Make shader name consistent with graphics rendering logic
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7d38c9afd8
commit
26094a04e8
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@ -2,8 +2,6 @@ const Queue = @import("./Queue.zig");
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const coral = @import("coral");
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const coral = @import("coral");
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const draw_2d = @import("./shaders/draw_2d.glsl.zig");
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const ext = @import("../ext.zig");
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const ext = @import("../ext.zig");
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const gfx = @import("../gfx.zig");
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const gfx = @import("../gfx.zig");
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@ -49,6 +47,8 @@ const Render = struct {
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};
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};
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const instances_per_buffer = 512;
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const instances_per_buffer = 512;
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const shader = @import("./shaders/instance_2d.glsl.zig");
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};
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};
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const Resource = union (enum) {
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const Resource = union (enum) {
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@ -101,42 +101,42 @@ const Render = struct {
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.attrs = get: {
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.attrs = get: {
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var attrs = [_]sokol.gfx.VertexAttrState{.{}} ** 16;
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var attrs = [_]sokol.gfx.VertexAttrState{.{}} ** 16;
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attrs[draw_2d.ATTR_vs_mesh_xy] = .{
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attrs[Instance2D.shader.ATTR_vs_mesh_xy] = .{
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.format = .FLOAT2,
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.format = .FLOAT2,
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.buffer_index = Instance2D.buffer_indices.mesh,
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.buffer_index = Instance2D.buffer_indices.mesh,
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};
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};
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attrs[draw_2d.ATTR_vs_mesh_uv] = .{
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attrs[Instance2D.shader.ATTR_vs_mesh_uv] = .{
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.format = .FLOAT2,
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.format = .FLOAT2,
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.buffer_index = Instance2D.buffer_indices.mesh,
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.buffer_index = Instance2D.buffer_indices.mesh,
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};
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};
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attrs[draw_2d.ATTR_vs_instance_xbasis] = .{
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attrs[Instance2D.shader.ATTR_vs_instance_xbasis] = .{
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.format = .FLOAT2,
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.format = .FLOAT2,
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.buffer_index = Instance2D.buffer_indices.instance,
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.buffer_index = Instance2D.buffer_indices.instance,
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};
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};
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attrs[draw_2d.ATTR_vs_instance_ybasis] = .{
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attrs[Instance2D.shader.ATTR_vs_instance_ybasis] = .{
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.format = .FLOAT2,
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.format = .FLOAT2,
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.buffer_index = Instance2D.buffer_indices.instance,
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.buffer_index = Instance2D.buffer_indices.instance,
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};
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};
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attrs[draw_2d.ATTR_vs_instance_origin] = .{
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attrs[Instance2D.shader.ATTR_vs_instance_origin] = .{
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.format = .FLOAT2,
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.format = .FLOAT2,
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.buffer_index = Instance2D.buffer_indices.instance,
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.buffer_index = Instance2D.buffer_indices.instance,
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};
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};
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attrs[draw_2d.ATTR_vs_instance_tint] = .{
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attrs[Instance2D.shader.ATTR_vs_instance_tint] = .{
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.format = .UBYTE4N,
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.format = .UBYTE4N,
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.buffer_index = Instance2D.buffer_indices.instance,
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.buffer_index = Instance2D.buffer_indices.instance,
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};
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};
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attrs[draw_2d.ATTR_vs_instance_depth] = .{
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attrs[Instance2D.shader.ATTR_vs_instance_depth] = .{
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.format = .FLOAT,
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.format = .FLOAT,
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.buffer_index = Instance2D.buffer_indices.instance,
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.buffer_index = Instance2D.buffer_indices.instance,
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};
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};
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attrs[draw_2d.ATTR_vs_instance_rect] = .{
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attrs[Instance2D.shader.ATTR_vs_instance_rect] = .{
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.format = .FLOAT4,
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.format = .FLOAT4,
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.buffer_index = Instance2D.buffer_indices.instance,
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.buffer_index = Instance2D.buffer_indices.instance,
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};
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};
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@ -153,7 +153,7 @@ const Render = struct {
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},
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},
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},
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},
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.shader = sokol.gfx.makeShader(draw_2d.draw2dShaderDesc(sokol.gfx.queryBackend())),
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.shader = sokol.gfx.makeShader(Instance2D.shader.draw2dShaderDesc(sokol.gfx.queryBackend())),
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.index_type = .UINT16,
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.index_type = .UINT16,
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}),
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}),
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@ -195,7 +195,7 @@ const Render = struct {
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sokol.gfx.applyPipeline(self.instance_2d_pipeline);
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sokol.gfx.applyPipeline(self.instance_2d_pipeline);
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sokol.gfx.applyUniforms(.VS, draw_2d.SLOT_Screen, sokol.gfx.asRange(&draw_2d.Screen{
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sokol.gfx.applyUniforms(.VS, Instance2D.shader.SLOT_Screen, sokol.gfx.asRange(&Instance2D.shader.Screen{
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.screen_size = .{@floatFromInt(frame.width), @floatFromInt(frame.height)},
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.screen_size = .{@floatFromInt(frame.width), @floatFromInt(frame.height)},
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}));
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}));
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