fix: quick port to c3 0.8.2
This commit is contained in:
parent
73619fe6c5
commit
cd371b5ee7
48
input.c3
48
input.c3
@ -1,7 +1,7 @@
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module ugui::sdl3::ren;
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module ugui::sdl3::ren;
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import std::io;
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import std::io;
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import std::ascii;
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import std::core::ascii;
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import ugui;
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import ugui;
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import sdl3;
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import sdl3;
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@ -13,7 +13,7 @@ fn bool? Ctx.handle_events(&ctx)
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bool quit = false;
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bool quit = false;
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ugui::ModKeys mod_set, mod_reset;
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ugui::ModKeys mod_set, mod_reset;
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ugui::MouseButtons btn;
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ugui::MouseButtons btn;
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sdl3::Event e;
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sdl3::SdlEvent e;
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while (sdl3::pollEvent(&e)) {
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while (sdl3::pollEvent(&e)) {
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switch (e.type) {
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switch (e.type) {
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@ -28,18 +28,18 @@ fn bool? Ctx.handle_events(&ctx)
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bool down = e.type == KEY_DOWN;
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bool down = e.type == KEY_DOWN;
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switch (e.key.key) {
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switch (e.key.key) {
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case sdl3::KEY_RCTRL: mod_set.rctrl = down; mod_reset.rctrl = !down;
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case KEY_RCTRL: mod_set.rctrl = down; mod_reset.rctrl = !down;
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case sdl3::KEY_LCTRL: mod_set.lctrl = down; mod_reset.lctrl = !down;
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case KEY_LCTRL: mod_set.lctrl = down; mod_reset.lctrl = !down;
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case sdl3::KEY_RSHIFT: mod_set.rshift = down; mod_reset.rshift = !down;
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case KEY_RSHIFT: mod_set.rshift = down; mod_reset.rshift = !down;
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case sdl3::KEY_LSHIFT: mod_set.lshift = down; mod_reset.lshift = !down;
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case KEY_LSHIFT: mod_set.lshift = down; mod_reset.lshift = !down;
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case sdl3::KEY_BACKSPACE: mod_set.bkspc = down; mod_reset.bkspc = !down;
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case KEY_BACKSPACE: mod_set.bkspc = down; mod_reset.bkspc = !down;
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case sdl3::KEY_DELETE: mod_set.del = down; mod_reset.del = !down;
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case KEY_DELETE: mod_set.del = down; mod_reset.del = !down;
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case sdl3::KEY_HOME: mod_set.home = down; mod_reset.home = !down;
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case KEY_HOME: mod_set.home = down; mod_reset.home = !down;
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case sdl3::KEY_END: mod_set.end = down; mod_reset.end = !down;
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case KEY_END: mod_set.end = down; mod_reset.end = !down;
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case sdl3::KEY_UP: mod_set.up = down; mod_reset.up = !down;
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case KEY_UP: mod_set.up = down; mod_reset.up = !down;
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case sdl3::KEY_DOWN: mod_set.down = down; mod_reset.down = !down;
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case KEY_DOWN: mod_set.down = down; mod_reset.down = !down;
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case sdl3::KEY_LEFT: mod_set.left = down; mod_reset.left = !down;
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case KEY_LEFT: mod_set.left = down; mod_reset.left = !down;
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case sdl3::KEY_RIGHT: mod_set.right = down; mod_reset.right = !down;
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case KEY_RIGHT: mod_set.right = down; mod_reset.right = !down;
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}
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}
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ctx.input_mod_keys(mod_set, true);
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ctx.input_mod_keys(mod_set, true);
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ctx.input_mod_keys(mod_reset, false);
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ctx.input_mod_keys(mod_reset, false);
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@ -49,12 +49,12 @@ fn bool? Ctx.handle_events(&ctx)
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// do manual text input, bummer
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// do manual text input, bummer
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ModKeys mod = ctx.get_mod();
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ModKeys mod = ctx.get_mod();
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if (e.type == KEY_DOWN && (mod.lctrl || mod.rctrl)) {
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if (e.type == KEY_DOWN && (mod.lctrl || mod.rctrl)) {
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if (ascii::is_alnum_m((uint)e.key.key)) {
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if (ascii::is_alnum((char)e.key.key)) {
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ctx.input_char((char)e.key.key);
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ctx.input_char((char)e.key.key);
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}
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}
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}
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}
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if (e.type == KEY_DOWN && e.key.key == sdl3::KEY_RETURN) ctx.input_char('\n');
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if (e.type == KEY_DOWN && e.key.key == KEY_RETURN) ctx.input_char('\n');
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case TEXT_INPUT:
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case TEXT_INPUT:
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ctx.input_text_utf8(((ZString)e.text.text).str_view());
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ctx.input_text_utf8(((ZString)e.text.text).str_view());
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@ -70,13 +70,13 @@ fn bool? Ctx.handle_events(&ctx)
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ctx.input_mouse_wheel((short)e.wheel.integer_x, (short)e.wheel.integer_y);
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ctx.input_mouse_wheel((short)e.wheel.integer_x, (short)e.wheel.integer_y);
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case MOUSE_BUTTON_DOWN: nextcase;
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case MOUSE_BUTTON_DOWN: nextcase;
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case MOUSE_BUTTON_UP:
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case MOUSE_BUTTON_UP:
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sdl3::MouseButtonFlags mb = sdl3::getMouseState(null, null);
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sdl3::SdlMouseButtonFlags mb = sdl3::getMouseState(null, null);
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btn = {
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btn = {
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.btn_left = !!(mb & sdl3::BUTTON_LMASK),
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.btn_left = !!(mb & LMASK),
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.btn_right = !!(mb & sdl3::BUTTON_RMASK),
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.btn_right = !!(mb & RMASK),
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.btn_middle = !!(mb & sdl3::BUTTON_MMASK),
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.btn_middle = !!(mb & MMASK),
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.btn_4 = !!(mb & sdl3::BUTTON_X1MASK),
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.btn_4 = !!(mb & X1MASK),
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.btn_5 = !!(mb & sdl3::BUTTON_X2MASK),
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.btn_5 = !!(mb & X2MASK),
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};
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};
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ctx.input_mouse_button(btn);
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ctx.input_mouse_button(btn);
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//case POLL_SENTINEL: break;
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//case POLL_SENTINEL: break;
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@ -88,10 +88,10 @@ fn bool? Ctx.handle_events(&ctx)
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return quit;
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return quit;
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}
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}
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fn void pre(sdl3::Window* win) => sdl3::startTextInput(win);
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fn void pre(sdl3::SdlWindow* win) => sdl3::startTextInput(win);
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// TODO: this has to be a function of Ctx if we want to set the fps internally
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// TODO: this has to be a function of Ctx if we want to set the fps internally
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fn void wait_events(uint timeout_ms = 0)
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fn void wait_events(int timeout_ms = 0)
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{
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{
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sdl3::waitEventTimeout(null, timeout_ms);
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sdl3::waitEventTimeout(null, timeout_ms);
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}
