slang shader!

This commit is contained in:
Vicente Ferrari Smith 2026-02-19 22:12:32 +01:00
parent 544e6da087
commit 35562dd3fb
8 changed files with 167 additions and 146 deletions

82
.idea/editor.xml generated
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@ -246,100 +246,22 @@
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</component> </component>
</project> </project>

2
.idea/vcs.xml generated
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@ -2,7 +2,5 @@
<project version="4"> <project version="4">
<component name="VcsDirectoryMappings"> <component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" /> <mapping directory="$PROJECT_DIR$" vcs="Git" />
<mapping directory="$PROJECT_DIR$/cmake-build-debug-visual-studio/_deps/glfw-src" vcs="Git" />
<mapping directory="$PROJECT_DIR$/cmake-build-debug-visual-studio/_deps/glm-src" vcs="Git" />
</component> </component>
</project> </project>

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@ -8,6 +8,20 @@ include(FetchContent)
variable_watch($ENV{VULKAN_SDK}) variable_watch($ENV{VULKAN_SDK})
find_package(Vulkan REQUIRED COMPONENTS volk) find_package(Vulkan REQUIRED COMPONENTS volk)
find_library(SLANG_LIB NAMES slang HINTS "$ENV{VULKAN_SDK}/lib")
find_path(SLANG_INCLUDE_DIR NAMES slang/slang.h HINTS "$ENV{VULKAN_SDK}/include")
if(SLANG_LIB AND SLANG_INCLUDE_DIR)
add_library(slang_sdk SHARED IMPORTED)
set_target_properties(slang_sdk PROPERTIES
IMPORTED_LOCATION "${SLANG_LIB}"
INTERFACE_INCLUDE_DIRECTORIES "${SLANG_INCLUDE_DIR}"
)
message(STATUS "Slang found via VULKAN_SDK: ${SLANG_LIB}")
else()
message(FATAL_ERROR "VULKAN_SDK env var is set, but Slang wasn't found inside it!")
endif()
FetchContent_Declare( FetchContent_Declare(
glfw glfw
GIT_REPOSITORY https://github.com/glfw/glfw.git GIT_REPOSITORY https://github.com/glfw/glfw.git
@ -27,6 +41,7 @@ FetchContent_Declare(
GIT_REPOSITORY https://github.com/nothings/stb.git GIT_REPOSITORY https://github.com/nothings/stb.git
GIT_TAG master GIT_TAG master
) )
FetchContent_MakeAvailable(stb) FetchContent_MakeAvailable(stb)
add_library(stb INTERFACE) add_library(stb INTERFACE)
@ -51,7 +66,7 @@ target_include_directories(v
${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_CURRENT_SOURCE_DIR}
) )
target_link_libraries(v PRIVATE glfw Vulkan::Vulkan glm stb) target_link_libraries(v PRIVATE glfw Vulkan::Vulkan glm stb slang_sdk)
set(SHADER_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/shaders") set(SHADER_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/shaders")
set(SHADER_BINARY_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders") set(SHADER_BINARY_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders")

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@ -37,6 +37,8 @@ int main() {
createSwapchain(window); createSwapchain(window);
slang::createGlobalSession(slangGlobalSession.writeRef());
Renderer renderer(window); Renderer renderer(window);
texture_manager.load("assets/boy.jpg", renderer); texture_manager.load("assets/boy.jpg", renderer);
@ -47,7 +49,9 @@ int main() {
renderer.begin_frame(); renderer.begin_frame();
renderer.submit_quad(); renderer.submit_quad({-0.5, 0.0});
renderer.submit_quad({0.5, 0.0});
// renderer.submit_sprite(); // renderer.submit_sprite();

