAT_R16_UINT] = SDL_GPU_TEXTUREFORMAT_R16_UINT,
[R_TEXTURE_FORMAT_RGBA8_UNORM] = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM,
[R_TEXTURE_FORMAT_RGBA8_UNORM_SRGB] = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB,
[R_TEXTURE_FORMAT_BGRA8_UNORM] = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM,
[R_TEXTURE_FORMAT_BGRA8_UNORM_SRGB] = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB,
};
static_assert(SDL_arraysize(texture_formats) == R_TEXTURE_FORMAT_COUNT);
static Uint32 texel_sizes[] = {
[R_TEXTURE_FORMAT_R8_UNORM] = 1,
[R_TEXTURE_FORMAT_R16_UINT] = 2,
[R_TEXTURE_FORMAT_RGBA8_UNORM] = 4,
[R_TEXTURE_FORMAT_RGBA8_UNORM_SRGB] = 4,
[R_TEXTURE_FORMAT_BGRA8_UNORM] = 4,
[R_TEXTURE_FORMAT_BGRA8_UNORM_SRGB] = 4,
};
static_assert(SDL_arraysize(texel_sizes) == R_TEXTURE_FORMAT_COUNT);
static SDL_GPUTextureUsageFlags texture_usages[] = {
[R_TEXTURE_USAGE_SAMPLED] = SDL_GPU_TEXTUREUSAGE_SAMPLER,
[R_TEXTURE_USAGE_STORAGE] = SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ,
[R_TEXTURE_USAGE_TARGET] = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET,
};
static_assert(SDL_arraysize(texture_usages) == R_TEXTURE_USAGE_COUNT);
static SDL_GPUBufferUsageFlags buffer_usages[] = {
[R_BUFFER_USAGE_UNIFORM] = 0,
[R_BUFFER_USAGE_STORAGE] = SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ,
[R_BUFFER_USAGE_VERTEX] = SDL_GPU_BUFFERUSAGE_VERTEX,
[R_BUFFER_USAGE_INDEX] = SDL_GPU_BUFFERUSAGE_INDEX,
};
static_assert(SDL_arraysize(buffer_usages) == R_BUFFER_USAGE_COUNT);
static SDL_GPULoadOp load_ops[] = {
[R_LOAD_OP_LOAD] = SDL_GPU_LOADOP_LOAD,
[R_LOAD_OP_CLEAR] = SDL_GPU_LOADOP_CLEAR,
};
static_assert(SDL_arraysize(load_ops) == R_LOAD_OP_COUNT);
static SDL_GPUStoreOp store_ops[] = {
[R_STORE_OP_STORE] = SDL_GPU_STOREOP_STORE,
[R_STORE_OP_DISCARD] = SDL_GPU_STOREOP_DONT_CARE,
};
static_assert(SDL_arraysize(store_ops) == R_STORE_OP_COUNT);
R_Texture renderer_texture_create(R_Texture_Format format, R_Texture_Usage usage, Uint32 sample_count, Uint32 width, Uint32 height, void *data, const char *debug_name) {
SDL_PropertiesID properties = SDL_CreateProperties();
SDL_SetStringProperty(properties, SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING, debug_name);
SDL_GPUTexture *texture = SDL_CreateGPUTexture(device, &(SDL_GPUTextureCreateInfo){
.type = SDL_GPU_TEXTURETYPE_2D,
.format = texture_formats[format],
.usage = texture_usages[usage],
.width = width,
.height = height,
.layer_count_or_depth = 1,
.num_levels = 1,
.sample_count = sample_count == 1 ? SDL_GPU_SAMPLECOUNT_1 : SDL_GPU_SAMPLECOUNT_8,
.props = properties,
});
SDL_DestroyProperties(properties);
if (!texture) return NULL;
R_Texture_Impl *result = SDL_calloc(1, sizeof(R_Texture_Impl));
if (!result) {
SDL_ReleaseGPUTexture(device, texture);
return NULL;
}
*result = (R_Texture_Impl){
.texture = texture,
.width = width,
.height = height,
.sample_count = sample_count,
.format = format,
};
if (data) {
renderer_texture_update(result, 0, 0, width, height, data, width * texel_sizes[format]);
}
return result;
}
void renderer_texture_update(R_Texture texture, Uint32 offset_x, Uint32 offset_y, Uint32 width, Uint32 height, void *data, Uint32 bytes_per_row) {
void *gpu_mem = SDL_MapGPUTransferBuffer(device, transfer_buffer, true);
SDL_memcpy(gpu_mem, data, bytes_per_row * height);
SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
SDL_UploadToGPUTexture(copy_pass,
&(SDL_GPUTextureTransferInfo){
.transfer_buffer = transfer_buffer,
.offset = 0,
.pixels_per_row = width,
.rows_per_layer = height,
},
&(SDL_GPUTextureRegion){
.texture = texture->texture,
.mip_level = 0,
.layer = 0,
.x = offset_x,
.y = offset_y,
.z = 0,
.w = width,
.h = height,
.d = 1,
},
false
);
}
void renderer_texture_destroy(R_Texture texture) {
SDL_ReleaseGPUTexture(device, texture->texture);
SDL_free(texture);
}
R_Buffer renderer_buffer_create(R_Buffer_Usage usage, Uint32 num_bytes, void *data, const char *debug_name) {
R_Buffer_Impl *result = SDL_calloc(1, sizeof(R_Buffer_Impl));
if (!result) return NULL;
if (usage == R_BUFFER_USAGE_UNIFORM) {
*result = (R_Buffer_Impl){
.cpu_uniform_data = SDL_calloc(1, num_bytes),
.num_bytes = num_bytes,
.usage = usage,
};
if (!result->cpu_uniform_data) {
SDL_free(result);
return NULL;
}
if (data) {
renderer_buffer_update(result, 0, num_bytes, data);
}
} else {
SDL_PropertiesID properties = SDL_CreateProperties();
SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, debug_name);
SDL_GPUBuffer *buffer = SDL_CreateGPUBuffer(device, &(SDL_GPUBufferCreateInfo){
.usage = buffer_usages[usage],
.size = num_bytes,
.props = properties,
});
SDL_DestroyProperties(properties);
if (!buffer) {
SDL_free(result);
return NULL;
}
*result = (R_Buffer_Impl){
.buffer = buffer,
.num_bytes = num_bytes,
.usage = usage,
};
if (data) {
renderer_buffer_update(result, 0, num_bytes, data);
}
}
return result;
}
void renderer_buffer_update(R_Buffer buffer, Uint32 offset, Uint32 num_bytes, void *data) {
SDL_assert(offset + num_bytes <= buffer->num_bytes);
if (buffer->usage == R_BUFFER_USAGE_UNIFORM) {
memcpy(buffer->cpu_uniform_data, data + offset, num_bytes);
} else {
void *gpu_mem = SDL_MapGPUTransferBuffer(device, transfer_buffer, true);
SDL_memcpy(gpu_mem, data, num_bytes);
SDL_UnmapGPUTransferBuffer(device, transfer_buffer);
SDL_UploadToGPUBuffer(copy_pass,
&(SDL_GPUTransferBufferLocation) {
.transfer_buffer = transfer_buffer,
.offset = 0,
},
&(SDL_GPUBufferRegion){
.buffer = buffer->buffer,
.offset = offset,
.size = num_bytes,
},
false
);
}
}
void renderer_buffer_destroy(R_Buffer buffer) {
if (buffer->buffer) SDL_ReleaseGPUBuffer(device, buffer->buffer);
if (buffer->cpu_uniform_data) SDL_free(buffer->cpu_uniform_data);
SDL_free(buffer);
}
void renderer_frame_begin() {
SDL_assert(R_framebuffer == NULL);
Uint32 surface_width = 0, surface_height = 0;
SDL_WaitAndAcquireGPUSwapchainTexture(render_command_buffer, window, &surface_texture, &surface_width, &surface_height);
if (!framebuffer || framebuffer->width != surface_width || framebuffer->height != surface_height) {
if (framebuffer) {
renderer_texture_destroy(framebuffer);
framebuffer = NULL;
}
framebuffer = renderer_texture_create(surface_format, R_TEXTURE_USAGE_TARGET, 8, surface_width, surface_height, NULL, "R_framebuffer");