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}
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156
renderer.c3
156
renderer.c3
@ -83,30 +83,30 @@ struct ViewsizeUniform @align(16) {
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}
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}
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struct Shader {
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struct Shader {
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sdl3::GPUShader* frag;
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sdl3::SdlGPUShader* frag;
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sdl3::GPUShader* vert;
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sdl3::SdlGPUShader* vert;
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ugui::Id id;
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ugui::Id id;
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}
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}
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struct Pipeline {
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struct Pipeline {
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sdl3::GPUGraphicsPipeline* pipeline;
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sdl3::SdlGPUGraphicsPipeline* pipeline;
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ugui::Id id;
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ugui::Id id;
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}
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}
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struct Texture {
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struct Texture {
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sdl3::GPUTexture* texture;
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sdl3::SdlGPUTexture* texture;
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sdl3::GPUSampler* sampler;
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sdl3::SdlGPUSampler* sampler;
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ushort width, height;
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ushort width, height;
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ugui::Id id;
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ugui::Id id;
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}
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}
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// The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH
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// The GPU buffers that contain quad info, the size is determined by MAX_QUAD_BATCH
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struct QuadBuffer {
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struct QuadBuffer {
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sdl3::GPUBuffer* vert_buf; // on-gpu vertex buffer
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sdl3::SdlGPUBuffer* vert_buf; // on-gpu vertex buffer
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sdl3::GPUBuffer* idx_buf; // on-gpu index buffer
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sdl3::SdlGPUBuffer* idx_buf; // on-gpu index buffer
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sdl3::GPUBuffer* attr_buf; // on-gpu quad attribute buffer
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sdl3::SdlGPUBuffer* attr_buf; // on-gpu quad attribute buffer
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sdl3::GPUTransferBuffer* attr_ts;
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sdl3::SdlGPUTransferBuffer* attr_ts;
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QuadAttributes[] attr_ts_mapped;
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QuadAttributes[] attr_ts_mapped;
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@ -121,11 +121,11 @@ alias PipelineList = IdList{Pipeline};
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alias TextureList = IdList{Texture};
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alias TextureList = IdList{Texture};
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struct Renderer {
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struct Renderer {
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sdl3::Window* win;
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sdl3::SdlWindow* win;
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sdl3::GPUDevice* gpu;
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sdl3::SdlGPUDevice* gpu;
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sdl3::GPURenderPass* render_pass;
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sdl3::SdlGPURenderPass* render_pass;
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sdl3::GPUTexture* swapchain_texture;
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sdl3::SdlGPUTexture* swapchain_texture;
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sdl3::GPUCommandBuffer* render_cmdbuf;
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sdl3::SdlGPUCommandBuffer* render_cmdbuf;
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QuadBuffer quad_buffer;
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QuadBuffer quad_buffer;
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ShaderList shaders;
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ShaderList shaders;
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@ -178,7 +178,7 @@ $endif
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}
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}
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// create the window
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// create the window
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self.win = sdl3::createWindow(title, width, height, {.resizable=true, .vulkan=true});
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self.win = sdl3::createWindow(title, (int)width, (int)height, {.resizable=true, .vulkan=true});
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if (self.win == null) {
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if (self.win == null) {
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unreachable("sdl error: %s", sdl3::getError());
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unreachable("sdl error: %s", sdl3::getError());
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}
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}
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@ -194,7 +194,7 @@ $endif
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}
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}
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// set swapchain parameters, like vsync
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// set swapchain parameters, like vsync
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GPUPresentMode present_mode = vsync ? VSYNC : IMMEDIATE;
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SdlGPUPresentMode present_mode = vsync ? VSYNC : IMMEDIATE;
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sdl3::setGPUSwapchainParameters(self.gpu, self.win, SDR, present_mode);
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sdl3::setGPUSwapchainParameters(self.gpu, self.win, SDR, present_mode);
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//
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//
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@ -206,29 +206,29 @@ $endif
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// create the vertex and index buffer on the gpu
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// create the vertex and index buffer on the gpu
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qb.vert_buf = sdl3::createGPUBuffer(self.gpu,
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qb.vert_buf = sdl3::createGPUBuffer(self.gpu,
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&&(GPUBufferCreateInfo){.usage.vertex = true, .size = Quad.vertices.sizeof}
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&&(SdlGPUBufferCreateInfo){.usage.vertex = true, .size = $reflect(Quad.vertices).size}
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);
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);
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if (qb.vert_buf == null) {
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if (qb.vert_buf == null) {
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unreachable("failed to initialize quad buffer (vertex): %s", sdl3::getError());
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unreachable("failed to initialize quad buffer (vertex): %s", sdl3::getError());
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}
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}
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qb.idx_buf = sdl3::createGPUBuffer(self.gpu,
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qb.idx_buf = sdl3::createGPUBuffer(self.gpu,
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&&(GPUBufferCreateInfo){.usage.index = true, .size = Quad.indices.sizeof}
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&&(SdlGPUBufferCreateInfo){.usage.index = true, .size = $reflect(Quad.indices).size}
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);
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);
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if (qb.idx_buf == null) {
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if (qb.idx_buf == null) {
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unreachable("failed to initialize quad buffer (index): %s", sdl3::getError());
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unreachable("failed to initialize quad buffer (index): %s", sdl3::getError());
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}
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}
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qb.attr_buf = sdl3::createGPUBuffer(self.gpu,
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qb.attr_buf = sdl3::createGPUBuffer(self.gpu,
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&&(GPUBufferCreateInfo){.usage.vertex = true, .size = QuadAttributes.sizeof * MAX_QUAD_BATCH}
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&&(SdlGPUBufferCreateInfo){.usage.vertex = true, .size = QuadAttributes::size * MAX_QUAD_BATCH}
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);
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);
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if (qb.attr_buf == null) {
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if (qb.attr_buf == null) {
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unreachable("failed to initialize quad buffer (index): %s", sdl3::getError());
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unreachable("failed to initialize quad buffer (index): %s", sdl3::getError());
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}
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}
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// upload the quad mesh
