Make shader name consistent with graphics rendering logic
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This commit is contained in:
kayomn 2024-06-04 23:10:24 +01:00
parent 7d38c9afd8
commit 26094a04e8
2 changed files with 12 additions and 12 deletions

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@ -2,8 +2,6 @@ const Queue = @import("./Queue.zig");
const coral = @import("coral"); const coral = @import("coral");
const draw_2d = @import("./shaders/draw_2d.glsl.zig");
const ext = @import("../ext.zig"); const ext = @import("../ext.zig");
const gfx = @import("../gfx.zig"); const gfx = @import("../gfx.zig");
@ -49,6 +47,8 @@ const Render = struct {
}; };
const instances_per_buffer = 512; const instances_per_buffer = 512;
const shader = @import("./shaders/instance_2d.glsl.zig");
}; };
const Resource = union (enum) { const Resource = union (enum) {
@ -101,42 +101,42 @@ const Render = struct {
.attrs = get: { .attrs = get: {
var attrs = [_]sokol.gfx.VertexAttrState{.{}} ** 16; var attrs = [_]sokol.gfx.VertexAttrState{.{}} ** 16;
attrs[draw_2d.ATTR_vs_mesh_xy] = .{ attrs[Instance2D.shader.ATTR_vs_mesh_xy] = .{
.format = .FLOAT2, .format = .FLOAT2,
.buffer_index = Instance2D.buffer_indices.mesh, .buffer_index = Instance2D.buffer_indices.mesh,
}; };
attrs[draw_2d.ATTR_vs_mesh_uv] = .{ attrs[Instance2D.shader.ATTR_vs_mesh_uv] = .{
.format = .FLOAT2, .format = .FLOAT2,
.buffer_index = Instance2D.buffer_indices.mesh, .buffer_index = Instance2D.buffer_indices.mesh,
}; };
attrs[draw_2d.ATTR_vs_instance_xbasis] = .{ attrs[Instance2D.shader.ATTR_vs_instance_xbasis] = .{
.format = .FLOAT2, .format = .FLOAT2,
.buffer_index = Instance2D.buffer_indices.instance, .buffer_index = Instance2D.buffer_indices.instance,
}; };
attrs[draw_2d.ATTR_vs_instance_ybasis] = .{ attrs[Instance2D.shader.ATTR_vs_instance_ybasis] = .{
.format = .FLOAT2, .format = .FLOAT2,
.buffer_index = Instance2D.buffer_indices.instance, .buffer_index = Instance2D.buffer_indices.instance,
}; };
attrs[draw_2d.ATTR_vs_instance_origin] = .{ attrs[Instance2D.shader.ATTR_vs_instance_origin] = .{
.format = .FLOAT2, .format = .FLOAT2,
.buffer_index = Instance2D.buffer_indices.instance, .buffer_index = Instance2D.buffer_indices.instance,
}; };
attrs[draw_2d.ATTR_vs_instance_tint] = .{ attrs[Instance2D.shader.ATTR_vs_instance_tint] = .{
.format = .UBYTE4N, .format = .UBYTE4N,
.buffer_index = Instance2D.buffer_indices.instance, .buffer_index = Instance2D.buffer_indices.instance,
}; };
attrs[draw_2d.ATTR_vs_instance_depth] = .{ attrs[Instance2D.shader.ATTR_vs_instance_depth] = .{
.format = .FLOAT, .format = .FLOAT,
.buffer_index = Instance2D.buffer_indices.instance, .buffer_index = Instance2D.buffer_indices.instance,
}; };
attrs[draw_2d.ATTR_vs_instance_rect] = .{ attrs[Instance2D.shader.ATTR_vs_instance_rect] = .{
.format = .FLOAT4, .format = .FLOAT4,
.buffer_index = Instance2D.buffer_indices.instance, .buffer_index = Instance2D.buffer_indices.instance,
}; };
@ -153,7 +153,7 @@ const Render = struct {
}, },
}, },
.shader = sokol.gfx.makeShader(draw_2d.draw2dShaderDesc(sokol.gfx.queryBackend())), .shader = sokol.gfx.makeShader(Instance2D.shader.draw2dShaderDesc(sokol.gfx.queryBackend())),
.index_type = .UINT16, .index_type = .UINT16,
}), }),
@ -195,7 +195,7 @@ const Render = struct {
sokol.gfx.applyPipeline(self.instance_2d_pipeline); sokol.gfx.applyPipeline(self.instance_2d_pipeline);
sokol.gfx.applyUniforms(.VS, draw_2d.SLOT_Screen, sokol.gfx.asRange(&draw_2d.Screen{ sokol.gfx.applyUniforms(.VS, Instance2D.shader.SLOT_Screen, sokol.gfx.asRange(&Instance2D.shader.Screen{
.screen_size = .{@floatFromInt(frame.width), @floatFromInt(frame.height)}, .screen_size = .{@floatFromInt(frame.width), @floatFromInt(frame.height)},
})); }));