}
R_framebuffer = framebuffer;
}
void renderer_frame_end() {
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(copy_command_buffer);
if (render_pass) {
SDL_EndGPURenderPass(render_pass);
render_pass = NULL;
}
render_pass = SDL_BeginGPURenderPass(render_command_buffer,
&(SDL_GPUColorTargetInfo){
.texture = framebuffer->texture,
.mip_level = 0,
.layer_or_depth_plane = 0,
.clear_color = { 0.0f, 0.0f, 0.0f, 0.0f },
.load_op = SDL_GPU_LOADOP_LOAD,
.store_op = SDL_GPU_STOREOP_RESOLVE,
.resolve_texture = surface_texture,
.resolve_mip_level = 0,
.resolve_layer = 0,
.cycle = false,
.cycle_resolve_texture = false,
},
1,
NULL
);
SDL_EndGPURenderPass(render_pass);
render_pass = NULL;
SDL_GPUFence *frame_fence = SDL_SubmitGPUCommandBufferAndAcquireFence(render_command_buffer);
SDL_WaitForGPUFences(device, true, &frame_fence, 1);
copy_command_buffer = SDL_AcquireGPUCommandBuffer(device);
render_command_buffer = SDL_AcquireGPUCommandBuffer(device);
R_framebuffer = NULL;
copy_pass = SDL_BeginGPUCopyPass(copy_command_buffer);
}
void renderer_frame_set_target(R_Texture target, R_Texture resolve_target, R_Load_Op load_op, R_Store_Op store_op, R_Color clear_color) {
if (render_pass) {
SDL_EndGPURenderPass(render_pass);
render_pass = NULL;
}
render_pass = SDL_BeginGPURenderPass(render_command_buffer,
&(SDL_GPUColorTargetInfo){
.texture = target->texture,
.mip_level = 0,
.layer_or_depth_plane = 0,
.clear_color = { clear_color.r, clear_color.g, clear_color.b, clear_color.a },
.load_op = load_ops[load_op],
.store_op = resolve_target ? (store_op == R_STORE_OP_STORE ? SDL_GPU_STOREOP_RESOLVE_AND_STORE : SDL_GPU_STOREOP_RESOLVE) : store_ops[store_op],
.resolve_texture = resolve_target ? resolve_target->texture : NULL,
.resolve_mip_level = 0,
.resolve_layer = 0,
.cycle = false,
.cycle_resolve_texture = false,
},
1,
NULL
);
}
void renderer_frame_set_shader(R_Shader shader) {
SDL_BindGPUGraphicsPipeline(render_pass, shaders[shader]);
}
void renderer_frame_draw(R_Buffer vertex_buffer, R_Buffer index_buffer, R_Buffer instance_buffer, Uint32 num_indices, Uint32 num_instances, const R_Draw_Resources *resources) {
SDL_assert(render_pass);
for (int i = 0; i < resources->num_vertex_sampled_textures; i++) SDL_BindGPUVertexSamplers(render_pass, i, &(SDL_GPUTextureSamplerBinding){ .texture = resources->vertex_sampled_textures[i]->texture, .sampler = bilinear_sampler }, 1);
for (int i = 0; i < resources->num_vertex_storage_textures; i++) SDL_BindGPUVertexStorageTextures(render_pass, i, &resources->vertex_storage_textures[i]->texture, 1);
for (int i = 0; i < resources->num_vertex_storage_buffers; i++) SDL_BindGPUVertexStorageBuffers(render_pass, i, &resources->vertex_storage_buffers[i]->buffer, 1);
for (int i = 0; i < resources->num_vertex_uniform_buffers; i++) SDL_PushGPUVertexUniformData(render_command_buffer, i, resources->vertex_uniform_buffers[i]->cpu_uniform_data, resources->vertex_uniform_buffers[i]->num_bytes);
for (int i = 0; i < resources->num_fragment_sampled_textures; i++) SDL_BindGPUFragmentSamplers(render_pass, i, &(SDL_GPUTextureSamplerBinding){ .texture = resources->fragment_sampled_textures[i]->texture, .sampler = bilinear_sampler }, 1);
for (int i = 0; i < resources->num_fragment_storage_textures; i++) SDL_BindGPUFragmentStorageTextures(render_pass, i, &resources->fragment_storage_textures[i]->texture, 1);
for (int i = 0; i < resources->num_fragment_storage_buffers; i++) SDL_BindGPUFragmentStorageBuffers(render_pass, i, &resources->fragment_storage_buffers[i]->buffer, 1);
for (int i = 0; i < resources->num_fragment_uniform_buffers; i++) SDL_PushGPUFragmentUniformData(render_command_buffer, i, resources->fragment_uniform_buffers[i]->cpu_uniform_data, resources->fragment_uniform_buffers[i]->num_bytes);
if (vertex_buffer) SDL_BindGPUVertexBuffers(render_pass, 0, &(SDL_GPUBufferBinding){ .buffer = vertex_buffer->buffer, .offset = 0 }, 1);
if (instance_buffer) SDL_BindGPUVertexBuffers(render_pass, 1, &(SDL_GPUBufferBinding){ .buffer = instance_buffer->buffer, .offset = 0 }, 1);
if (index_buffer) {
SDL_BindGPUIndexBuffer(render_pass, &(SDL_GPUBufferBinding){ .buffer = index_buffer->buffer, .offset = 0 }, SDL_GPU_INDEXELEMENTSIZE_16BIT);
SDL_DrawGPUIndexedPrimitives(render_pass, num_indices, num_instances, 0, 0, 0);
} else {
SDL_DrawGPUPrimitives(render_pass, num_indices, num_instances, 0, 0);
}
}
static R_Texture_Format R_Texture_Format_from_SDL_GPUTextureFormat(SDL_GPUTextureFormat format) {
switch (format) {
case SDL_GPU_TEXTUREFORMAT_R8_UNORM: return R_TEXTURE_FORMAT_R8_UNORM;
case SDL_GPU_TEXTUREFORMAT_R16_UINT: return R_TEXTURE_FORMAT_R16_UINT;
case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM: return R_TEXTURE_FORMAT_RGBA8_UNORM;
case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB: return R_TEXTURE_FORMAT_RGBA8_UNORM_SRGB;
case SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM: return R_TEXTURE_FORMAT_BGRA8_UNORM;
case SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB: return R_TEXTURE_FORMAT_BGRA8_UNORM_SRGB;
default: {
SDL_assert_always(false);
return R_TEXTURE_FORMAT_BGRA8_UNORM_SRGB;
};
};
}
bool renderer_init(SDL_Window *window_) {
window = window_;
device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, enable_debug_mode, NULL);
if (!device) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create gpu device.");
return false;
}
if (!SDL_ClaimWindowForGPUDevice(device, window)) {
SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to claim window for gpu device.");
SDL_DestroyGPUDevice(device);
return false;
}
SDL_SetGPUSwapchainParameters(device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, SDL_GPU_PRESENTMODE_VSYNC);
surface_format = R_Texture_Format_from_SDL_GPUTextureFormat(SDL_GetGPUSwapchainTextureFormat(device, window));
bilinear_sampler = SDL_CreateGPUSampler(device, &(SDL_GPUSamplerCreateInfo){
.min_filter = SDL_GPU_FILTER_LINEAR,
.mag_filter = SDL_GPU_FILTER_LINEAR,
.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,
.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.mip_lod_bias = 0.0f,
.max_anisotropy = 1.0f,
.compare_op = SDL_GPU_COMPAREOP_INVALID,
.min_lod = 0.0f,
.max_lod = 0.0f,
.enable_anisotropy = false,
.enable_compare = false,
