examples: add port of simple triangle sokol sample (#13298)
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@ -167,6 +167,7 @@ pub fn new_test_session(_vargs string, will_compile bool) TestSession {
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if testing.github_job != 'sokol-shaders-can-be-compiled' {
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// These examples need .h files that are produced from the supplied .glsl files,
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// using by the shader compiler tools in https://github.com/floooh/sokol-tools-bin/archive/pre-feb2021-api-changes.tar.gz
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skip_files << 'examples/sokol/simple_shader_glsl/simple_shader.v'
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skip_files << 'examples/sokol/02_cubes_glsl/cube_glsl.v'
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skip_files << 'examples/sokol/03_march_tracing_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/04_multi_shader_glsl/rt_glsl.v'
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@ -0,0 +1 @@
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simple_shader.h
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@ -0,0 +1,36 @@
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// The following defines a vertex shader main function
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@vs vs
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in vec4 position;
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in vec4 color0;
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out vec4 color;
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// You can add more functions here
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void main() {
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gl_Position = position;
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color = color0;
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}
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@end
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// The following defines a fragment shader main function
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@fs fs
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in vec4 color;
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out vec4 frag_color;
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// You can add more functions here
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void main() {
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frag_color = color;
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}
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@end
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// The value after `@program` and before `vs fs` decide a part of the name
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// of the C function you need to define in V. The value entered is suffixed `_shader_desc`
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// in the generated C code. Thus the name for this becomes: `simple_shader_desc`.
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// In V it's signature then need to be defined as:
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// `fn C.simple_shader_desc(gfx.Backend) &gfx.ShaderDesc`. See `simple_shader.v` for the define.
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//
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// Running `v shader -v .` in this dir will also show you brief information
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// about how to use the compiled shader.
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@program simple vs fs
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@ -0,0 +1,156 @@
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// Copyright(C) 2022 Lars Pontoppidan. All rights reserved.
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// Use of this source code is governed by an MIT license file distributed with this software package
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module main
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// Example shader triangle adapted to V from https://github.com/floooh/sokol-samples/blob/1f2ad36/sapp/triangle-sapp.c
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import sokol.sapp
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import sokol.gfx
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// Use `v shader` or `sokol-shdc` to generate the necessary `.h` file
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// Using `v shader -v .` in this directory will show some additional
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// info - and what you should include to make things work.
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#flag -I @VMODROOT/.
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#include "simple_shader.h"
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// simple_shader_desc is a C function declaration defined by
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// the `@program` entry in the `simple_shader.glsl` shader file.
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// When the shader is compiled this function name is generated
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// by the shader compiler for easier inclusion of universal shader code
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// in C (and V) code.
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fn C.simple_shader_desc(gfx.Backend) &gfx.ShaderDesc
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// Vertex_t makes it possible to model vertex buffer data
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// for use with the shader system
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struct Vertex_t {
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// Position
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x f32
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y f32
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z f32
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// Color
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r f32
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g f32
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b f32
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a f32
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}
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fn main() {
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mut app := &App{
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width: 800
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height: 400
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pass_action: gfx.create_clear_pass(0.0, 0.0, 0.0, 1.0) // This will create a black color as a default pass (window background color)
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}
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app.run()
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}
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struct App {
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pass_action gfx.PassAction
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mut:
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width int
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height int
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shader_pipeline gfx.Pipeline
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bind gfx.Bindings
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}
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fn (mut a App) run() {
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title := 'V Simple Shader Example'
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desc := sapp.Desc{
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width: a.width
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height: a.height
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user_data: a
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init_userdata_cb: init
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frame_userdata_cb: frame
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window_title: title.str
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html5_canvas_name: title.str
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cleanup_userdata_cb: cleanup
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sample_count: 4 // Enables MSAA (Multisample anti-aliasing) x4 on rendered output, this can be omitted.
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}
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sapp.run(&desc)
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}
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fn init(user_data voidptr) {
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mut app := &App(user_data)
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mut desc := sapp.create_desc()
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gfx.setup(&desc)
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// `vertices` defines a vertex buffer with 3 vertices
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// with 3 position fields XYZ and 4 color components RGBA -
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// for drawing a multi-colored triangle.
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//
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// C code:
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// float vertices[] = {
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// // Positions // Colors
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// 0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0,
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// 0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0,
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// -0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0
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// };
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//
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// Array entries in the following V code is the equivalent
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// of the C code entry described above:
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vertices := [
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Vertex_t{0.0, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0},
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Vertex_t{0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0},
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Vertex_t{-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0},
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]
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// Create a vertex buffer with the 3 vertices defined above.
