| #pragma once |
| /* |
| #version:1# (machine generated, don't edit!) |
| |
| Generated by sokol-shdc (https://github.com/floooh/sokol-tools) |
| |
| Cmdline: sokol-shdc --input ../src/sokol/shader.glsl --output ../src/sokol/generated/shader.h --slang glsl330:hlsl5:metal_macos |
| |
| Overview: |
| |
| Shader program 'rive_tess': |
| Get shader desc: rive_tess_shader_desc(sg_query_backend()); |
| Vertex shader: vs |
| Attribute slots: |
| ATTR_vs_pos = 0 |
| ATTR_vs_texcoord0 = 1 |
| Uniform block 'vs_params': |
| C struct: vs_params_t |
| Bind slot: SLOT_vs_params = 0 |
| Fragment shader: fs |
| Image 'tex': |
| Type: SG_IMAGETYPE_2D |
| Component Type: SG_SAMPLERTYPE_FLOAT |
| Bind slot: SLOT_tex = 0 |
| |
| |
| Shader descriptor structs: |
| |
| sg_shader rive_tess = sg_make_shader(rive_tess_shader_desc(sg_query_backend())); |
| |
| Vertex attribute locations for vertex shader 'vs': |
| |
| sg_pipeline pip = sg_make_pipeline(&(sg_pipeline_desc){ |
| .layout = { |
| .attrs = { |
| [ATTR_vs_pos] = { ... }, |
| [ATTR_vs_texcoord0] = { ... }, |
| }, |
| }, |
| ...}); |
| |
| Image bind slots, use as index in sg_bindings.vs_images[] or .fs_images[] |
| |
| SLOT_tex = 0; |
| |
| Bind slot and C-struct for uniform block 'vs_params': |
| |
| vs_params_t vs_params = { |
| .mvp = ...; |
| }; |
| sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_vs_params, &SG_RANGE(vs_params)); |
| |
| */ |
| #include <stdint.h> |
| #include <stdbool.h> |
| #include <string.h> |
| #include <stddef.h> |
| #if !defined(SOKOL_SHDC_ALIGN) |
| #if defined(_MSC_VER) |
| #define SOKOL_SHDC_ALIGN(a) __declspec(align(a)) |
| #else |
| #define SOKOL_SHDC_ALIGN(a) __attribute__((aligned(a))) |
| #endif |
| #endif |
| #define ATTR_vs_pos (0) |
| #define ATTR_vs_texcoord0 (1) |
| #define SLOT_tex (0) |
| #define SLOT_vs_params (0) |
| #pragma pack(push,1) |
| SOKOL_SHDC_ALIGN(16) typedef struct vs_params_t { |
| rive::Mat4 mvp; |
| } vs_params_t; |
| #pragma pack(pop) |
| /* |
| #version 330 |
| |
| uniform vec4 vs_params[4]; |
| layout(location = 0) in vec2 pos; |
| out vec2 uv; |
| layout(location = 1) in vec2 texcoord0; |
| |
| void main() |
| { |
| gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * vec4(pos.x, pos.y, 0.0, 1.0); |
| uv = texcoord0; |
| } |
| |
| */ |
| static const char vs_source_glsl330[278] = { |
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| }; |
| /* |
| #version 330 |
| |
| uniform sampler2D tex; |
| |
| layout(location = 0) out vec4 frag_color; |
| in vec2 uv; |
| |
| void main() |
| { |
| frag_color = texture(tex, uv); |
| } |
| |
| */ |
| static const char fs_source_glsl330[146] = { |
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| 0x0a,0x00, |
| }; |
| /* |
| cbuffer vs_params : register(b0) |
| { |
| row_major float4x4 _21_mvp : packoffset(c0); |
| }; |
| |
| |
| static float4 gl_Position; |
| static float2 pos; |
| static float2 uv; |
| static float2 texcoord0; |
| |
| struct SPIRV_Cross_Input |
| { |
| float2 pos : TEXCOORD0; |
| float2 texcoord0 : TEXCOORD1; |
| }; |
| |
| struct SPIRV_Cross_Output |
| { |
| float2 uv : TEXCOORD0; |
| float4 gl_Position : SV_Position; |
| }; |
| |
| #line 16 "../src/sokol/shader.glsl" |
| void vert_main() |
| { |
| #line 16 "../src/sokol/shader.glsl" |
| gl_Position = mul(float4(pos.x, pos.y, 0.0f, 1.0f), _21_mvp); |
| #line 17 "../src/sokol/shader.glsl" |
| uv = texcoord0; |
| } |
| |
| SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) |
| { |
| pos = stage_input.pos; |
| texcoord0 = stage_input.texcoord0; |
| vert_main(); |
| SPIRV_Cross_Output stage_output; |
| stage_output.gl_Position = gl_Position; |
| stage_output.uv = uv; |
| return stage_output; |
| } |
| */ |
| static const char vs_source_hlsl5[860] = { |
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| }; |
| /* |
| Texture2D<float4> tex : register(t0); |
| SamplerState _tex_sampler : register(s0); |
| |
| static float4 frag_color; |
| static float2 uv; |
| |
| struct SPIRV_Cross_Input |
| { |
| float2 uv : TEXCOORD0; |
| }; |
| |
| struct SPIRV_Cross_Output |
| { |
| float4 frag_color : SV_Target0; |
| }; |
| |
| #line 12 "../src/sokol/shader.glsl" |
| void frag_main() |
| { |
| #line 12 "../src/sokol/shader.glsl" |
| frag_color = tex.Sample(_tex_sampler, uv); |
| } |
| |
| SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) |
| { |
| uv = stage_input.uv; |
| frag_main(); |
| SPIRV_Cross_Output stage_output; |
| stage_output.frag_color = frag_color; |