});
// Shaders
{ // Basic
const Uint8 shader_source[] = {
#embed "shaders/spirv/basic.spv"
};
SDL_GPUShader *vertex_shader = SDL_CreateGPUShader(device, &(SDL_GPUShaderCreateInfo){
.code_size = sizeof(shader_source),
.code = shader_source,
.entrypoint = "main_vertex",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_VERTEX,
.num_samplers = 0,
.num_storage_textures = 0,
.num_storage_buffers = 0,
.num_uniform_buffers = 1,
});
SDL_GPUShader *fragment_shader = SDL_CreateGPUShader(device, &(SDL_GPUShaderCreateInfo){
.code_size = sizeof(shader_source),
.code = shader_source,
.entrypoint = "main_fragment",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
.num_samplers = 1,
.num_storage_textures = 0,
.num_storage_buffers = 0,
.num_uniform_buffers = 1,
});
SDL_PropertiesID properties = SDL_CreateProperties();
SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "R_SHADER basic");
shaders[R_SHADER_BASIC] = SDL_CreateGPUGraphicsPipeline(device, &(SDL_GPUGraphicsPipelineCreateInfo){
.vertex_shader = vertex_shader,
.fragment_shader = fragment_shader,
.vertex_input_state = {
.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){
{
.slot = 0,
.pitch = 20,
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
},
{
.slot = 1,
.pitch = 8,
.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE,
.instance_step_rate = 0,
},
},
.num_vertex_buffers = 2,
.vertex_attributes = (SDL_GPUVertexAttribute[]){
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.offset = 0,
},
{
.location = 1,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = 12,
},
{
.location = 2,
.buffer_slot = 1,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2,
.offset = 0,
},
},
.num_vertex_attributes = 3,
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = {
.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_BACK,
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
.depth_bias_constant_factor = 0.0f,
.depth_bias_clamp = 0.0f,
.depth_bias_slope_factor = 0.0f,
.enable_depth_bias = false,
.enable_depth_clip = false,
},
.multisample_state = {
.sample_count = SDL_GPU_SAMPLECOUNT_8,
.sample_mask = 0,
.enable_mask = 0,
.enable_alpha_to_coverage = false,
},
.depth_stencil_state = {
.compare_op = SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,
.back_stencil_state = { .fail_op = SDL_GPU_STENCILOP_INVALID, .pass_op = SDL_GPU_STENCILOP_INVALID, .depth_fail_op = SDL_GPU_STENCILOP_INVALID, .compare_op = SDL_GPU_COMPAREOP_INVALID, },
.front_stencil_state = { .fail_op = SDL_GPU_STENCILOP_INVALID, .pass_op = SDL_GPU_STENCILOP_INVALID, .depth_fail_op = SDL_GPU_STENCILOP_INVALID, .compare_op = SDL_GPU_COMPAREOP_INVALID, },
.compare_mask = 0,
.write_mask = 0,
.enable_depth_test = false,
.enable_depth_write = false,
.enable_stencil_test = false,
},
.target_info = {
.color_target_descriptions = (SDL_GPUColorTargetDescription[]){
{
.format = texture_formats[surface_format],
.blend_state = {
.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.color_blend_op = SDL_GPU_BLENDOP_ADD,
.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
.color_write_mask = 0,
.enable_blend = true,
.enable_color_write_mask = false,
},
}
},
.num_color_targets = 1,
.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_INVALID,
.has_depth_stencil_target = false,
},
});
SDL_DestroyProperties(properties);
SDL_ReleaseGPUShader(device, vertex_shader);
SDL_ReleaseGPUShader(device, fragment_shader);
}
{ // World
const Uint8 shader_source[] = {
#embed "shaders/spirv/world.spv"
};
SDL_GPUShader *vertex_shader = SDL_CreateGPUShader(device, &(SDL_GPUShaderCreateInfo){
.code_size = sizeof(shader_source),
.code = shader_source,
.entrypoint = "main_vertex",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_VERTEX,
.num_samplers = 0,
.num_storage_textures = 1,
.num_storage_buffers = 0,
.num_uniform_buffers = 2,
});
SDL_GPUShader *fragment_shader = SDL_CreateGPUShader(device, &(SDL_GPUShaderCreateInfo){
.code_size = sizeof(shader_source),
.code = shader_source,
.entrypoint = "main_fragment",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
.num_samplers = 1,
.num_storage_textures = 0,
.num_storage_buffers = 1,
.num_uniform_buffers = 1,
});
SDL_PropertiesID properties = SDL_CreateProperties();
SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "R_SHADER world");
shaders[R_SHADER_WORLD] = SDL_CreateGPUGraphicsPipeline(device, &(SDL_GPUGraphicsPipelineCreateInfo){
.vertex_shader = vertex_shader,
.fragment_shader = fragment_shader,
.vertex_input_state = {
.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){
{
.slot = 0,
.pitch = 20,
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
},
},
.num_vertex_buffers = 1,
.vertex_attributes = (SDL_GPUVertexAttribute[]){
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.offset = 0,
},
},
.num_vertex_attributes = 1,
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = {
.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_BACK,
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
.depth_bias_constant_factor = 0.0f,
.depth_bias_clamp = 0.0f,
.depth_bias_slope_factor = 0.0f,
.enable_depth_bias = false,
.enable_depth_clip = false,
},
.multisample_state = {
.sample_count = SDL_GPU_SAMPLECOUNT_8,
.sample_mask = 0,
.enable_mask = 0,
.enable_alpha_to_coverage = false,
},
.depth_stencil_state = {
.compare_op = SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,
.back_stencil_state = { .fail_op = SDL_GPU_STENCILOP_INVALID, .pass_op = SDL_GPU_STENCILOP_INVALID, .depth_fail_op = SDL_GPU_STENCILOP_INVALID, .compare_op = SDL_GPU_COMPAREOP_INVALID, },
.front_stencil_state = { .fail_op = SDL_GPU_STENCILOP_INVALID, .pass_op = SDL_GPU_STENCILOP_INVALID, .depth_fail_op = SDL_GPU_STENCILOP_INVALID, .compare_op = SDL_GPU_COMPAREOP_INVALID, },
.compare_mask = 0,
.write_mask = 0,
.enable_depth_test = false,
.enable_depth_write = false,
.enable_stencil_test = false,
},
.target_info = {
.color_target_descriptions = (SDL_GPUColorTargetDescription[]){
{
.format = texture_formats[surface_format],
.blend_state = {
.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.color_blend_op = SDL_GPU_BLENDOP_ADD,
.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
.color_write_mask = 0,
.enable_blend = true,
.enable_color_write_mask = false,
