sokol: use V type for SG_SHADERSTAGE_[VS|FS] (#13086)
parent
5717066147
commit
5cffa1a2e4
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@ -370,7 +370,7 @@ fn draw_cube_glsl(app App) {
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ptr: &tr_matrix
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size: usize(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
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gfx.apply_uniforms(.vs, C.SLOT_vs_params, &vs_uniforms_range)
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// fs uniforms
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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@ -384,7 +384,7 @@ fn draw_cube_glsl(app App) {
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ptr: unsafe { &text_res }
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size: usize(4 * 4)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
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gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
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gfx.draw(0, (3 * 2) * 6, 1)
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gfx.end_pass()
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@ -268,7 +268,7 @@ fn draw_cube_glsl(app App) {
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ptr: &tr_matrix
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size: usize(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
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gfx.apply_uniforms(.vs, C.SLOT_vs_params, &vs_uniforms_range)
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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@ -286,7 +286,7 @@ fn draw_cube_glsl(app App) {
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ptr: unsafe { &tmp_fs_params }
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size: usize(sizeof(tmp_fs_params))
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
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gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
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gfx.draw(0, (3 * 2) * 6, 1)
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@ -377,7 +377,7 @@ fn draw_cube_glsl_m(app App) {
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ptr: &tr_matrix
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size: usize(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &vs_uniforms_range)
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gfx.apply_uniforms(.vs, C.SLOT_vs_params_m, &vs_uniforms_range)
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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@ -397,7 +397,7 @@ fn draw_cube_glsl_m(app App) {
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ptr: unsafe { &tmp_fs_params }
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size: usize(sizeof(tmp_fs_params))
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
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gfx.apply_uniforms(.fs, C.SLOT_fs_params_p, &fs_uniforms_range)
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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
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gfx.draw(0, (3 * 2) * 3, 1)
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@ -429,7 +429,7 @@ fn draw_cube_glsl_p(app App) {
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ptr: &tr_matrix
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size: usize(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &vs_uniforms_range)
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gfx.apply_uniforms(.vs, C.SLOT_vs_params_p, &vs_uniforms_range)
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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@ -449,7 +449,7 @@ fn draw_cube_glsl_p(app App) {
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ptr: unsafe { &tmp_fs_params }
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size: usize(sizeof(tmp_fs_params))
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
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gfx.apply_uniforms(.fs, C.SLOT_fs_params_p, &fs_uniforms_range)
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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
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gfx.draw(0, (3 * 2) * 3, 1)
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@ -324,7 +324,7 @@ fn draw_cube_glsl_i(mut app App){
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ptr: unsafe { &tr_matrix }
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size: usize(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_i, &vs_uniforms_range)
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gfx.apply_uniforms(.vs, C.SLOT_vs_params_i, &vs_uniforms_range)
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/*
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// *** fragment shader uniforms ***
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@ -342,7 +342,7 @@ fn draw_cube_glsl_i(mut app App){
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ptr: unsafe { &tmp_fs_params }
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size: usize(sizeof(tmp_fs_params))
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
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gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
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*/
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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw for num_inst times
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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
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size: usize(in_data.fs_len)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
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gfx.apply_uniforms(.vs, C.SLOT_vs_params, &vs_uniforms_range)
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gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
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gfx.draw(0, int(part_render_data.n_vert), 1)
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return part_render_data.n_vert
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}
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@ -131,8 +131,8 @@ pub fn apply_bindings(bindings &Bindings) {
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}
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[inline]
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pub fn apply_uniforms(stage int, ub_index int, data &Range) {
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C.sg_apply_uniforms(stage, ub_index, data)
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pub fn apply_uniforms(stage ShaderStage, ub_index int, data &Range) {
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C.sg_apply_uniforms(int(stage), ub_index, data)
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}
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[inline]
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