1 module shaders.instancing; 2 import sg = sokol.gfx; 3 import m = handmade.math; 4 extern(C): 5 6 /* 7 #version:1# (machine generated, don't edit!) 8 9 Generated by sokol-shdc (https://github.com/floooh/sokol-tools) 10 11 Cmdline: 12 sokol-shdc -i examples/shaders/instancing.glsl -o examples/shaders/instancing.d -l glsl410:glsl300es:metal_macos:hlsl5:wgsl -f sokol_d 13 14 Overview: 15 ========= 16 Shader program: 'instancing': 17 Get shader desc: instancingShaderDesc(sg.queryBackend()); 18 Vertex Shader: vs 19 Fragment Shader: fs 20 Attributes: 21 ATTR_INSTANCING_POS => 0 22 ATTR_INSTANCING_COLOR0 => 1 23 ATTR_INSTANCING_INST_POS => 2 24 Bindings: 25 Uniform block 'vs_params': 26 D struct: VsParams 27 Bind slot: UB_VS_PARAMS => 0 28 */ 29 enum ATTR_INSTANCING_POS = 0; 30 enum ATTR_INSTANCING_COLOR0 = 1; 31 enum ATTR_INSTANCING_INST_POS = 2; 32 enum UB_VS_PARAMS = 0; 33 struct VsParams { 34 align(16) m.Mat4 mvp; 35 } 36 /* 37 #version 410 38 39 uniform vec4 vs_params[4]; 40 layout(location = 0) in vec3 pos; 41 layout(location = 2) in vec3 inst_pos; 42 layout(location = 0) out vec4 color; 43 layout(location = 1) in vec4 color0; 44 45 void main() 46 { 47 gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * vec4(pos + inst_pos, 1.0); 48 color = color0; 49 } 50 51 */ 52 __gshared char[335] VS_SOURCE_GLSL410 = [ 53 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e, 54 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61, 55 0x72,0x61,0x6d,0x73,0x5b,0x34,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28, 56 0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e, 57 0x20,0x76,0x65,0x63,0x33,0x20,0x70,0x6f,0x73,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75, 58 0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x32,0x29,0x20, 59 0x69,0x6e,0x20,0x76,0x65,0x63,0x33,0x20,0x69,0x6e,0x73,0x74,0x5f,0x70,0x6f,0x73, 60 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float4 color0 : TEXCOORD1; 180 float3 inst_pos : TEXCOORD2; 181 }; 182 183 struct SPIRV_Cross_Output 184 { 185 float4 color : TEXCOORD0; 186 float4 gl_Position : SV_Position; 187 }; 188 189 void vert_main() 190 { 191 gl_Position = mul(float4(pos + inst_pos, 1.0f), _33_mvp); 192 color = color0; 193 } 194 195 SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 196 { 197 pos = stage_input.pos; 198 inst_pos = stage_input.inst_pos; 199 color0 = stage_input.color0; 200 vert_main(); 201 SPIRV_Cross_Output stage_output; 202 stage_output.gl_Position = gl_Position; 203 stage_output.color = color; 204 return stage_output; 205 } 206 */ 207 __gshared char[842] VS_SOURCE_HLSL5 = [ 208 0x63,0x62,0x75,0x66,0x66,0x65,0x72,0x20,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d, 209 0x73,0x20,0x3a,0x20,0x72,0x65,0x67,0x69,0x73,0x74,0x65,0x72,0x28,0x62,0x30,0x29, 210 0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x72,0x6f,0x77,0x5f,0x6d,0x61,0x6a,0x6f,0x72, 211 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x_16 = (pos_1 + inst_pos); 460 pos = vec4f(x_16.x, x_16.y, x_16.z, 1.0f); 461 gl_Position = (x_33.mvp * pos); 462 color = color0; 463 return; 464 } 465 466 struct main_out { 467 @builtin(position) 468 gl_Position : vec4f, 469 @location(0) 470 color_1 : vec4f, 471 } 472 473 @vertex 474 fn main(@location(0) pos_1_param : vec3f, @location(2) inst_pos_param : vec3f, @location(1) color0_param : vec4f) -> main_out { 475 pos_1 = pos_1_param; 476 inst_pos = inst_pos_param; 477 color0 = color0_param; 478 main_1(); 479 return main_out(gl_Position, color); 480 } 481 */ 482 __gshared char[850] VS_SOURCE_WGSL = [ 483 0x64,0x69,0x61,0x67,0x6e,0x6f,0x73,0x74,0x69,0x63,0x28,0x6f,0x66,0x66,0x2c,0x20, 484 0x64,0x65,0x72,0x69,0x76,0x61,0x74,0x69,0x76,0x65,0x5f,0x75,0x6e,0x69,0x66,0x6f, 485 0x72,0x6d,0x69,0x74,0x79,0x29,0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20, 486 0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x20,0x7b,0x0a,0x20,0x20,0x2f,0x2a, 487 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0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x5f,0x31,0x20,0x3a,0x20,0x76,0x65,0x63,0x34,0x66, 576 0x2c,0x0a,0x7d,0x0a,0x0a,0x40,0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x0a,0x66, 577 0x6e,0x20,0x6d,0x61,0x69,0x6e,0x28,0x40,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e, 578 0x28,0x30,0x29,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x5f,0x70,0x61,0x72,0x61,0x6d,0x20, 579 0x3a,0x20,0x76,0x65,0x63,0x34,0x66,0x29,0x20,0x2d,0x3e,0x20,0x6d,0x61,0x69,0x6e, 580 