sokol: use V type for SG_SHADERSTAGE_[VS|FS] (#13086)

pull/13090/head
Larpon 2022-01-07 18:52:44 +01:00 committed by GitHub
parent 5717066147
commit 5cffa1a2e4
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 14 additions and 14 deletions

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@ -370,7 +370,7 @@ fn draw_cube_glsl(app App) {
ptr: &tr_matrix
size: usize(4 * 16)
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
gfx.apply_uniforms(.vs, C.SLOT_vs_params, &vs_uniforms_range)
// fs uniforms
time_ticks := f32(time.ticks() - app.ticks) / 1000
@ -384,7 +384,7 @@ fn draw_cube_glsl(app App) {
ptr: unsafe { &text_res }
size: usize(4 * 4)
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
gfx.draw(0, (3 * 2) * 6, 1)
gfx.end_pass()

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@ -268,7 +268,7 @@ fn draw_cube_glsl(app App) {
ptr: &tr_matrix
size: usize(4 * 16)
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
gfx.apply_uniforms(.vs, C.SLOT_vs_params, &vs_uniforms_range)
// *** fragment shader uniforms ***
time_ticks := f32(time.ticks() - app.ticks) / 1000
@ -286,7 +286,7 @@ fn draw_cube_glsl(app App) {
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
gfx.draw(0, (3 * 2) * 6, 1)

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@ -377,7 +377,7 @@ fn draw_cube_glsl_m(app App) {
ptr: &tr_matrix
size: usize(4 * 16)
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &vs_uniforms_range)
gfx.apply_uniforms(.vs, C.SLOT_vs_params_m, &vs_uniforms_range)
// *** fragment shader uniforms ***
time_ticks := f32(time.ticks() - app.ticks) / 1000
@ -397,7 +397,7 @@ fn draw_cube_glsl_m(app App) {
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
gfx.apply_uniforms(.fs, C.SLOT_fs_params_p, &fs_uniforms_range)
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
gfx.draw(0, (3 * 2) * 3, 1)
@ -429,7 +429,7 @@ fn draw_cube_glsl_p(app App) {
ptr: &tr_matrix
size: usize(4 * 16)
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &vs_uniforms_range)
gfx.apply_uniforms(.vs, C.SLOT_vs_params_p, &vs_uniforms_range)
// *** fragment shader uniforms ***
time_ticks := f32(time.ticks() - app.ticks) / 1000
@ -449,7 +449,7 @@ fn draw_cube_glsl_p(app App) {
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
gfx.apply_uniforms(.fs, C.SLOT_fs_params_p, &fs_uniforms_range)
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
gfx.draw(0, (3 * 2) * 3, 1)

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@ -324,7 +324,7 @@ fn draw_cube_glsl_i(mut app App){
ptr: unsafe { &tr_matrix }
size: usize(4 * 16)
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_i, &vs_uniforms_range)
gfx.apply_uniforms(.vs, C.SLOT_vs_params_i, &vs_uniforms_range)
/*
// *** fragment shader uniforms ***
@ -342,7 +342,7 @@ fn draw_cube_glsl_i(mut app App){
ptr: unsafe { &tmp_fs_params }
size: usize(sizeof(tmp_fs_params))
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
*/
// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw for num_inst times
gfx.draw(0, (3 * 2) * 6, num_inst)

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@ -243,8 +243,8 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
size: usize(in_data.fs_len)
}
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
gfx.apply_uniforms(.vs, C.SLOT_vs_params, &vs_uniforms_range)
gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
gfx.draw(0, int(part_render_data.n_vert), 1)
return part_render_data.n_vert
}

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@ -131,8 +131,8 @@ pub fn apply_bindings(bindings &Bindings) {
}
[inline]
pub fn apply_uniforms(stage int, ub_index int, data &Range) {
C.sg_apply_uniforms(stage, ub_index, data)
pub fn apply_uniforms(stage ShaderStage, ub_index int, data &Range) {
C.sg_apply_uniforms(int(stage), ub_index, data)
}
[inline]