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// upload the quad mesh
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GPUTransferBuffer *ts = sdl3::createGPUTransferBuffer(self.gpu,
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SdlGPUTransferBuffer *ts = sdl3::createGPUTransferBuffer(self.gpu,
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&&(GPUTransferBufferCreateInfo){.usage = UPLOAD, .size = Quad.sizeof}
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&&(SdlGPUTransferBufferCreateInfo){.usage = UPLOAD, .size = Quad::size}
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);
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);
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if (ts == null) {
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if (ts == null) {
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unreachable("failed to create gpu transfer buffer: %s", sdl3::getError());
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unreachable("failed to create gpu transfer buffer: %s", sdl3::getError());
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@ -262,22 +262,22 @@ $endif
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sdl3::unmapGPUTransferBuffer(self.gpu, ts);
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sdl3::unmapGPUTransferBuffer(self.gpu, ts);
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GPUCommandBuffer* cmd = sdl3::acquireGPUCommandBuffer(self.gpu);
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SdlGPUCommandBuffer* cmd = sdl3::acquireGPUCommandBuffer(self.gpu);
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if (cmd == null) {
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if (cmd == null) {
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unreachable("failed to upload quad at acquiring command buffer: %s", sdl3::getError());
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unreachable("failed to upload quad at acquiring command buffer: %s", sdl3::getError());
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}
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}
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GPUCopyPass* cpy = sdl3::beginGPUCopyPass(cmd);
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SdlGPUCopyPass* cpy = sdl3::beginGPUCopyPass(cmd);
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// upload vertices
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// upload vertices
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sdl3::uploadToGPUBuffer(cpy,
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sdl3::uploadToGPUBuffer(cpy,
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&&(GPUTransferBufferLocation){.transfer_buffer = ts, .offset = Quad.vertices.offsetof},
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&&(SdlGPUTransferBufferLocation){.transfer_buffer = ts, .offset = $reflect(Quad.vertices).offset},
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&&(GPUBufferRegion){.buffer = qb.vert_buf, .offset = 0, .size = Quad.vertices.sizeof},
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&&(SdlGPUBufferRegion){.buffer = qb.vert_buf, .offset = 0, .size = $reflect(Quad.vertices).size},
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false
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false
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);
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);
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// upload indices
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// upload indices
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sdl3::uploadToGPUBuffer(cpy,
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sdl3::uploadToGPUBuffer(cpy,
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&&(GPUTransferBufferLocation){.transfer_buffer = ts, .offset = Quad.indices.offsetof},
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&&(SdlGPUTransferBufferLocation){.transfer_buffer = ts, .offset = $reflect(Quad.indices).offset},
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&&(GPUBufferRegion){.buffer = qb.idx_buf, .offset = 0, .size = Quad.indices.sizeof},
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&&(SdlGPUBufferRegion){.buffer = qb.idx_buf, .offset = 0, .size = $reflect(Quad.indices).size},
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false
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false
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);
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);
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@ -290,7 +290,7 @@ $endif
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// create and map the quad attributes transfer buffer
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// create and map the quad attributes transfer buffer
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qb.attr_ts = sdl3::createGPUTransferBuffer(self.gpu,
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qb.attr_ts = sdl3::createGPUTransferBuffer(self.gpu,
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&&(GPUTransferBufferCreateInfo){.usage = UPLOAD, .size = QuadAttributes.sizeof * MAX_QUAD_BATCH}
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&&(SdlGPUTransferBufferCreateInfo){.usage = UPLOAD, .size = QuadAttributes::size * MAX_QUAD_BATCH}
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);
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);
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if (qb.attr_ts == null) {
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if (qb.attr_ts == null) {
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unreachable("failed to create gpu transfer buffer: %s", sdl3::getError());
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unreachable("failed to create gpu transfer buffer: %s", sdl3::getError());
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@ -346,7 +346,7 @@ fn void Renderer.free(&self)
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fn void Renderer.resize_window(&self, uint width, uint height)
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fn void Renderer.resize_window(&self, uint width, uint height)
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{
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{
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sdl3::setWindowSize(self.win, width, height);
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sdl3::setWindowSize(self.win, (int)width, (int)height);
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}
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}
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@ -375,7 +375,7 @@ fn void Renderer.load_spirv_shader_from_mem(&self, String name, char[] vert_code
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if (vert_code.len > 0) {
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if (vert_code.len > 0) {
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// FIXME: these should be passed by parameter and/or automatically determined by parsing
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// FIXME: these should be passed by parameter and/or automatically determined by parsing
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// the shader code
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// the shader code
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GPUShaderCreateInfo shader_info = {
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SdlGPUShaderCreateInfo shader_info = {
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.code = vert_code.ptr,
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.code = vert_code.ptr,
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.code_size = vert_code.len,
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.code_size = vert_code.len,
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.entrypoint = "main",
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.entrypoint = "main",
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@ -396,7 +396,7 @@ fn void Renderer.load_spirv_shader_from_mem(&self, String name, char[] vert_code
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if (frag_code.len > 0) {
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if (frag_code.len > 0) {
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// FIXME: these should be passed by parameter and/or automatically determined by parsing
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// FIXME: these should be passed by parameter and/or automatically determined by parsing
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// the shader code
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// the shader code
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GPUShaderCreateInfo shader_info = {
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SdlGPUShaderCreateInfo shader_info = {
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.code = frag_code.ptr,
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.code = frag_code.ptr,
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.code_size = frag_code.len,
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.code_size = frag_code.len,
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.entrypoint = "main",
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.entrypoint = "main",
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@ -429,7 +429,7 @@ fn void Renderer.load_spirv_shader_from_file(&self, String name, String vert_pat
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char[] frag_code;
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char[] frag_code;
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// create vertex shader
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// create vertex shader
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usz size = file::get_size(vert_path)!!;
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sz size = file::get_size(vert_path)!!;
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vert_code = mem::new_array(char, size + size%4);
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vert_code = mem::new_array(char, size + size%4);
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file::load_buffer(vert_path, vert_code)!!;
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file::load_buffer(vert_path, vert_code)!!;
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defer mem::free(vert_code);
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defer mem::free(vert_code);
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@ -451,7 +451,7 @@ fn void Renderer.load_spirv_shader_from_file(&self, String name, String vert_pat
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// this describes what we want to draw, since for drawing different things we have to change
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// this describes what we want to draw, since for drawing different things we have to change
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// the GPUPrimitiveType and GPURasterizerState for the pipeline.