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mut vertex_buffer_desc := gfx.BufferDesc{
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label: c'triangle-vertices'
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}
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unsafe { vmemset(&vertex_buffer_desc, 0, int(sizeof(vertex_buffer_desc))) }
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vertex_buffer_desc.size = usize(vertices.len * int(sizeof(Vertex_t)))
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vertex_buffer_desc.data = gfx.Range{
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ptr: vertices.data
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size: vertex_buffer_desc.size
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}
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app.bind.vertex_buffers[0] = gfx.make_buffer(&vertex_buffer_desc)
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// Create shader from the code-generated sg_shader_desc (gfx.ShaderDesc in V).
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// Note the function `C.simple_shader_desc()` (also defined above) - this is
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// the function that returns the compiled shader code/desciption we have
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// written in `simple_shader.glsl` and compiled with `v shader .` (`sokol-shdc`).
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shader := gfx.make_shader(C.simple_shader_desc(gfx.query_backend()))
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// Create a pipeline object (default render states are fine for triangle)
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mut pipeline_desc := gfx.PipelineDesc{}
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// This will zero the memory used to store the pipeline in.
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unsafe { vmemset(&pipeline_desc, 0, int(sizeof(pipeline_desc))) }
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// Populate the essential struct fields
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pipeline_desc.shader = shader
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// The vertex shader (`simple_shader.glsl`) takes 2 inputs:
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// ```glsl
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// in vec4 position;
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// in vec4 color0;
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// ```
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// Also note the naming of the C.ATTR_* used as indicies.
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// They are the prefixed versions of the names of the input variables in the shader code.
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// If they change in the shader code they will also change here.
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pipeline_desc.layout.attrs[C.ATTR_vs_position].format = .float3 // x,y,z as f32
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pipeline_desc.layout.attrs[C.ATTR_vs_color0].format = .float4 // r, g, b, a as f32
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// The .label is optional but can aid debugging sokol shader related issues
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// When things get complex - and you get tired :)
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pipeline_desc.label = c'triangle-pipeline'
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app.shader_pipeline = gfx.make_pipeline(&pipeline_desc)
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}
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fn cleanup(user_data voidptr) {
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gfx.shutdown()
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}
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fn frame(user_data voidptr) {
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mut app := &App(user_data)
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gfx.begin_default_pass(&app.pass_action, sapp.width(), sapp.height())
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gfx.apply_pipeline(app.shader_pipeline)
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gfx.apply_bindings(&app.bind)
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gfx.draw(0, 3, 1)
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gfx.end_pass()
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gfx.commit()
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}
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@ -1,6 +1,7 @@
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module gfx
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struct C.sg_desc {
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pub mut:
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_start_canary u32
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buffer_pool_size int
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image_pool_size int
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@ -30,18 +31,14 @@ struct C.sg_desc {
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pub type Desc = C.sg_desc
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struct C.sg_context_desc {
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/*
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sg_pixel_format color_format;
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sg_pixel_format depth_format;
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int sample_count;
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sg_wgpu_context_desc wgpu;
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*/
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pub mut:
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color_format PixelFormat
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depth_format PixelFormat
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sample_count int
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gl GLContextDesc
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metal MetalContextDesc
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d3d11 D3D11ContextDesc
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color_format PixelFormat
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depth_format PixelFormat
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// TODO C.sg_wgpu_context_desc wgpu;
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}
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pub type ContextDesc = C.sg_context_desc
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@ -20,6 +20,7 @@ pub fn create_desc() gfx.Desc {
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render_target_view_cb: d3d11_get_render_target_view
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depth_stencil_view_cb: d3d11_get_depth_stencil_view
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}
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return gfx.Desc{
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context: gfx.ContextDesc{
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metal: metal_desc
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@ -48,6 +49,24 @@ pub fn height() int {
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return C.sapp_height()
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}
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// color_format gets default framebuffer color pixel format
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[inline]
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pub fn color_format() int {
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return C.sapp_color_format()
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}
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// depth_format gets default framebuffer depth pixel format
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[inline]
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pub fn depth_format() int {
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return C.sapp_depth_format()
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}
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// sample_count gets default framebuffer sample count
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[inline]
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pub fn sample_count() int {
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return C.sapp_sample_count()
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}
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// returns true when high_dpi was requested and actually running in a high-dpi scenario
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[inline]
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pub fn high_dpi() bool {
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@ -11,6 +11,15 @@ fn C.sapp_widthf() f32
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fn C.sapp_height() int
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fn C.sapp_heightf() f32
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// get default framebuffer color pixel format
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fn C.sapp_color_format() int
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// get default framebuffer depth pixel format
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fn C.sapp_depth_format() int
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// get default framebuffer sample count
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fn C.sapp_sample_count() int
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// returns true when high_dpi was requested and actually running in a high-dpi scenario
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fn C.sapp_high_dpi() bool
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