},
}
},
.num_color_targets = 1,
.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_INVALID,
.has_depth_stencil_target = false,
},
});
SDL_DestroyProperties(properties);
SDL_ReleaseGPUShader(device, vertex_shader);
SDL_ReleaseGPUShader(device, fragment_shader);
}
{ // Grid
const Uint8 shader_source[] = {
#embed "shaders/spirv/grid.spv"
};
SDL_GPUShader *vertex_shader = SDL_CreateGPUShader(device, &(SDL_GPUShaderCreateInfo){
.code_size = sizeof(shader_source),
.code = shader_source,
.entrypoint = "main_vertex",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_VERTEX,
.num_samplers = 0,
.num_storage_textures = 0,
.num_storage_buffers = 0,
.num_uniform_buffers = 2,
});
SDL_GPUShader *fragment_shader = SDL_CreateGPUShader(device, &(SDL_GPUShaderCreateInfo){
.code_size = sizeof(shader_source),
.code = shader_source,
.entrypoint = "main_fragment",
.format = SDL_GPU_SHADERFORMAT_SPIRV,
.stage = SDL_GPU_SHADERSTAGE_FRAGMENT,
.num_samplers = 0,
.num_storage_textures = 0,
.num_storage_buffers = 0,
.num_uniform_buffers = 0,
});
SDL_PropertiesID properties = SDL_CreateProperties();
SDL_SetStringProperty(properties, SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING, "R_SHADER grid");
shaders[R_SHADER_GRID] = SDL_CreateGPUGraphicsPipeline(device, &(SDL_GPUGraphicsPipelineCreateInfo){
.vertex_shader = vertex_shader,
.fragment_shader = fragment_shader,
.vertex_input_state = {
.vertex_buffer_descriptions = (SDL_GPUVertexBufferDescription[]){
{
.slot = 0,
.pitch = 20,
.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX,
.instance_step_rate = 0,
},
},
.num_vertex_buffers = 1,
.vertex_attributes = (SDL_GPUVertexAttribute[]){
{
.location = 0,
.buffer_slot = 0,
.format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3,
.offset = 0,
},
},
.num_vertex_attributes = 1,
},
.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = {
.fill_mode = SDL_GPU_FILLMODE_FILL,
.cull_mode = SDL_GPU_CULLMODE_BACK,
.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
.depth_bias_constant_factor = 0.0f,
.depth_bias_clamp = 0.0f,
.depth_bias_slope_factor = 0.0f,
.enable_depth_bias = false,
.enable_depth_clip = false,
},
.multisample_state = {
.sample_count = SDL_GPU_SAMPLECOUNT_8,
.sample_mask = 0,
.enable_mask = 0,
.enable_alpha_to_coverage = false,
},
.depth_stencil_state = {
.compare_op = SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,
.back_stencil_state = { .fail_op = SDL_GPU_STENCILOP_INVALID, .pass_op = SDL_GPU_STENCILOP_INVALID, .depth_fail_op = SDL_GPU_STENCILOP_INVALID, .compare_op = SDL_GPU_COMPAREOP_INVALID, },
.front_stencil_state = { .fail_op = SDL_GPU_STENCILOP_INVALID, .pass_op = SDL_GPU_STENCILOP_INVALID, .depth_fail_op = SDL_GPU_STENCILOP_INVALID, .compare_op = SDL_GPU_COMPAREOP_INVALID, },
.compare_mask = 0,
.write_mask = 0,
.enable_depth_test = false,
.enable_depth_write = false,
.enable_stencil_test = false,
},
.target_info = {
.color_target_descriptions = (SDL_GPUColorTargetDescription[]){
{
.format = texture_formats[surface_format],
.blend_state = {
.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.color_blend_op = SDL_GPU_BLENDOP_ADD,
.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA,
.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.alpha_blend_op = SDL_GPU_BLENDOP_ADD,
.color_write_mask = 0,
.enable_blend = true,
.enable_color_write_mask = false,
},
}
},
.num_color_targets = 1,
.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_INVALID,
.has_depth_stencil_target = false,
},
});
SDL_DestroyProperties(properties);
SDL_ReleaseGPUShader(device, vertex_shader);
SDL_ReleaseGPUShader(device, fragment_shader);
}
transfer_buffer = SDL_CreateGPUTransferBuffer(device, &(SDL_GPUTransferBufferCreateInfo){
.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
.size = 64 * 1024,
});
copy_command_buffer = SDL_AcquireGPUCommandBuffer(device);
render_command_buffer = SDL_AcquireGPUCommandBuffer(device);
copy_pass = SDL_BeginGPUCopyPass(copy_command_buffer);
return true;
}
void ImGui_ImplRenderer_Init() {
cImGui_ImplSDLGPU3_Init(&(ImGui_ImplSDLGPU3_InitInfo){
.Device = device,
.ColorTargetFormat = texture_formats[surface_format],
.MSAASamples = SDL_GPU_SAMPLECOUNT_8,
.SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
.PresentMode = SDL_GPU_PRESENTMODE_VSYNC,
});
}
void ImGui_ImplRenderer_NewFrame() {
cImGui_ImplSDLGPU3_NewFrame();
}
void ImGui_ImplRenderer_Shutdown() {
cImGui_ImplSDLGPU3_Shutdown();
}
void ImGui_ImplRenderer_RenderDrawData(void* draw_data) {
SDL_EndGPUCopyPass(copy_pass);
cImGui_ImplSDLGPU3_PrepareDrawData(draw_data, copy_command_buffer);
copy_pass = SDL_BeginGPUCopyPass(copy_command_buffer);
cImGui_ImplSDLGPU3_RenderDrawData(draw_data, render_command_buffer, render_pass);
}
Uint64 ImGui_ImplRenderer_GetTextureID(R_Texture texture) {
return (Uint64)texture->texture;
}
+34 -16
View File
@@ -67,7 +67,7 @@ static_assert(SDL_arraysize(texel_sizes) == R_TEXTURE_FORMAT_COUNT);
static WGPUTextureUsage texture_usages[] = {
[R_TEXTURE_USAGE_SAMPLED] = WGPUTextureUsage_TextureBinding,
[R_TEXTURE_USAGE_STORAGE] = WGPUTextureUsage_StorageBinding,
[R_TEXTURE_USAGE_STORAGE] = WGPUTextureUsage_TextureBinding,
[R_TEXTURE_USAGE_TARGET] = WGPUTextureUsage_RenderAttachment,
};
static_assert(SDL_arraysize(texture_usages) == R_TEXTURE_USAGE_COUNT);
@@ -332,19 +332,28 @@ void renderer_frame_set_shader(R_Shader shader) {
void renderer_frame_draw(R_Buffer vertex_buffer, R_Buffer index_buffer, R_Buffer instance_buffer, Uint32 num_indices, Uint32 num_instances, const R_Draw_Resources *resources) {
SDL_assert(pass_encoder);
if (resources->num_vertex_textures || resources->num_vertex_storage_buffers) {
WGPUBindGroupEntry *entries = SDL_stack_alloc(WGPUBindGroupEntry, resources->num_vertex_textures + resources->num_vertex_storage_buffers);
if (resources->num_vertex_sampled_textures || resources->num_vertex_storage_textures || resources->num_vertex_storage_buffers) {
WGPUBindGroupEntry *entries = SDL_stack_alloc(WGPUBindGroupEntry, resources->num_vertex_sampled_textures + resources->num_vertex_storage_textures + resources->num_vertex_storage_buffers);
for (int i = 0; i < resources->num_vertex_textures; i++) {
for (int i = 0; i < resources->num_vertex_sampled_textures; i++) {