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@ -236,7 +236,7 @@ void createDevice() {
VkPhysicalDeviceVulkan13Features enabledVk13Features{ VkPhysicalDeviceVulkan13Features enabledVk13Features{
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES, .sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES,
.pNext = nullptr, .pNext = &enabledVk14Features,
.robustImageAccess = false, .robustImageAccess = false,
.inlineUniformBlock = false, .inlineUniformBlock = false,
.descriptorBindingInlineUniformBlockUpdateAfterBind = false, .descriptorBindingInlineUniformBlockUpdateAfterBind = false,
@ -264,13 +264,20 @@ void createDevice() {
.runtimeDescriptorArray = true, .runtimeDescriptorArray = true,
.bufferDeviceAddress = true, .bufferDeviceAddress = true,
}; };
VkPhysicalDeviceVulkan11Features enabledVk11Features{
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES,
.pNext = &enabledVk12Features,
.shaderDrawParameters = true,
};
const VkPhysicalDeviceFeatures enabledVk10Features{ const VkPhysicalDeviceFeatures enabledVk10Features{
.samplerAnisotropy = true, .samplerAnisotropy = true,
}; };
const VkDeviceCreateInfo dci{ const VkDeviceCreateInfo dci{
.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO, .sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
.pNext = &enabledVk12Features, .pNext = &enabledVk11Features,
.queueCreateInfoCount = 1, .queueCreateInfoCount = 1,
.pQueueCreateInfos = &qci, .pQueueCreateInfos = &qci,
.enabledExtensionCount = (uint32_t)devExts.size(), .enabledExtensionCount = (uint32_t)devExts.size(),