| return stage_output; |
| } |
| */ |
| static const char fs_source_hlsl5[599] = { |
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| }; |
| /* |
| #include <metal_stdlib> |
| #include <simd/simd.h> |
| |
| using namespace metal; |
| |
| struct vs_params |
| { |
| float4x4 mvp; |
| }; |
| |
| struct main0_out |
| { |
| float2 uv [[user(locn0)]]; |
| float4 gl_Position [[position]]; |
| }; |
| |
| struct main0_in |
| { |
| float2 pos [[attribute(0)]]; |
| float2 texcoord0 [[attribute(1)]]; |
| }; |
| |
| #line 16 "../src/sokol/shader.glsl" |
| vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _21 [[buffer(0)]]) |
| { |
| main0_out out = {}; |
| #line 16 "../src/sokol/shader.glsl" |
| out.gl_Position = _21.mvp * float4(in.pos.x, in.pos.y, 0.0, 1.0); |
| #line 17 "../src/sokol/shader.glsl" |
| out.uv = in.texcoord0; |
| return out; |
| } |
| |
| */ |
| static const char vs_source_metal_macos[637] = { |
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| }; |
| /* |
| #include <metal_stdlib> |
| #include <simd/simd.h> |
| |
| using namespace metal; |
| |
| struct main0_out |
| { |
| float4 frag_color [[color(0)]]; |
| }; |
| |
| struct main0_in |
| { |
| float2 uv [[user(locn0)]]; |
| }; |
| |
| #line 12 "../src/sokol/shader.glsl" |
| fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler texSmplr [[sampler(0)]]) |
| { |
| main0_out out = {}; |
| #line 12 "../src/sokol/shader.glsl" |
| out.frag_color = tex.sample(texSmplr, in.uv); |
| return out; |
| } |
| |
| */ |
| static const char fs_source_metal_macos[473] = { |
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| 0x6c,0x22,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x66,0x72,0x61,0x67,0x5f, |
| 0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x74,0x65,0x78,0x2e,0x73,0x61,0x6d,0x70, |
| 0x6c,0x65,0x28,0x74,0x65,0x78,0x53,0x6d,0x70,0x6c,0x72,0x2c,0x20,0x69,0x6e,0x2e, |
| 0x75,0x76,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20, |
| 0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00, |
| }; |
| #if !defined(SOKOL_GFX_INCLUDED) |
| #error "Please include sokol_gfx.h before shader.h" |
| #endif |
| static inline const sg_shader_desc* rive_tess_shader_desc(sg_backend backend) { |
| if (backend == SG_BACKEND_GLCORE33) { |
| static sg_shader_desc desc; |
| static bool valid; |
| if (!valid) { |
| valid = true; |
| desc.attrs[0].name = "pos"; |
| desc.attrs[1].name = "texcoord0"; |
| desc.vs.source = vs_source_glsl330; |
| desc.vs.entry = "main"; |
| desc.vs.uniform_blocks[0].size = 64; |
| desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; |
| desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params"; |
| desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4; |
| desc.vs.uniform_blocks[0].uniforms[0].array_count = 4; |
| desc.fs.source = fs_source_glsl330; |
| desc.fs.entry = "main"; |
| desc.fs.images[0].name = "tex"; |
| desc.fs.images[0].image_type = SG_IMAGETYPE_2D; |
| desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; |
| desc.label = "rive_tess_shader"; |
| } |
| return &desc; |
| } |
| if (backend == SG_BACKEND_D3D11) { |
| static sg_shader_desc desc; |
| static bool valid; |
| if (!valid) { |
| valid = true; |
| desc.attrs[0].sem_name = "TEXCOORD"; |
| desc.attrs[0].sem_index = 0; |
| desc.attrs[1].sem_name = "TEXCOORD"; |
| desc.attrs[1].sem_index = 1; |
| desc.vs.source = vs_source_hlsl5; |
| desc.vs.d3d11_target = "vs_5_0"; |
| desc.vs.entry = "main"; |
| desc.vs.uniform_blocks[0].size = 64; |
| desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; |
| desc.fs.source = fs_source_hlsl5; |
| desc.fs.d3d11_target = "ps_5_0"; |
| desc.fs.entry = "main"; |
| desc.fs.images[0].name = "tex"; |
| desc.fs.images[0].image_type = SG_IMAGETYPE_2D; |
| desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; |
| desc.label = "rive_tess_shader"; |
| } |
| return &desc; |
| } |
| if (backend == SG_BACKEND_METAL_MACOS) { |
| static sg_shader_desc desc; |
| static bool valid; |
| if (!valid) { |
| valid = true; |
| desc.vs.source = vs_source_metal_macos; |
| desc.vs.entry = "main0"; |
| desc.vs.uniform_blocks[0].size = 64; |
| desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; |
| desc.fs.source = fs_source_metal_macos; |
| desc.fs.entry = "main0"; |
| desc.fs.images[0].name = "tex"; |
| desc.fs.images[0].image_type = SG_IMAGETYPE_2D; |
| desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; |
| desc.label = "rive_tess_shader"; |
| } |
| return &desc; |
| } |
| return 0; |
| } |