entries[i] = (WGPUBindGroupEntry){
.binding = i,
.textureView = resources->vertex_textures[i]->view,
.textureView = resources->vertex_sampled_textures[i]->view,
};
}
Uint32 entry_offset = resources->num_vertex_sampled_textures;
for (int i = 0; i < resources->num_vertex_storage_textures; i++) {
entries[i] = (WGPUBindGroupEntry){
.binding = i,
.textureView = resources->vertex_storage_textures[i]->view,
};
}
entry_offset += resources->num_vertex_storage_textures;
for (int i = 0; i < resources->num_vertex_storage_buffers; i++) {
entries[resources->num_vertex_textures + i] = (WGPUBindGroupEntry){
.binding = resources->num_vertex_textures + i,
entries[entry_offset + i] = (WGPUBindGroupEntry){
.binding = entry_offset + i,
.buffer = resources->vertex_storage_buffers[i]->buffer,
.offset = 0,
.size = WGPU_WHOLE_SIZE,
@@ -353,7 +362,7 @@ void renderer_frame_draw(R_Buffer vertex_buffer, R_Buffer index_buffer, R_Buffer
WGPUBindGroup bind_group = wgpuDeviceCreateBindGroup(device, &(WGPUBindGroupDescriptor){
.layout = wgpuRenderPipelineGetBindGroupLayout(shaders[current_shader], 0),
.entryCount = resources->num_vertex_textures + resources->num_vertex_storage_buffers,
.entryCount = resources->num_vertex_sampled_textures + resources->num_vertex_storage_textures + resources->num_vertex_storage_buffers,
.entries = entries,
});
@@ -391,13 +400,13 @@ void renderer_frame_draw(R_Buffer vertex_buffer, R_Buffer index_buffer, R_Buffer
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, NULL, 0, NULL);
}
if (resources->num_fragment_textures || resources->num_fragment_storage_buffers) {
WGPUBindGroupEntry *entries = SDL_stack_alloc(WGPUBindGroupEntry, resources->num_fragment_textures * 2 + resources->num_fragment_storage_buffers);
if (resources->num_fragment_sampled_textures || resources->num_fragment_storage_textures || resources->num_fragment_storage_buffers) {
WGPUBindGroupEntry *entries = SDL_stack_alloc(WGPUBindGroupEntry, resources->num_fragment_sampled_textures * 2 + resources->num_fragment_storage_textures + resources->num_fragment_storage_buffers);
for (int i = 0; i < resources->num_fragment_textures; i++) {
for (int i = 0; i < resources->num_fragment_sampled_textures; i++) {
entries[i * 2] = (WGPUBindGroupEntry){
.binding = i * 2,
.textureView = resources->fragment_textures[i]->view,
.textureView = resources->fragment_sampled_textures[i]->view,
};
entries[i * 2 + 1] = (WGPUBindGroupEntry){
@@ -405,10 +414,19 @@ void renderer_frame_draw(R_Buffer vertex_buffer, R_Buffer index_buffer, R_Buffer
.sampler = bilinear_sampler,
};
}
Uint32 entry_offset = resources->num_fragment_sampled_textures * 2;
for (int i = 0; i < resources->num_fragment_storage_textures; i++) {
entries[entry_offset + i] = (WGPUBindGroupEntry){
.binding = entry_offset + i,
.textureView = resources->fragment_storage_textures[i]->view,
};
}
entry_offset += resources->num_fragment_storage_textures;
for (int i = 0; i < resources->num_fragment_storage_buffers; i++) {
entries[resources->num_fragment_textures * 2 + i] = (WGPUBindGroupEntry){
.binding = resources->num_fragment_textures * 2 + i,
entries[entry_offset + i] = (WGPUBindGroupEntry){
.binding = entry_offset + i,
.buffer = resources->fragment_storage_buffers[i]->buffer,
.offset = 0,
.size = WGPU_WHOLE_SIZE,
@@ -417,7 +435,7 @@ void renderer_frame_draw(R_Buffer vertex_buffer, R_Buffer index_buffer, R_Buffer
WGPUBindGroup bind_group = wgpuDeviceCreateBindGroup(device, &(WGPUBindGroupDescriptor){
.layout = wgpuRenderPipelineGetBindGroupLayout(shaders[current_shader], 2),
.entryCount = resources->num_fragment_textures * 2 + resources->num_fragment_storage_buffers,
.entryCount = resources->num_fragment_sampled_textures * 2 + resources->num_fragment_storage_textures + resources->num_fragment_storage_buffers,
.entries = entries,
});
@@ -652,7 +670,7 @@ bool renderer_init(SDL_Window *window_) {
.writeMask = WGPUColorWriteMask_All,
};
// Shader
// Shaders
{ // Basic
const char shader_source[] = {
#embed "shaders/wgsl/basic.wgsl"
+9
View File
@@ -0,0 +1,9 @@
#!/bin/bash
slangc src/basic.slang -target wgsl -D__wgsl__ -o wgsl/basic.wgsl
slangc src/world.slang -target wgsl -D__wgsl__ -o wgsl/world.wgsl
slangc src/grid.slang -target wgsl -D__wgsl__ -o wgsl/grid.wgsl
slangc src/basic.slang -target spirv -profile spirv_1_0 -o spirv/basic.spv
slangc src/world.slang -target spirv -profile spirv_1_0 -o spirv/world.spv
slangc src/grid.slang -target spirv -profile spirv_1_0 -o spirv/grid.spv
Binary file not shown.
Binary file not shown.
Binary file not shown.
+13 -2
View File
@@ -1,7 +1,7 @@
#language 2026
struct VertexShaderInput {
uint32_t vertex_index : SV_VertexID;
uint32_t vertex_index : SV_VulkanVertexID;
[vk::location(0)] float3 pos;
[vk::location(1)] float2 uv;
@@ -46,9 +46,20 @@ FragmentShaderOutput main_fragment(VertexShaderOutput input) {
return output;
}
void GetDimensions(Sampler2D<float4> texture, out float width, out float height) {
__target_switch {
case wgsl: {
texture.__getTexture().GetDimensions(width, height);
} break;
default: {
texture.GetDimensions(width, height);
} break;
}
}
float4 pixel_art_sample(Sampler2D<float4> input_texture, float2 input_uv) {
var dimensions : float2;
input_texture.__getTexture().GetDimensions(dimensions.x, dimensions.y);
GetDimensions(input_texture, dimensions.x, dimensions.y);
let texture_uv = input_uv * dimensions.xy;
let sample_uv = (floor(texture_uv) + min(fract(texture_uv) / fwidth(texture_uv), float2(1.0, 1.0)) - 0.5) / dimensions.xy;
+3 -3
View File
@@ -1,8 +1,8 @@
#language 2026
struct VertexShaderInput {
uint32_t vertex_index : SV_VertexID;
uint32_t instance_index : SV_InstanceID;
uint32_t vertex_index : SV_VulkanVertexID;
uint32_t instance_index : SV_VulkanInstanceID;
[vk::location(0)] float3 pos;
};
@@ -50,7 +50,7 @@ static const float4 selected_color = float4(1.0, 0.0, 1.0, 1.0);
FragmentShaderOutput main_fragment(VertexShaderOutput input) {
var output: FragmentShaderOutput;
output.color = select(input.selected != 0, selected_color, color);
output.color = input.selected != 0 ? selected_color : color;
return output;
}
+51
View File
@@ -0,0 +1,51 @@
struct CombinedTextureSampler {
#if !defined(__wgsl__)
private Sampler2D combined;
#else
private Texture2D texture;