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@ -6,6 +6,7 @@
#include "init.h" #include "init.h"
#include "sprite.h" #include "sprite.h"
#include <vma/vk_mem_alloc.h> #include <vma/vk_mem_alloc.h>
#include <slang/slang.h>
bool SortKey::operator<(const SortKey& b) const { bool SortKey::operator<(const SortKey& b) const {
if (depth != b.depth) return depth < b.depth; if (depth != b.depth) return depth < b.depth;
@ -16,7 +17,7 @@ bool SortKey::operator<(const SortKey& b) const {
Renderer::Renderer(GLFWwindow *window) { Renderer::Renderer(GLFWwindow *window) {
create_pipeline_layout(); create_pipeline_layout();
colored_quad_pipeline = create_graphics_pipeline<vertex_p2_st2_col4_a1_u32>( colored_quad_pipeline = create_graphics_pipeline<vertex_p2_s2_st2_col4_a1_u32>(
device, device,
pipelineLayout, pipelineLayout,
swapchain_format.format, swapchain_format.format,
@ -36,8 +37,7 @@ void Renderer::flush() {
} }
void Renderer::submit_quad() { void Renderer::submit_quad(glm::vec2 pos) {
glm::vec2 pos = {0, 0};
RenderCommand cmd {}; RenderCommand cmd {};
cmd.pipeline = PipelineType::ColoredQuad; cmd.pipeline = PipelineType::ColoredQuad;
cmd.key = { cmd.key = {
@ -47,8 +47,8 @@ void Renderer::submit_quad() {
}; };
cmd.colored_quad = { cmd.colored_quad = {
.position = pos, .pos = pos,
.size = {0.25, 0.25}, .scale = {0.25, 0.25},
.color = {0, 1, 1, 1}, .color = {0, 1, 1, 1},
}; };
@ -552,7 +552,7 @@ void Renderer::end_frame() {
return cmd.key.depth; return cmd.key.depth;
}); });
std::vector<vertex_p2_st2_col4_a1_u32> vertices; std::vector<vertex_p2_s2_st2_col4_a1_u32> vertices;
for (auto& cmd : commands) { for (auto& cmd : commands) {
@ -562,10 +562,10 @@ void Renderer::end_frame() {
const auto &q = cmd.colored_quad; const auto &q = cmd.colored_quad;
// Calculate spatial corners // Calculate spatial corners
float x0 = q.position.x; //float x0 = q.position.x;
float y0 = q.position.y; //float y0 = q.position.y;
float x1 = q.position.x + q.size.x; //float x1 = q.position.x + q.size.x;
float y1 = q.position.y + q.size.y; //float y1 = q.position.y + q.size.y;
// Calculate UV corners // Calculate UV corners
// float u0 = q.uvMin.x; // float u0 = q.uvMin.x;
@ -574,25 +574,23 @@ void Renderer::end_frame() {
// float v1 = q.uvMax.y; // float v1 = q.uvMax.y;
// Define the 4 corners of the quad // Define the 4 corners of the quad
vertex_p2_st2_col4_a1_u32 vTL = { {x0, y0}, {0, 0}, q.color, 1, 0 }; vertex_p2_s2_st2_col4_a1_u32 vTL = { q.pos, q.scale, {0, 0}, q.color, 1, 0 };
vertex_p2_st2_col4_a1_u32 vTR = { {x1, y0}, {0, 0}, q.color, 1, 0 }; vertex_p2_s2_st2_col4_a1_u32 vTR = { q.pos, q.scale, {0, 0}, q.color, 1, 0 };
vertex_p2_st2_col4_a1_u32 vBL = { {x0, y1}, {0, 0}, q.color, 1, 0 }; vertex_p2_s2_st2_col4_a1_u32 vBL = { q.pos, q.scale, {0, 0}, q.color, 1, 0 };
vertex_p2_st2_col4_a1_u32 vBR = { {x1, y1}, {0, 0}, q.color, 1, 0 }; vertex_p2_s2_st2_col4_a1_u32 vBR = { q.pos, q.scale, {0, 0}, q.color, 1, 0 };