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// the GPUPrimitiveType and GPURasterizerState for the pipeline.
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enum PipelineType : (GPUPrimitiveType primitive_type, GPURasterizerState raster_state) {
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enum PipelineType : (SdlGPUPrimitiveType primitive_type, SdlGPURasterizerState raster_state) {
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RECT {TRIANGLELIST, {.fill_mode = FILL, .cull_mode = NONE, .front_face = COUNTER_CLOCKWISE}},
|
RECT {TRIANGLELIST, {.fill_mode = FILL, .cull_mode = NONE, .front_face = COUNTER_CLOCKWISE}},
|
||||||
SPRITE {TRIANGLELIST, {.fill_mode = FILL, .cull_mode = NONE, .front_face = COUNTER_CLOCKWISE}},
|
SPRITE {TRIANGLELIST, {.fill_mode = FILL, .cull_mode = NONE, .front_face = COUNTER_CLOCKWISE}},
|
||||||
LINE {LINELIST, {.fill_mode = LINE, .cull_mode = NONE, .front_face = COUNTER_CLOCKWISE}},
|
LINE {LINELIST, {.fill_mode = LINE, .cull_mode = NONE, .front_face = COUNTER_CLOCKWISE}},
|
||||||
@ -467,7 +467,7 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
|
|||||||
unreachable("error in creating pipeline: no shader named %s", shader_name);
|
unreachable("error in creating pipeline: no shader named %s", shader_name);
|
||||||
}
|
}
|
||||||
|
|
||||||
GPUGraphicsPipelineCreateInfo ci = {
|
SdlGPUGraphicsPipelineCreateInfo ci = {
|
||||||
.vertex_shader = s.vert,
|
.vertex_shader = s.vert,
|
||||||
.fragment_shader = s.frag,
|
.fragment_shader = s.frag,
|
||||||
// This structure specifies how the vertex buffer looks in memory, what it contains
|
// This structure specifies how the vertex buffer looks in memory, what it contains
|
||||||
@ -476,21 +476,21 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
|
|||||||
// is represented by two floats, the color as 32 bit rgba and the uv also as intgers.
|
// is represented by two floats, the color as 32 bit rgba and the uv also as intgers.
|
||||||
.vertex_input_state = {
|
.vertex_input_state = {
|
||||||
// the description of each vertex buffer, for now I use only one buffer
|
// the description of each vertex buffer, for now I use only one buffer
|
||||||
.vertex_buffer_descriptions = (GPUVertexBufferDescription[]){
|
.vertex_buffer_descriptions = (SdlGPUVertexBufferDescription[]){
|
||||||
{ // first slot, per-vertex attributes
|
{ // first slot, per-vertex attributes
|
||||||
.slot = 0,
|
.slot = 0,
|
||||||
.pitch = Vertex.sizeof,
|
.pitch = Vertex::size,
|
||||||
.input_rate = VERTEX,
|
.input_rate = VERTEX,
|
||||||
},
|
},
|
||||||
{ // second slot, per-instance attributes
|
{ // second slot, per-instance attributes
|
||||||
.slot = 1,
|
.slot = 1,
|
||||||
.pitch = QuadAttributes.sizeof,
|
.pitch = QuadAttributes::size,
|
||||||
.input_rate = INSTANCE,
|
.input_rate = INSTANCE,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
.num_vertex_buffers = 2,
|
.num_vertex_buffers = 2,
|
||||||
// the description of each vertex, quad and bindings
|
// the description of each vertex, quad and bindings
|
||||||
.vertex_attributes = (GPUVertexAttribute[]){
|
.vertex_attributes = (SdlGPUVertexAttribute[]){
|
||||||
{ // at location zero there is the position of the vertex
|
{ // at location zero there is the position of the vertex
|
||||||
.location = 0,
|
.location = 0,
|
||||||
.buffer_slot = 0, // buffer slot zero so per-vertex
|
.buffer_slot = 0, // buffer slot zero so per-vertex
|
||||||
@ -501,25 +501,25 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
|
|||||||
.location = 1,
|
.location = 1,
|
||||||
.buffer_slot = 1, // buffer slot one so per-instance
|
.buffer_slot = 1, // buffer slot one so per-instance
|
||||||
.format = SHORT4, // x,y,w,h
|
.format = SHORT4, // x,y,w,h
|
||||||
.offset = QuadAttributes.pos.offsetof,
|
.offset = $reflect(QuadAttributes.pos).offset,
|
||||||
},
|
},
|
||||||
{ // at location two there are the per-quad uv coordinates
|
{ // at location two there are the per-quad uv coordinates
|
||||||
.location = 2,
|
.location = 2,
|
||||||
.buffer_slot = 1,
|
.buffer_slot = 1,
|
||||||
.format = SHORT4,
|
.format = SHORT4,
|
||||||
.offset = QuadAttributes.uv.offsetof,
|
.offset = $reflect(QuadAttributes.uv).offset,
|
||||||
},
|
},
|
||||||
{ // at location three there is the quad color
|
{ // at location three there is the quad color
|
||||||
.location = 3,
|
.location = 3,
|
||||||
.buffer_slot = 1,
|
.buffer_slot = 1,
|
||||||
.format = UBYTE4,
|
.format = UBYTE4,
|
||||||
.offset = QuadAttributes.color.offsetof,
|
.offset = $reflect(QuadAttributes.color).offset,