private SamplerState sampler;
#endif
Texture2D getTexture() {
#if !defined(__wgsl__)
return combined.__getTexture();
#else
return texture;
#endif
}
float4 Sample(float2 location, constexpr int2 offset, float clamp, out uint status) {
#if !defined(__wgsl__)
return combined.Sample(location, offset, clamp, status);
#else
return texture.Sample(sampler, location, offset, clamp, status);
#endif
}
float4 Sample(float2 location, constexpr int2 offset, float clamp) {
#if !defined(__wgsl__)
return combined.Sample(location, offset, clamp);
#else
return texture.Sample(sampler, location, offset, clamp);
#endif
}
float4 Sample(float2 location, constexpr int2 offset) {
#if !defined(__wgsl__)
return combined.Sample(location, offset);
#else
return texture.Sample(sampler, location, offset);
#endif
}
float4 Sample(float2 location) {
#if !defined(__wgsl__)
return combined.Sample(location);
#else
return texture.Sample(sampler, location);
#endif
}
};
+37 -22
View File
@@ -1,8 +1,10 @@
#language 2026
#include "wgsl_workaround.slang"
struct VertexShaderInput {
uint32_t vertex_index : SV_VertexID;
uint32_t instance_index : SV_InstanceID;
uint32_t vertex_index : SV_VulkanVertexID;
uint32_t instance_index : SV_VulkanInstanceID;
};
struct VertexShaderOutput {
@@ -24,51 +26,64 @@ struct Per_Frame_Data {
uint32_t map_width;
};
[vk::binding(0, 1)] ConstantBuffer<float4x4> view_projection_matrix : register(b0, space1);
[vk::binding(1, 1)] ConstantBuffer<Per_Frame_Data> per_frame : register(b1, space1);
struct Block0 {
[format("r16ui")]
Texture2D<uint32_t> map_texture;
};
[vk::binding(0, 0)] Texture2D<uint32_t> map_texture : register(t0, space0);
struct Block1 {
ConstantBuffer<float4x4> view_projection_matrix;
ConstantBuffer<Per_Frame_Data> per_frame;
};
ParameterBlock<Block0> block0;
ParameterBlock<Block1> block1;
[shader("vertex")]
VertexShaderOutput main_vertex(VertexShaderInput input) {
var output: VertexShaderOutput;
let tile_pos = uint32_t2(input.instance_index % per_frame.map_width, input.instance_index / per_frame.map_width);
output.tile = map_texture.Load(uint32_t3(tile_pos, 0));
let tile_pos = uint32_t2(input.instance_index % block1.per_frame.map_width, input.instance_index / block1.per_frame.map_width);
output.tile = block0.map_texture.Load(uint32_t3(tile_pos, 0));
switch (input.vertex_index) {
case 0: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2(-0.5, 0.5), 0, 1), view_projection_matrix); output.uv = float2(0, 0); } break;
case 1: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2(-0.5, -0.5), 0, 1), view_projection_matrix); output.uv = float2(0, 1); } break;
case 2: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2( 0.5, -0.5), 0, 1), view_projection_matrix); output.uv = float2(1, 1); } break;
case 3: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2(-0.5, 0.5), 0, 1), view_projection_matrix); output.uv = float2(0, 0); } break;
case 4: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2( 0.5, -0.5), 0, 1), view_projection_matrix); output.uv = float2(1, 1); } break;
case 5: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2( 0.5, 0.5), 0, 1), view_projection_matrix); output.uv = float2(1, 0); } break;
case 0: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2(-0.5, 0.5), 0, 1), block1.view_projection_matrix); output.uv = float2(0, 0); } break;
case 1: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2(-0.5, -0.5), 0, 1), block1.view_projection_matrix); output.uv = float2(0, 1); } break;
case 2: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2( 0.5, -0.5), 0, 1), block1.view_projection_matrix); output.uv = float2(1, 1); } break;
case 3: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2(-0.5, 0.5), 0, 1), block1.view_projection_matrix); output.uv = float2(0, 0); } break;
case 4: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2( 0.5, -0.5), 0, 1), block1.view_projection_matrix); output.uv = float2(1, 1); } break;
case 5: { output.pos = mul(float4(float2(tile_pos) - float2(0.5, 0.5) + float2( 0.5, 0.5), 0, 1), block1.view_projection_matrix); output.uv = float2(1, 0); } break;
default: {}
}
return output;
}
[vk::binding(0, 2)] Sampler2D<float4> tile_atlas : register(t0, space2);
[vk::binding(2, 2)] StructuredBuffer<float4> tile_uvs : register(t1, space2);
struct Block2 {
CombinedTextureSampler tile_atlas;
StructuredBuffer<float4> tile_uvs;
};
[vk::binding(0, 3)] ConstantBuffer<float3> tint : register(b0, space3);
struct Block3 {
ConstantBuffer<float3> tint;
};
ParameterBlock<Block2> block2;
ParameterBlock<Block3> block3;
[shader("pixel")]
FragmentShaderOutput main_fragment(VertexShaderOutput input) {
var output: FragmentShaderOutput;
output.color = pixel_art_sample(tile_atlas, input.uv, input.tile);
output.color = float4(output.color.rgb * tint.rgb, output.color.a);
output.color = pixel_art_sample(block2.tile_atlas, input.uv, block2.tile_uvs[input.tile]);
output.color = float4(output.color.rgb * block3.tint.rgb, output.color.a);
return output;
}
float4 pixel_art_sample(Sampler2D<float4> input_texture, float2 input_uv, uint32_t tile) {
float4 pixel_art_sample(CombinedTextureSampler input_texture, float2 input_uv, float4 tile_uv) {
var dimensions : float2;
input_texture.__getTexture().GetDimensions(dimensions.x, dimensions.y);
let tile_uv = tile_uvs[tile];
input_texture.getTexture().GetDimensions(dimensions.x, dimensions.y);
let texture_uv = lerp(tile_uv.xy, tile_uv.zw, input_uv);
let sample_uv = (floor(texture_uv) + saturate(fract(texture_uv) / fwidth(texture_uv)) - 0.5) / dimensions;
+7 -1
View File
@@ -31,12 +31,18 @@ fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_0 : u32
return output_0;
}
fn GetDimensions_0( texture_texture_0 : texture_2d<f32>, texture_sampler_0 : sampler, width_0 : ptr<function, f32>, height_0 : ptr<function, f32>)
{
{var dim = textureDimensions((texture_texture_0));(((*width_0))) = f32(dim.x);(((*height_0))) = f32(dim.y);};
return;
}
fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture_sampler_0 : sampler, input_uv_0 : vec2<f32>) -> vec4<f32>
{
var dimensions_0 : vec2<f32>;
var _S2 : f32 = dimensions_0[i32(0)];
var _S3 : f32 = dimensions_0[i32(1)];
{var dim = textureDimensions((input_texture_texture_0));((_S2)) = f32(dim.x);((_S3)) = f32(dim.y);};