// vertex_p2_st2_col4_a1_u32 vTL = { {x0, y0}, {u0, v0}, q.color, 1, q.textureID }; // vertex_p2_st2_col4_a1_u32 vTL = { {x0, y0}, {u0, v0}, q.color, 1, q.textureID };
// vertex_p2_st2_col4_a1_u32 vTR = { {x1, y0}, {u1, v0}, q.color, 1, q.textureID }; // vertex_p2_st2_col4_a1_u32 vTR = { {x1, y0}, {u1, v0}, q.color, 1, q.textureID };
// vertex_p2_st2_col4_a1_u32 vBL = { {x0, y1}, {u0, v1}, q.color, 1, q.textureID }; // vertex_p2_st2_col4_a1_u32 vBL = { {x0, y1}, {u0, v1}, q.color, 1, q.textureID };
// vertex_p2_st2_col4_a1_u32 vBR = { {x1, y1}, {u1, v1}, q.color, 1, q.textureID }; // vertex_p2_st2_col4_a1_u32 vBR = { {x1, y1}, {u1, v1}, q.color, 1, q.textureID };
// --- Triangle 1 (TL, TR, BL) ---
vertices.push_back(vTL); vertices.push_back(vTL);
vertices.push_back(vTR);
vertices.push_back(vBL); vertices.push_back(vBL);
vertices.push_back(vTR);
// --- Triangle 2 (TR, BR, BL) ---
vertices.push_back(vTR); vertices.push_back(vTR);
vertices.push_back(vBR);
vertices.push_back(vBL); vertices.push_back(vBL);
vertices.push_back(vBR);
break; break;
} }
@ -670,14 +668,15 @@ void Renderer::end_frame() {
void Renderer::upload_vertex_buffer( void Renderer::upload_vertex_buffer(
VkCommandBuffer cmd, VkCommandBuffer cmd,
const Frame &frame, const Frame &frame,
std::span<const vertex_p2_st2_col4_a1_u32> vertices) const { std::span<const vertex_p2_s2_st2_col4_a1_u32> vertices) const
{
VkMemoryPropertyFlags memPropFlags; VkMemoryPropertyFlags memPropFlags;
vmaGetAllocationMemoryProperties(allocator, frame.vertexBuffer.allocation, &memPropFlags); vmaGetAllocationMemoryProperties(allocator, frame.vertexBuffer.allocation, &memPropFlags);
if(memPropFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) { if(memPropFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) {
// The Allocation ended up in a mappable memory. // The Allocation ended up in a mappable memory.
// Calling vmaCopyMemoryToAllocation() does vmaMapMemory(), memcpy(), vmaUnmapMemory(), and vmaFlushAllocation(). // Calling vmaCopyMemoryToAllocation() does vmaMapMemory(), memcpy(), vmaUnmapMemory(), and vmaFlushAllocation().
VkResult result = vmaCopyMemoryToAllocation(allocator, vertices.data(), frame.vertexBuffer.allocation, 0, vertices.size() * sizeof(vertex_p2_st2_col4_a1_u32)); VkResult result = vmaCopyMemoryToAllocation(allocator, vertices.data(), frame.vertexBuffer.allocation, 0, vertices.size() * sizeof(vertex_p2_s2_st2_col4_a1_u32));
// Check result... // Check result...
VkBufferMemoryBarrier bufMemBarrier = { VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER }; VkBufferMemoryBarrier bufMemBarrier = { VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER };
@ -702,7 +701,7 @@ void Renderer::recordCommandBuffer(
VkExtent2D extent, VkExtent2D extent,
VkImageLayout oldLayout, VkImageLayout oldLayout,
const Frame &frame, const Frame &frame,
const std::vector<vertex_p2_st2_col4_a1_u32> &vertices) const const std::vector<vertex_p2_s2_st2_col4_a1_u32> &vertices) const
{ {
{ {