|
||||||
},
|
},
|
||||||
{ // at location four there is the quad type
|
{ // at location four there is the quad type
|
||||||
.location = 4,
|
.location = 4,
|
||||||
.buffer_slot = 1,
|
.buffer_slot = 1,
|
||||||
.format = UINT,
|
.format = UINT,
|
||||||
.offset = QuadAttributes.type.offsetof,
|
.offset = $reflect(QuadAttributes.type).offset,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
.num_vertex_attributes = 5,
|
.num_vertex_attributes = 5,
|
||||||
@ -531,7 +531,7 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
|
|||||||
.multisample_state = {}, // no multisampling, all zeroes
|
.multisample_state = {}, // no multisampling, all zeroes
|
||||||
.depth_stencil_state = {}, // no stencil test, all zeroes
|
.depth_stencil_state = {}, // no stencil test, all zeroes
|
||||||
.target_info = { // the target (texture) description
|
.target_info = { // the target (texture) description
|
||||||
.color_target_descriptions = (GPUColorTargetDescription[]){{
|
.color_target_descriptions = (SdlGPUColorTargetDescription[]){{
|
||||||
// rendering happens to the window, so get it's format
|
// rendering happens to the window, so get it's format
|
||||||
.format = sdl3::getGPUSwapchainTextureFormat(self.gpu, self.win),
|
.format = sdl3::getGPUSwapchainTextureFormat(self.gpu, self.win),
|
||||||
.blend_state = {
|
.blend_state = {
|
||||||
@ -560,7 +560,7 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
|
|||||||
};
|
};
|
||||||
|
|
||||||
if (p.pipeline == null) {
|
if (p.pipeline == null) {
|
||||||
unreachable("failed to create pipeline (shaders: %s, type: %s): %s", shader_name, type.nameof, sdl3::getError());
|
unreachable("failed to create pipeline (shaders: %s, type: %s): %s", shader_name, TextureType::names[type], sdl3::getError());
|
||||||
}
|
}
|
||||||
|
|
||||||
self.pipelines.push(p);
|
self.pipelines.push(p);
|
||||||
@ -574,7 +574,7 @@ fn void Renderer.create_pipeline(&self, String shader_name, PipelineType type)
|
|||||||
|
|
||||||
|
|
||||||
// NOTE: with TEXTUREUSAGE_SAMPLER the texture format cannot be intger _UINT so it has to be nermalized
|
// NOTE: with TEXTUREUSAGE_SAMPLER the texture format cannot be intger _UINT so it has to be nermalized
|
||||||
enum TextureType : (GPUTextureFormat format) {
|
enum TextureType : (SdlGPUTextureFormat format) {
|
||||||
FULL_COLOR {R8G8B8A8_UNORM},
|
FULL_COLOR {R8G8B8A8_UNORM},
|
||||||
JUST_ALPHA {R8_UNORM}
|
JUST_ALPHA {R8_UNORM}
|
||||||
}
|
}
|
||||||
@ -583,7 +583,7 @@ enum TextureType : (GPUTextureFormat format) {
|
|||||||
// This macro wraps new_texture_by_id() by accepting either a name or an id directly
|
// This macro wraps new_texture_by_id() by accepting either a name or an id directly
|
||||||
macro void Renderer.new_texture(&self, name_or_id, TextureType type, char[] pixels, uint width, uint height)
|
macro void Renderer.new_texture(&self, name_or_id, TextureType type, char[] pixels, uint width, uint height)
|
||||||
{
|
{
|
||||||
$switch $typeof(name_or_id):
|
$switch $Typeof(name_or_id):
|
||||||
$case uint: return self.new_texture_by_id(id, type, pixels, width, height);
|
$case uint: return self.new_texture_by_id(id, type, pixels, width, height);
|
||||||
$case String: return self.new_texture_by_id(name_or_id.hash(), type, pixels, width, height);
|
$case String: return self.new_texture_by_id(name_or_id.hash(), type, pixels, width, height);
|
||||||
$default: unreachable("texture must have a name (String) or an id (uint)");
|
$default: unreachable("texture must have a name (String) or an id (uint)");
|
||||||
@ -594,7 +594,7 @@ macro void Renderer.new_texture(&self, name_or_id, TextureType type, char[] pixe
|
|||||||
// This macro wraps update_texture_by_id() by accepting either a name or an id directly
|
// This macro wraps update_texture_by_id() by accepting either a name or an id directly
|
||||||
macro void Renderer.update_texture(&self, name_or_id, char[] pixels, uint width, uint height, uint x = 0, uint y = 0)
|
macro void Renderer.update_texture(&self, name_or_id, char[] pixels, uint width, uint height, uint x = 0, uint y = 0)
|
||||||
{
|
{
|
||||||
$switch $typeof(name_or_id):
|
$switch $Typeof(name_or_id):
|
||||||
$case uint: return self.update_texture_by_id(name_or_id, pixels, width, height, x, y);
|
$case uint: return self.update_texture_by_id(name_or_id, pixels, width, height, x, y);
|
||||||
$case String: return self.update_texture_by_id(name_or_id.hash(), pixels, width, height, x, y);
|
$case String: return self.update_texture_by_id(name_or_id.hash(), pixels, width, height, x, y);