GetDimensions_0(input_texture_texture_0, input_texture_sampler_0, &(_S2), &(_S3));
dimensions_0[i32(0)] = _S2;
dimensions_0[i32(1)] = _S3;
var _S4 : vec2<f32> = input_uv_0 * dimensions_0.xy;
+10 -1
View File
@@ -63,7 +63,16 @@ struct pixelInput_0
fn main_fragment( _S9 : pixelInput_0, @builtin(position) pos_2 : vec4<f32>) -> FragmentShaderOutput_0
{
var output_1 : FragmentShaderOutput_0;
output_1.color_0 = select(vec4<f32>(1.0f, 1.0f, 1.0f, 0.10000000149011612f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), (_S9.selected_1) != i32(0));
var _S10 : vec4<f32>;
if((_S9.selected_1) != i32(0))
{
_S10 = vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f);
}
else
{
_S10 = vec4<f32>(1.0f, 1.0f, 1.0f, 0.10000000149011612f);
}
output_1.color_0 = _S10;
return output_1;
}
+36 -34
View File
@@ -1,3 +1,9 @@
struct _MatrixStorage_float4x4_ColMajorstd140_0
{
@align(16) data_0 : array<vec4<f32>, i32(4)>,
};
@binding(0) @group(1) var<uniform> block1_view_projection_matrix_0 : _MatrixStorage_float4x4_ColMajorstd140_0;
struct Per_Frame_Data_std140_0
{
@align(16) drag_start_0 : vec2<i32>,
@@ -7,22 +13,16 @@ struct Per_Frame_Data_std140_0
@align(4) map_width_0 : u32,
};
@binding(1) @group(1) var<uniform> per_frame_0 : Per_Frame_Data_std140_0;
@binding(0) @group(0) var map_texture_0 : texture_2d<u32>;
@binding(1) @group(1) var<uniform> block1_per_frame_0 : Per_Frame_Data_std140_0;
@binding(0) @group(0) var block0_map_texture_0 : texture_2d<u32>;
struct _MatrixStorage_float4x4_ColMajorstd140_0
{
@align(16) data_0 : array<vec4<f32>, i32(4)>,
};
@binding(0) @group(2) var block2_tile_atlas_texture_0 : texture_2d<f32>;
@binding(0) @group(1) var<uniform> view_projection_matrix_0 : _MatrixStorage_float4x4_ColMajorstd140_0;
@binding(2) @group(2) var<storage, read> tile_uvs_0 : array<vec4<f32>>;
@binding(1) @group(2) var block2_tile_atlas_sampler_0 : sampler;
@binding(0) @group(2) var tile_atlas_texture_0 : texture_2d<f32>;
@binding(2) @group(2) var<storage, read> block2_tile_uvs_0 : array<vec4<f32>>;
@binding(1) @group(2) var tile_atlas_sampler_0 : sampler;
@binding(0) @group(3) var<uniform> tint_0 : vec3<f32>;
@binding(0) @group(3) var<uniform> block3_tint_0 : vec3<f32>;
struct VertexShaderOutput_0
{
@builtin(position) pos_0 : vec4<f32>,
@@ -33,48 +33,48 @@ struct VertexShaderOutput_0
@vertex
fn main_vertex(@builtin(vertex_index) vertex_index_0 : u32, @builtin(instance_index) instance_index_0 : u32) -> VertexShaderOutput_0
{
var _S1 : u32 = instance_index_0 % per_frame_0.map_width_0;
var _S2 : u32 = instance_index_0 / per_frame_0.map_width_0;
var _S1 : u32 = instance_index_0 % block1_per_frame_0.map_width_0;
var _S2 : u32 = instance_index_0 / block1_per_frame_0.map_width_0;
var _S3 : vec2<u32> = vec2<u32>(_S1, _S2);
var output_0 : VertexShaderOutput_0;
var _S4 : vec3<i32> = vec3<i32>(vec3<u32>(_S3, u32(0)));
output_0.tile_0 = (textureLoad((map_texture_0), ((_S4)).xy, ((_S4)).z).x);
output_0.tile_0 = (textureLoad((block0_map_texture_0), ((_S4)).xy, ((_S4)).z).x);
switch(vertex_index_0)
{
case u32(0):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(-0.5f, 0.5f), 0.0f, 1.0f))));
output_0.pos_0 = (((mat4x4<f32>(block1_view_projection_matrix_0.data_0[i32(0)][i32(0)], block1_view_projection_matrix_0.data_0[i32(1)][i32(0)], block1_view_projection_matrix_0.data_0[i32(2)][i32(0)], block1_view_projection_matrix_0.data_0[i32(3)][i32(0)], block1_view_projection_matrix_0.data_0[i32(0)][i32(1)], block1_view_projection_matrix_0.data_0[i32(1)][i32(1)], block1_view_projection_matrix_0.data_0[i32(2)][i32(1)], block1_view_projection_matrix_0.data_0[i32(3)][i32(1)], block1_view_projection_matrix_0.data_0[i32(0)][i32(2)], block1_view_projection_matrix_0.data_0[i32(1)][i32(2)], block1_view_projection_matrix_0.data_0[i32(2)][i32(2)], block1_view_projection_matrix_0.data_0[i32(3)][i32(2)], block1_view_projection_matrix_0.data_0[i32(0)][i32(3)], block1_view_projection_matrix_0.data_0[i32(1)][i32(3)], block1_view_projection_matrix_0.data_0[i32(2)][i32(3)], block1_view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(-0.5f, 0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(0.0f, 0.0f);
break;
}
case u32(1):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(-0.5f, -0.5f), 0.0f, 1.0f))));
output_0.pos_0 = (((mat4x4<f32>(block1_view_projection_matrix_0.data_0[i32(0)][i32(0)], block1_view_projection_matrix_0.data_0[i32(1)][i32(0)], block1_view_projection_matrix_0.data_0[i32(2)][i32(0)], block1_view_projection_matrix_0.data_0[i32(3)][i32(0)], block1_view_projection_matrix_0.data_0[i32(0)][i32(1)], block1_view_projection_matrix_0.data_0[i32(1)][i32(1)], block1_view_projection_matrix_0.data_0[i32(2)][i32(1)], block1_view_projection_matrix_0.data_0[i32(3)][i32(1)], block1_view_projection_matrix_0.data_0[i32(0)][i32(2)], block1_view_projection_matrix_0.data_0[i32(1)][i32(2)], block1_view_projection_matrix_0.data_0[i32(2)][i32(2)], block1_view_projection_matrix_0.data_0[i32(3)][i32(2)], block1_view_projection_matrix_0.data_0[i32(0)][i32(3)], block1_view_projection_matrix_0.data_0[i32(1)][i32(3)], block1_view_projection_matrix_0.data_0[i32(2)][i32(3)], block1_view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(-0.5f, -0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(0.0f, 1.0f);
break;
}
case u32(2):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(0.5f, -0.5f), 0.0f, 1.0f))));
output_0.pos_0 = (((mat4x4<f32>(block1_view_projection_matrix_0.data_0[i32(0)][i32(0)], block1_view_projection_matrix_0.data_0[i32(1)][i32(0)], block1_view_projection_matrix_0.data_0[i32(2)][i32(0)], block1_view_projection_matrix_0.data_0[i32(3)][i32(0)], block1_view_projection_matrix_0.data_0[i32(0)][i32(1)], block1_view_projection_matrix_0.data_0[i32(1)][i32(1)], block1_view_projection_matrix_0.data_0[i32(2)][i32(1)], block1_view_projection_matrix_0.data_0[i32(3)][i32(1)], block1_view_projection_matrix_0.data_0[i32(0)][i32(2)], block1_view_projection_matrix_0.data_0[i32(1)][i32(2)], block1_view_projection_matrix_0.data_0[i32(2)][i32(2)], block1_view_projection_matrix_0.data_0[i32(3)][i32(2)], block1_view_projection_matrix_0.data_0[i32(0)][i32(3)], block1_view_projection_matrix_0.data_0[i32(1)][i32(3)], block1_view_projection_matrix_0.data_0[i32(2)][i32(3)], block1_view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(0.5f, -0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(1.0f, 1.0f);