View File

@ -15,6 +15,10 @@
#include <misc.h> #include <misc.h>
#include <array> #include <array>
#include <span> #include <span>
#include <slang/slang.h>
#include <slang/slang-com-ptr.h>
inline Slang::ComPtr<slang::IGlobalSession> slangGlobalSession;
enum class PROJECTION_TYPE : uint8_t { enum class PROJECTION_TYPE : uint8_t {
NONE, NONE,
@ -25,25 +29,27 @@ enum class PROJECTION_TYPE : uint8_t {
COUNT, COUNT,
}; };
struct vertex_p2_st2_col4_a1_u32 { struct vertex_p2_s2_st2_col4_a1_u32 {
glm::vec2 pos; glm::vec2 pos;
glm::vec2 st; glm::vec2 scale;
glm::vec4 col; glm::vec2 uv;
glm::vec4 color;
float alpha; float alpha;
uint32_t textureID; uint32_t textureID;
static VkVertexInputBindingDescription getBindingDescription() { static VkVertexInputBindingDescription getBindingDescription() {
return {0, sizeof(vertex_p2_st2_col4_a1_u32), VK_VERTEX_INPUT_RATE_VERTEX}; return {0, sizeof(vertex_p2_s2_st2_col4_a1_u32), VK_VERTEX_INPUT_RATE_VERTEX};
} }
static std::array<VkVertexInputAttributeDescription, 5> getAttributeDescriptions() { static std::array<VkVertexInputAttributeDescription, 6> getAttributeDescriptions() {
return { return {
{ {
{0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(vertex_p2_st2_col4_a1_u32, pos)}, {0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, pos)},
{1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(vertex_p2_st2_col4_a1_u32, st)}, {1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, scale)},
{2, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(vertex_p2_st2_col4_a1_u32, col)}, {2, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, uv)},
{3, 0, VK_FORMAT_R32_SFLOAT, offsetof(vertex_p2_st2_col4_a1_u32, alpha)}, {3, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, color)},
{4, 0, VK_FORMAT_R32_UINT, offsetof(vertex_p2_st2_col4_a1_u32, textureID)}, {4, 0, VK_FORMAT_R32_SFLOAT, offsetof(vertex_p2_s2_st2_col4_a1_u32, alpha)},
{5, 0, VK_FORMAT_R32_UINT, offsetof(vertex_p2_s2_st2_col4_a1_u32, textureID)},
} }
}; };
} }
@ -70,8 +76,8 @@ struct TexturedQuadCmd {
}; };
struct ColoredQuadCmd { struct ColoredQuadCmd {
glm::vec2 position; glm::vec2 pos;
glm::vec2 size; glm::vec2 scale;
glm::vec4 color; glm::vec4 color;
}; };
@ -167,7 +173,7 @@ struct Renderer {
void flush(); void flush();
void submit_sprite(glm::vec2 pos, const sprite_t &sprite); void submit_sprite(glm::vec2 pos, const sprite_t &sprite);
void submit_quad(); void submit_quad(glm::vec2 pos);
explicit Renderer(GLFWwindow *window); explicit Renderer(GLFWwindow *window);
void create_pipeline_layout(); void create_pipeline_layout();
@ -180,7 +186,7 @@ struct Renderer {
VkExtent2D extent, VkExtent2D extent,
VkImageLayout oldLayout, VkImageLayout oldLayout,
const Frame &frame, const Frame &frame,
const std::vector<vertex_p2_st2_col4_a1_u32> &vertices) const; const std::vector<vertex_p2_s2_st2_col4_a1_u32> &vertices) const;
void immediate_submit(std::function<void(VkCommandBuffer)>&& func) const; void immediate_submit(std::function<void(VkCommandBuffer)>&& func) const;
void transition_image_layout(VkCommandBuffer cmd, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout) const; void transition_image_layout(VkCommandBuffer cmd, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout) const;
VkImageView create_image_view(VkImage image, VkFormat format) const; VkImageView create_image_view(VkImage image, VkFormat format) const;
@ -190,7 +196,7 @@ struct Renderer {
void upload_vertex_buffer( void upload_vertex_buffer(
VkCommandBuffer cmd, VkCommandBuffer cmd,
const Frame &frame, const Frame &frame,
std::span<const vertex_p2_st2_col4_a1_u32> vertices) const; std::span<const vertex_p2_s2_st2_col4_a1_u32> vertices) const;
VkPipeline get_pipeline(PipelineType type) const; VkPipeline get_pipeline(PipelineType type) const;
// void bind_material(VkCommandBuffer cmd, uint16_t materialID); // void bind_material(VkCommandBuffer cmd, uint16_t materialID);
@ -211,6 +217,38 @@ struct Renderer {
bool enableBlending) bool enableBlending)
{ {
auto slangTargets{ std::to_array<slang::TargetDesc>({ {
.format = SLANG_SPIRV,
.profile = slangGlobalSession->findProfile("spirv_1_4")
} })};
auto slangOptions{ std::to_array<slang::CompilerOptionEntry>({ {