0x5f,0x6f,0x75,0x74,0x20,0x7b,0x0a,0x20,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d, 581 0x20,0x63,0x6f,0x6c,0x6f,0x72,0x5f,0x70,0x61,0x72,0x61,0x6d,0x3b,0x0a,0x20,0x20, 582 0x6d,0x61,0x69,0x6e,0x5f,0x31,0x28,0x29,0x3b,0x0a,0x20,0x20,0x72,0x65,0x74,0x75, 583 0x72,0x6e,0x20,0x6d,0x61,0x69,0x6e,0x5f,0x6f,0x75,0x74,0x28,0x66,0x72,0x61,0x67, 584 0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x29,0x3b,0x0a,0x7d,0x0a,0x00, 585 ]; 586 sg.ShaderDesc instancingShaderDesc(sg.Backend backend) @trusted @nogc nothrow { 587 sg.ShaderDesc desc; 588 desc.label = "instancing_shader"; 589 switch (backend) { 590 case sg.Backend.Glcore: 591 desc.vertex_func.source = &VS_SOURCE_GLSL410[0]; 592 desc.vertex_func.entry = "main"; 593 desc.fragment_func.source = &FS_SOURCE_GLSL410[0]; 594 desc.fragment_func.entry = "main"; 595 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 596 desc.attrs[0].glsl_name = "pos"; 597 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 598 desc.attrs[1].glsl_name = "color0"; 599 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 600 desc.attrs[2].glsl_name = "inst_pos"; 601 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 602 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 603 desc.uniform_blocks[0].size = 64; 604 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 605 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 606 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; 607 break; 608 case sg.Backend.Gles3: 609 desc.vertex_func.source = &VS_SOURCE_GLSL300ES[0]; 610 desc.vertex_func.entry = "main"; 611 desc.fragment_func.source = &FS_SOURCE_GLSL300ES[0]; 612 desc.fragment_func.entry = "main"; 613 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 614 desc.attrs[0].glsl_name = "pos"; 615 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 616 desc.attrs[1].glsl_name = "color0"; 617 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 618 desc.attrs[2].glsl_name = "inst_pos"; 619 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 620 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 621 desc.uniform_blocks[0].size = 64; 622 desc.uniform_blocks[0].glsl_uniforms[0].type = sg.UniformType.Float4; 623 desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4; 624 desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params"; 625 break; 626 case sg.Backend.D3d11: 627 desc.vertex_func.source = &VS_SOURCE_HLSL5[0]; 628 desc.vertex_func.d3d11_target = "vs_5_0"; 629 desc.vertex_func.entry = "main"; 630 desc.fragment_func.source = &FS_SOURCE_HLSL5[0]; 631 desc.fragment_func.d3d11_target = "ps_5_0"; 632 desc.fragment_func.entry = "main"; 633 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 634 desc.attrs[0].hlsl_sem_name = "TEXCOORD"; 635 desc.attrs[0].hlsl_sem_index = 0; 636 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 637 desc.attrs[1].hlsl_sem_name = "TEXCOORD"; 638 desc.attrs[1].hlsl_sem_index = 1; 639 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 640 desc.attrs[2].hlsl_sem_name = "TEXCOORD"; 641 desc.attrs[2].hlsl_sem_index = 2; 642 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 643 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 644 desc.uniform_blocks[0].size = 64; 645 desc.uniform_blocks[0].hlsl_register_b_n = 0; 646 break; 647 case sg.Backend.Metal_macos: 648 desc.vertex_func.source = &VS_SOURCE_METAL_MACOS[0]; 649 desc.vertex_func.entry = "main0"; 650 desc.fragment_func.source = &FS_SOURCE_METAL_MACOS[0]; 651 desc.fragment_func.entry = "main0"; 652 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 653 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 654 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 655 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 656 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 657 desc.uniform_blocks[0].size = 64; 658 desc.uniform_blocks[0].msl_buffer_n = 0; 659 break; 660 case sg.Backend.Wgpu: 661 desc.vertex_func.source = &VS_SOURCE_WGSL[0]; 662 desc.vertex_func.entry = "main"; 663 desc.fragment_func.source = &FS_SOURCE_WGSL[0]; 664 desc.fragment_func.entry = "main"; 665 desc.attrs[0].base_type = sg.ShaderAttrBaseType.Float; 666 desc.attrs[1].base_type = sg.ShaderAttrBaseType.Float; 667 desc.attrs[2].base_type = sg.ShaderAttrBaseType.Float; 668 desc.uniform_blocks[0].stage = sg.ShaderStage.Vertex; 669 desc.uniform_blocks[0].layout = sg.UniformLayout.Std140; 670 desc.uniform_blocks[0].size = 64; 671 desc.uniform_blocks[0].wgsl_group0_binding_n = 0; 672 break; 673 default: break; 674 } 675 return desc; 676 }