break;
}
case u32(3):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(-0.5f, 0.5f), 0.0f, 1.0f))));
output_0.pos_0 = (((mat4x4<f32>(block1_view_projection_matrix_0.data_0[i32(0)][i32(0)], block1_view_projection_matrix_0.data_0[i32(1)][i32(0)], block1_view_projection_matrix_0.data_0[i32(2)][i32(0)], block1_view_projection_matrix_0.data_0[i32(3)][i32(0)], block1_view_projection_matrix_0.data_0[i32(0)][i32(1)], block1_view_projection_matrix_0.data_0[i32(1)][i32(1)], block1_view_projection_matrix_0.data_0[i32(2)][i32(1)], block1_view_projection_matrix_0.data_0[i32(3)][i32(1)], block1_view_projection_matrix_0.data_0[i32(0)][i32(2)], block1_view_projection_matrix_0.data_0[i32(1)][i32(2)], block1_view_projection_matrix_0.data_0[i32(2)][i32(2)], block1_view_projection_matrix_0.data_0[i32(3)][i32(2)], block1_view_projection_matrix_0.data_0[i32(0)][i32(3)], block1_view_projection_matrix_0.data_0[i32(1)][i32(3)], block1_view_projection_matrix_0.data_0[i32(2)][i32(3)], block1_view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(-0.5f, 0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(0.0f, 0.0f);
break;
}
case u32(4):
{
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(0.5f, -0.5f), 0.0f, 1.0f))));
output_0.pos_0 = (((mat4x4<f32>(block1_view_projection_matrix_0.data_0[i32(0)][i32(0)], block1_view_projection_matrix_0.data_0[i32(1)][i32(0)], block1_view_projection_matrix_0.data_0[i32(2)][i32(0)], block1_view_projection_matrix_0.data_0[i32(3)][i32(0)], block1_view_projection_matrix_0.data_0[i32(0)][i32(1)], block1_view_projection_matrix_0.data_0[i32(1)][i32(1)], block1_view_projection_matrix_0.data_0[i32(2)][i32(1)], block1_view_projection_matrix_0.data_0[i32(3)][i32(1)], block1_view_projection_matrix_0.data_0[i32(0)][i32(2)], block1_view_projection_matrix_0.data_0[i32(1)][i32(2)], block1_view_projection_matrix_0.data_0[i32(2)][i32(2)], block1_view_projection_matrix_0.data_0[i32(3)][i32(2)], block1_view_projection_matrix_0.data_0[i32(0)][i32(3)], block1_view_projection_matrix_0.data_0[i32(1)][i32(3)], block1_view_projection_matrix_0.data_0[i32(2)][i32(3)], block1_view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - vec2<f32>(0.5f, 0.5f) + vec2<f32>(0.5f, -0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(1.0f, 1.0f);
break;
}
case u32(5):
{
const _S5 : vec2<f32> = vec2<f32>(0.5f, 0.5f);
output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - _S5 + _S5, 0.0f, 1.0f))));
output_0.pos_0 = (((mat4x4<f32>(block1_view_projection_matrix_0.data_0[i32(0)][i32(0)], block1_view_projection_matrix_0.data_0[i32(1)][i32(0)], block1_view_projection_matrix_0.data_0[i32(2)][i32(0)], block1_view_projection_matrix_0.data_0[i32(3)][i32(0)], block1_view_projection_matrix_0.data_0[i32(0)][i32(1)], block1_view_projection_matrix_0.data_0[i32(1)][i32(1)], block1_view_projection_matrix_0.data_0[i32(2)][i32(1)], block1_view_projection_matrix_0.data_0[i32(3)][i32(1)], block1_view_projection_matrix_0.data_0[i32(0)][i32(2)], block1_view_projection_matrix_0.data_0[i32(1)][i32(2)], block1_view_projection_matrix_0.data_0[i32(2)][i32(2)], block1_view_projection_matrix_0.data_0[i32(3)][i32(2)], block1_view_projection_matrix_0.data_0[i32(0)][i32(3)], block1_view_projection_matrix_0.data_0[i32(1)][i32(3)], block1_view_projection_matrix_0.data_0[i32(2)][i32(3)], block1_view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S3) - _S5 + _S5, 0.0f, 1.0f))));
output_0.uv_0 = vec2<f32>(1.0f, 0.0f);
break;
}
@@ -86,7 +86,12 @@ fn main_vertex(@builtin(vertex_index) vertex_index_0 : u32, @builtin(instance_in
return output_0;
}
fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture_sampler_0 : sampler, input_uv_0 : vec2<f32>, tile_1 : u32) -> vec4<f32>
fn CombinedTextureSampler_Sample_0( this_texture_0 : texture_2d<f32>, this_sampler_0 : sampler, location_0 : vec2<f32>) -> vec4<f32>
{
return (textureSample((this_texture_0), (this_sampler_0), (location_0)));
}
fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture_sampler_0 : sampler, input_uv_0 : vec2<f32>, tile_uv_0 : vec4<f32>) -> vec4<f32>
{
var dimensions_0 : vec2<f32>;
var _S6 : f32 = dimensions_0[i32(0)];
@@ -94,14 +99,11 @@ fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture
{var dim = textureDimensions((input_texture_texture_0));((_S6)) = f32(dim.x);((_S7)) = f32(dim.y);};
dimensions_0[i32(0)] = _S6;
dimensions_0[i32(1)] = _S7;
var _S8 : vec4<f32> = tile_uvs_0[tile_1];
var _S9 : vec2<f32> = _S8.xy;
var _S10 : vec2<f32> = _S8.zw;
var _S11 : vec2<f32> = mix(_S9, _S10, input_uv_0);
var _S12 : vec2<f32> = vec2<f32>(0.5f);
var _S13 : vec2<f32> = clamp((floor(_S11) + saturate(fract(_S11) / (fwidth((_S11)))) - _S12) / dimensions_0, (_S9 + _S12) / dimensions_0, (_S10 - _S12) / dimensions_0);
;
return (textureSample((input_texture_texture_0), (input_texture_sampler_0), (_S13)));
var _S8 : vec2<f32> = tile_uv_0.xy;
var _S9 : vec2<f32> = tile_uv_0.zw;
var _S10 : vec2<f32> = mix(_S8, _S9, input_uv_0);
var _S11 : vec2<f32> = vec2<f32>(0.5f);
return CombinedTextureSampler_Sample_0(input_texture_texture_0, input_texture_sampler_0, clamp((floor(_S10) + saturate(fract(_S10) / (fwidth((_S10)))) - _S11) / dimensions_0, (_S8 + _S11) / dimensions_0, (_S9 - _S11) / dimensions_0));
}
struct FragmentShaderOutput_0
@@ -112,15 +114,15 @@ struct FragmentShaderOutput_0
struct pixelInput_0
{
@location(0) uv_1 : vec2<f32>,
@location(1) tile_2 : u32,
@location(1) tile_1 : u32,
};
@fragment
fn main_fragment( _S14 : pixelInput_0, @builtin(position) pos_1 : vec4<f32>) -> FragmentShaderOutput_0
fn main_fragment( _S12 : pixelInput_0, @builtin(position) pos_1 : vec4<f32>) -> FragmentShaderOutput_0
{
var output_1 : FragmentShaderOutput_0;
var _S15 : vec4<f32> = pixel_art_sample_0(tile_atlas_texture_0, tile_atlas_sampler_0, _S14.uv_1, _S14.tile_2);
output_1.color_0 = vec4<f32>(_S15.xyz * tint_0.xyz, _S15.w);
var _S13 : vec4<f32> = pixel_art_sample_0(block2_tile_atlas_texture_0, block2_tile_atlas_sampler_0, _S12.uv_1, block2_tile_uvs_0[_S12.tile_1]);
output_1.color_0 = vec4<f32>(_S13.xyz * block3_tint_0.xyz, _S13.w);
return output_1;
}