slang::CompilerOptionName::EmitSpirvDirectly,
{slang::CompilerOptionValueKind::Int, 1}
} })};
slang::SessionDesc slangSessionDesc{
.targets = slangTargets.data(),
.targetCount = SlangInt(slangTargets.size()),
.defaultMatrixLayoutMode = SLANG_MATRIX_LAYOUT_COLUMN_MAJOR,
.compilerOptionEntries = slangOptions.data(),
.compilerOptionEntryCount = uint32_t(slangOptions.size())
};
Slang::ComPtr<slang::ISession> slangSession;
slangGlobalSession->createSession(slangSessionDesc, slangSession.writeRef());
Slang::ComPtr<slang::IModule> slangModule{
slangSession->loadModuleFromSource("triangle", "shaders/shader.slang", nullptr, nullptr)
};
Slang::ComPtr<ISlangBlob> spirv;
slangModule->getTargetCode(0, spirv.writeRef());
VkShaderModuleCreateInfo shaderModuleCI{
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = spirv->getBufferSize(),
.pCode = (uint32_t*)spirv->getBufferPointer()
};
VkShaderModule shaderModule{};
vkCreateShaderModule(device, &shaderModuleCI, nullptr, &shaderModule);
auto vsCode = loadFile("shaders/triangle.vert.spv"); auto vsCode = loadFile("shaders/triangle.vert.spv");
auto fsCode = loadFile("shaders/triangle.frag.spv"); auto fsCode = loadFile("shaders/triangle.frag.spv");
@ -220,32 +258,22 @@ struct Renderer {
smci.codeSize = vsCode.size(); smci.codeSize = vsCode.size();
smci.pCode = reinterpret_cast<uint32_t*>(vsCode.data()); smci.pCode = reinterpret_cast<uint32_t*>(vsCode.data());
VkShaderModule vs; // VkShaderModule vs;
vkCreateShaderModule(device, &smci, nullptr, &vs); // vkCreateShaderModule(device, &smci, nullptr, &vs);
smci.codeSize = fsCode.size(); smci.codeSize = fsCode.size();
smci.pCode = reinterpret_cast<uint32_t*>(fsCode.data()); smci.pCode = reinterpret_cast<uint32_t*>(fsCode.data());
VkShaderModule fs; // VkShaderModule fs;
vkCreateShaderModule(device, &smci, nullptr, &fs); // vkCreateShaderModule(device, &smci, nullptr, &fs);
// --- Shaders --- // --- Shaders ---
VkPipelineShaderStageCreateInfo stages[2] = { std::vector<VkPipelineShaderStageCreateInfo> shaderStages{
{ { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_VERTEX_BIT,
nullptr, .module = shaderModule, .pName = "main"},
0, { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
VK_SHADER_STAGE_VERTEX_BIT, .stage = VK_SHADER_STAGE_FRAGMENT_BIT,
vs, .module = shaderModule, .pName = "main" }
"main"
},
{
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
nullptr,
0,
VK_SHADER_STAGE_FRAGMENT_BIT,
fs,
"main"
}
}; };
// --- Vertex Input (Generic) --- // --- Vertex Input (Generic) ---
@ -296,7 +324,7 @@ struct Renderer {
0, 0,
VK_POLYGON_MODE_FILL, VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE, VK_CULL_MODE_NONE,
VK_FRONT_FACE_CLOCKWISE, VK_FRONT_FACE_COUNTER_CLOCKWISE,
0, 0,
0, 0,
0, 0,
@ -341,8 +369,8 @@ struct Renderer {
VkGraphicsPipelineCreateInfo gpci{ VkGraphicsPipelineCreateInfo gpci{
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO, .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = &rci, .pNext = &rci,
.stageCount = 2, .stageCount = (uint32_t) shaderStages.size(),
.pStages = stages, .pStages = shaderStages.data(),
.pVertexInputState = &vi, .pVertexInputState = &vi,
.pInputAssemblyState = &ia, .pInputAssemblyState = &ia,
.pViewportState = &vp, .pViewportState = &vp,

48
shaders/shader.slang Normal file
View File

@ -0,0 +1,48 @@
struct VSInput {
float2 pos;
float2 scale;
float2 uv;
float4 color;
float alpha;
uint32_t textureID;
};
struct VSOutput {
float4 pos : SV_POSITION;
float2 uv;
float4 color;
float alpha;
uint32_t tex_id;
};
static const float2 square[6] = {
float2(-0.5, -0.5), // Top-left
float2(-0.5, 0.5), // Bottom-left
float2( 0.5, -0.5), // Top-right
float2( 0.5, -0.5), // Top-right
float2(-0.5, 0.5), // Bottom-left
float2( 0.5, 0.5) // Bottom-right
};
[shader ("vertex")]
VSOutput main(VSInput input, uint vertex_index : SV_VertexID) {
VSOutput output;
float2 vertex_pos = square[vertex_index];
float2 final_pos = (vertex_pos * input.scale) + input.pos;
output.pos = float4(final_pos, 0.0, 1.0);
output.uv = input.uv;
output.color = input.color;
output.alpha = input.alpha;
output.tex_id = input.textureID;
return output;
}
[shader("fragment")]
float4 main(VSOutput input) {
return float4(input.color.rgb, input.alpha);
}