|
||||||
$default: unreachable("texture must have a name (String) or an id (uint)");
|
$default: unreachable("texture must have a name (String) or an id (uint)");
|
||||||
@ -608,7 +608,7 @@ macro void Renderer.update_texture(&self, name_or_id, char[] pixels, uint width,
|
|||||||
fn void Renderer.new_texture_by_id(&self, Id id, TextureType type, char[] pixels, uint width, uint height)
|
fn void Renderer.new_texture_by_id(&self, Id id, TextureType type, char[] pixels, uint width, uint height)
|
||||||
{
|
{
|
||||||
// the texture description
|
// the texture description
|
||||||
GPUTextureCreateInfo tci = {
|
SdlGPUTextureCreateInfo tci = {
|
||||||
.type = T2D,
|
.type = T2D,
|
||||||
.format = type.format,
|
.format = type.format,
|
||||||
// all textures are used with samplers, which means read-only textures that contain data to be sampled
|
// all textures are used with samplers, which means read-only textures that contain data to be sampled
|
||||||
@ -620,13 +620,13 @@ fn void Renderer.new_texture_by_id(&self, Id id, TextureType type, char[] pixels
|
|||||||
// .sample_count not used since the texture is not a render target
|
// .sample_count not used since the texture is not a render target
|
||||||
};
|
};
|
||||||
|
|
||||||
GPUTexture* texture = sdl3::createGPUTexture(self.gpu, &tci);
|
SdlGPUTexture* texture = sdl3::createGPUTexture(self.gpu, &tci);
|
||||||
if (texture == null) {
|
if (texture == null) {
|
||||||
unreachable("failed to create texture (id: %s, type: %s): %s", id, type.nameof, sdl3::getError());
|
unreachable("failed to create texture (id: %s, type: %s): %s", id, TextureType::names[type], sdl3::getError());
|
||||||
}
|
}
|
||||||
|
|
||||||
// the sampler description, how the texture should be sampled
|
// the sampler description, how the texture should be sampled
|
||||||
GPUSamplerCreateInfo sci = {
|
SdlGPUSamplerCreateInfo sci = {
|
||||||
.min_filter = LINEAR, // linear interpolation for textures
|
.min_filter = LINEAR, // linear interpolation for textures
|
||||||
.mag_filter = LINEAR,
|
.mag_filter = LINEAR,
|
||||||
.mipmap_mode = NEAREST,
|
.mipmap_mode = NEAREST,
|
||||||
@ -636,9 +636,9 @@ fn void Renderer.new_texture_by_id(&self, Id id, TextureType type, char[] pixels
|
|||||||
// everything else is not used and not needed
|
// everything else is not used and not needed
|
||||||
};
|
};
|
||||||
|
|
||||||
GPUSampler* sampler = sdl3::createGPUSampler(self.gpu, &sci);
|
SdlGPUSampler* sampler = sdl3::createGPUSampler(self.gpu, &sci);
|
||||||
if (sampler == null) {
|
if (sampler == null) {
|
||||||
unreachable("failed to create sampler (texture id: %s, type: %s): %s", id, type.nameof, sdl3::getError());
|
unreachable("failed to create sampler (texture id: %s, type: %s): %s", id, TextureType::names[type], sdl3::getError());
|
||||||
}
|
}
|
||||||
|
|
||||||
Texture t = {
|
Texture t = {
|
||||||
@ -663,7 +663,7 @@ fn void Renderer.update_texture_by_id(&self, Id id, char[] pixels, uint width, u
|
|||||||
if (t == null || t.texture == null) {
|
if (t == null || t.texture == null) {
|
||||||
unreachable("failed updating texture: no texture with id %s", id);
|
unreachable("failed updating texture: no texture with id %s", id);
|
||||||
}
|
}
|
||||||
GPUTexture* texture = t.texture;
|
SdlGPUTexture* texture = t.texture;
|
||||||
|
|
||||||
// FIXME: do a better job at validating the copy
|
// FIXME: do a better job at validating the copy
|
||||||
if (x > t.width || y > t.height) {
|
if (x > t.width || y > t.height) {
|
||||||
@ -671,17 +671,17 @@ fn void Renderer.update_texture_by_id(&self, Id id, char[] pixels, uint width, u
|
|||||||
}
|
}
|
||||||
|
|
||||||
// upload image data
|
// upload image data
|
||||||
GPUCommandBuffer* cmdbuf = sdl3::acquireGPUCommandBuffer(self.gpu);
|
SdlGPUCommandBuffer* cmdbuf = sdl3::acquireGPUCommandBuffer(self.gpu);
|
||||||
if (cmdbuf == null) {
|
if (cmdbuf == null) {
|
||||||
unreachable("failed to upload texture data at acquiring command buffer: %s", sdl3::getError());
|
unreachable("failed to upload texture data at acquiring command buffer: %s", sdl3::getError());
|
||||||
}
|
}
|
||||||
GPUCopyPass* copypass = sdl3::beginGPUCopyPass(cmdbuf);
|
SdlGPUCopyPass* copypass = sdl3::beginGPUCopyPass(cmdbuf);
|
||||||
if (copypass == null) {
|
if (copypass == null) {
|
||||||
unreachable("failed to upload texture data at beginning copy pass: %s", sdl3::getError());
|
unreachable("failed to upload texture data at beginning copy pass: %s", sdl3::getError());
|
||||||
}
|
}
|
||||||
|
|
||||||
GPUTransferBuffer* buf = sdl3::createGPUTransferBuffer(self.gpu,
|
SdlGPUTransferBuffer* buf = sdl3::createGPUTransferBuffer(self.gpu,
|
||||||
&&(GPUTransferBufferCreateInfo){.usage = UPLOAD, .size = pixels.len}
|
&&(SdlGPUTransferBufferCreateInfo){.usage = UPLOAD, .size = pixels.len}
|
||||||
);
|
);
|
||||||
if (buf == null) {
|
if (buf == null) {
|
||||||
unreachable("failed to upload texture data at creating the transfer buffer: %s", sdl3::getError());
|
unreachable("failed to upload texture data at creating the transfer buffer: %s", sdl3::getError());
|
||||||
@ -697,8 +697,8 @@ fn void Renderer.update_texture_by_id(&self, Id id, char[] pixels, uint width, u
|
|||||||
|
|
||||||
// upload the data to gpu memory
|
// upload the data to gpu memory
|
||||||
sdl3::uploadToGPUTexture(copypass,
|
sdl3::uploadToGPUTexture(copypass,
|
||||||
&&(GPUTextureTransferInfo){.transfer_buffer = buf, .offset = 0},
|
&&(SdlGPUTextureTransferInfo){.transfer_buffer = buf, .offset = 0},
|
||||||
&&(GPUTextureRegion){.texture = texture, .x = x, .y = y, .w = width, .h = height, .d = 1},
|
&&(SdlGPUTextureRegion){.texture = texture, .x = x, .y = y, .w = width, .h = height, .d = 1},
|
||||||
false
|
false
|
||||||
);
|
);
|
||||||
|
|
||||||
@ -735,7 +735,7 @@ fn bool Renderer.push_quad(&self, short x, short y, short w, short h, uint color
|
|||||||
{
|
{
|
||||||
QuadAttributes qa = {
|
QuadAttributes qa = {
|
||||||
.pos = {.x = x, .y = y, .w = w, .h = h},
|
.pos = {.x = x, .y = y, .w = w, .h = h},
|
||||||
.uv = {.u = radius, .v = radius},
|
.uv = {.u = (short)radius, .v = (short)radius},
|
||||||
.color = color,
|
.color = color,
|
||||||
.type = type
|
.type = type
|
||||||
};
|
};
|
||||||
@ -768,16 +768,16 @@ fn void Renderer.upload_quads(&self)
|
|||||||
{
|
{
|
||||||
QuadBuffer* qb = &self.quad_buffer;
|
QuadBuffer* qb = &self.quad_buffer;
|
||||||
|
|
||||||
GPUCommandBuffer* cmd = sdl3::acquireGPUCommandBuffer(self.gpu);
|
SdlGPUCommandBuffer* cmd = sdl3::acquireGPUCommandBuffer(self.gpu);
|
||||||
if (cmd == null) {
|
if (cmd == null) {
|
||||||
unreachable("failed to upload quad at acquiring command buffer: %s", sdl3::getError());
|
unreachable("failed to upload quad at acquiring command buffer: %s", sdl3::getError());
|
||||||
}
|
}
|
||||||
GPUCopyPass* cpy = sdl3::beginGPUCopyPass(cmd);
|
SdlGPUCopyPass* cpy = sdl3::beginGPUCopyPass(cmd);
|
||||||
|
|
||||||
// upload quad attributes
|
// upload quad attributes
|
||||||
sdl3::uploadToGPUBuffer(cpy,
|
sdl3::uploadToGPUBuffer(cpy,
|
||||||
&&(GPUTransferBufferLocation){.transfer_buffer = qb.attr_ts, .offset = 0},
|
&&(SdlGPUTransferBufferLocation){.transfer_buffer = qb.attr_ts, .offset = 0},
|
||||||
&&(GPUBufferRegion){.buffer = qb.attr_buf, .offset = 0, .size = QuadAttributes.sizeof * qb.count},
|
&&(SdlGPUBufferRegion){.buffer = qb.attr_buf, .offset = 0, .size = QuadAttributes::size * (uint)qb.count},
|
||||||
false
|
false
|
||||||
);
|
);
|
||||||
|
|
||||||
@ -794,16 +794,16 @@ fn void Renderer.draw_quads(&self, uint off, uint count)
|
|||||||
QuadBuffer* qb = &self.quad_buffer;
|
QuadBuffer* qb = &self.quad_buffer;
|
||||||
|
|
||||||
// too many quads to draw
|
// too many quads to draw
|
||||||
if (off >= qb.count || count > qb.count - off) {
|
if (off >= (uint)qb.count || count > (uint)qb.count - off) {
|
||||||
unreachable("too many quads, have %d, requested %d, offset %d", qb.count, count, off);
|
unreachable("too many quads, have %d, requested %d, offset %d", qb.count, count, off);
|
||||||
}
|
}
|
||||||
|
|
||||||
sdl3::bindGPUVertexBuffers(self.render_pass, 0,
|
sdl3::bindGPUVertexBuffers(self.render_pass, 0,
|
||||||
(GPUBufferBinding[]){
|
(SdlGPUBufferBinding[]){
|
||||||
{.buffer = qb.vert_buf, .offset = 0},
|
{.buffer = qb.vert_buf, .offset = 0},
|
||||||
{.buffer = qb.attr_buf, .offset = 0},
|
{.buffer = qb.attr_buf, .offset = 0},
|
||||||
}, 2);
|
}, 2);
|
||||||
sdl3::bindGPUIndexBuffer(self.render_pass, &&(GPUBufferBinding){.buffer = qb.idx_buf, .offset = 0}, BIT16);
|
sdl3::bindGPUIndexBuffer(self.render_pass, &&(SdlGPUBufferBinding){.buffer = qb.idx_buf, .offset = 0}, BIT16);
|
||||||
|
|
||||||
sdl3::drawGPUIndexedPrimitives(self.render_pass, 6, count, 0, 0, off);
|
sdl3::drawGPUIndexedPrimitives(self.render_pass, 6, count, 0, 0, off);
|
||||||
}
|
}
|
||||||
@ -823,12 +823,12 @@ fn void Renderer.begin_render(&self, bool clear_screen)
|
|||||||
// TODO: maybe make this configurable and/or add more things
|
// TODO: maybe make this configurable and/or add more things
|
||||||
ViewsizeUniform v;
|
ViewsizeUniform v;
|
||||||
self.get_window_size(&v.w, &v.h);
|
self.get_window_size(&v.w, &v.h);
|
||||||
sdl3::pushGPUVertexUniformData(self.render_cmdbuf, 0, &v, ViewsizeUniform.sizeof);
|
sdl3::pushGPUVertexUniformData(self.render_cmdbuf, 0, &v, ViewsizeUniform::size);
|
||||||
sdl3::pushGPUFragmentUniformData(self.render_cmdbuf, 0, &v, ViewsizeUniform.sizeof);
|
sdl3::pushGPUFragmentUniformData(self.render_cmdbuf, 0, &v, ViewsizeUniform::size);
|
||||||
|
|
||||||
if (clear_screen) {
|
if (clear_screen) {
|
||||||
GPURenderPass* pass = sdl3::beginGPURenderPass(self.render_cmdbuf,
|
SdlGPURenderPass* pass = sdl3::beginGPURenderPass(self.render_cmdbuf,
|
||||||
&&(GPUColorTargetInfo){
|
&&(SdlGPUColorTargetInfo){
|
||||||
.texture = self.swapchain_texture,
|
.texture = self.swapchain_texture,
|
||||||
.mip_level = 0,
|
.mip_level = 0,
|
||||||
.layer_or_depth_plane = 0,
|
.layer_or_depth_plane = 0,
|
||||||
@ -863,7 +863,7 @@ fn void Renderer.end_render(&self)
|
|||||||
fn void Renderer.start_render_pass(&self, String pipeline_name)
|
fn void Renderer.start_render_pass(&self, String pipeline_name)
|
||||||
{
|
{
|
||||||
self.render_pass = sdl3::beginGPURenderPass(self.render_cmdbuf,
|
self.render_pass = sdl3::beginGPURenderPass(self.render_cmdbuf,
|
||||||
&&(GPUColorTargetInfo){
|
&&(SdlGPUColorTargetInfo){
|
||||||
.texture = self.swapchain_texture,
|
.texture = self.swapchain_texture,
|
||||||
.mip_level = 0,
|
.mip_level = 0,
|
||||||
.layer_or_depth_plane = 0,
|
.layer_or_depth_plane = 0,
|
||||||
@ -884,7 +884,7 @@ fn void Renderer.start_render_pass(&self, String pipeline_name)
|
|||||||
unreachable("render pass creation went wrong: %s", sdl3::getError());
|
unreachable("render pass creation went wrong: %s", sdl3::getError());
|
||||||
}
|
}
|
||||||
|
|
||||||
sdl3::GPUGraphicsPipeline* p;
|
sdl3::SdlGPUGraphicsPipeline* p;
|
||||||
p = self.pipelines.get_from_name(pipeline_name).pipeline;
|
p = self.pipelines.get_from_name(pipeline_name).pipeline;
|
||||||
if (p == null) {
|
if (p == null) {
|
||||||
unreachable("no pipeline");
|
unreachable("no pipeline");
|
||||||
@ -909,7 +909,7 @@ fn void Renderer.bind_textures(&self, String... texture_names)
|
|||||||
unreachable("texture '%s' was not registered", name);
|
unreachable("texture '%s' was not registered", name);
|
||||||
}
|
}
|
||||||
sdl3::bindGPUFragmentSamplers(self.render_pass, (uint)idx,
|
sdl3::bindGPUFragmentSamplers(self.render_pass, (uint)idx,
|
||||||
(GPUTextureSamplerBinding[]){{.texture = tx.texture, .sampler = tx.sampler}}, 1
|
(SdlGPUTextureSamplerBinding[]){{.texture = tx.texture, .sampler = tx.sampler}}, 1
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -924,7 +924,7 @@ fn void Renderer.bind_textures_id(&self, ugui::Id... texture_ids)
|
|||||||
unreachable("texture [%d] was not registered", id);
|
unreachable("texture [%d] was not registered", id);
|
||||||
}
|
}
|
||||||
sdl3::bindGPUFragmentSamplers(self.render_pass, (uint)idx,
|
sdl3::bindGPUFragmentSamplers(self.render_pass, (uint)idx,
|
||||||
(GPUTextureSamplerBinding[]){{.texture = tx.texture, .sampler = tx.sampler}}, 1
|
(SdlGPUTextureSamplerBinding[]){{.texture = tx.texture, .sampler = tx.sampler}}, 1
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -935,7 +935,7 @@ fn void Renderer.set_scissor(&self, int x, int y, int w, int h)
|
|||||||
// in vulkan scissor size must be positive, clamp to zero
|
// in vulkan scissor size must be positive, clamp to zero
|
||||||
w = max(w, 0);
|
w = max(w, 0);
|
||||||
h = max(h, 0);
|
h = max(h, 0);
|
||||||
sdl3::setGPUScissor(self.render_pass, &&(sdl3::Rect){x,y,w,h});
|
sdl3::setGPUScissor(self.render_pass, &&(sdl3::SdlRect){x,y,w,h});
|
||||||
}
|
}
|
||||||
|
|
||||||
fn void Renderer.reset_scissor(&self)
|
fn void Renderer.reset_scissor(&self)
|
||||||
@ -1010,7 +1010,7 @@ fn void Renderer.render_ugui(&self, CmdQueue* queue)
|
|||||||
// TODO: verify the correct type
|
// TODO: verify the correct type
|
||||||
CmdUpdateAtlas u = cmd.update_atlas;
|
CmdUpdateAtlas u = cmd.update_atlas;
|
||||||
char[] pixels = u.raw_buffer[..u.width*u.height*u.bpp];
|
char[] pixels = u.raw_buffer[..u.width*u.height*u.bpp];
|
||||||
self.update_texture(u.id, pixels, u.width, u.height);
|
self.update_texture(u.id, pixels, (uint)u.width, (uint)u.height);
|
||||||
case CMD_SCISSOR:
|
case CMD_SCISSOR:
|
||||||
ugui::Rect s = cmd.scissor.rect;
|
ugui::Rect s = cmd.scissor.rect;
|
||||||
if (s.x == 0 && s.y == 0 && s.w == 0 && s.h == 0) {
|
if (s.x == 0 && s.y == 0 && s.w == 0 && s.h == 0) {
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user