Add standalone testbed

This commit is contained in:
goaaats 2025-04-07 20:05:11 +02:00
parent 5ddf473450
commit b8ce2d4001
21 changed files with 948 additions and 2 deletions

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#version 330 core
uniform sampler2D FontTexture;
in vec4 color;
in vec2 texCoord;
out vec4 outputColor;
void main()
{
outputColor = color * texture(FontTexture, texCoord);
}

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#version 330 core
uniform ProjectionMatrixBuffer
{
mat4 projection_matrix;
};
in vec2 in_position;
in vec2 in_texCoord;
in vec4 in_color;
out vec4 color;
out vec2 texCoord;
void main()
{
gl_Position = projection_matrix * vec4(in_position, 0, 1);
color = in_color;
texCoord = in_texCoord;
}

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struct PS_INPUT
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
Texture2D FontTexture : register(t0);
sampler FontSampler : register(s0);
float4 FS(PS_INPUT input) : SV_Target
{
float4 out_col = input.col * FontTexture.Sample(FontSampler, input.uv);
return out_col;
}

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cbuffer ProjectionMatrixBuffer : register(b0)
{
float4x4 ProjectionMatrix;
};
struct VS_INPUT
{
float2 pos : POSITION;
float2 uv : TEXCOORD0;
float4 col : COLOR0;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));
output.col = input.col;
output.uv = input.uv;
return output;
}

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#include <metal_stdlib>
using namespace metal;
struct PS_INPUT
{
float4 pos [[ position ]];
float4 col;
float2 uv;
};
fragment float4 FS(
PS_INPUT input [[ stage_in ]],
texture2d<float> FontTexture [[ texture(0) ]],
sampler FontSampler [[ sampler(0) ]])
{
float4 out_col = input.col * FontTexture.sample(FontSampler, input.uv);
return out_col;
}

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#include <metal_stdlib>
using namespace metal;
struct VS_INPUT
{
float2 pos [[ attribute(0) ]];
float2 uv [[ attribute(1) ]];
float4 col [[ attribute(2) ]];
};
struct PS_INPUT
{
float4 pos [[ position ]];
float4 col;
float2 uv;
};
vertex PS_INPUT VS(
VS_INPUT input [[ stage_in ]],
constant float4x4 &ProjectionMatrix [[ buffer(1) ]])
{
PS_INPUT output;
output.pos = ProjectionMatrix * float4(input.pos.xy, 0.f, 1.f);
output.col = input.col;
output.uv = input.uv;
return output;
}

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glslangvalidator -V imgui-vertex.glsl -o imgui-vertex.spv -S vert
glslangvalidator -V imgui-frag.glsl -o imgui-frag.spv -S frag

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(set = 1, binding = 0) uniform texture2D FontTexture;
layout(set = 0, binding = 1) uniform sampler FontSampler;
layout (location = 0) in vec4 color;
layout (location = 1) in vec2 texCoord;
layout (location = 0) out vec4 outputColor;
void main()
{
outputColor = color * texture(sampler2D(FontTexture, FontSampler), texCoord);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec2 in_position;
layout (location = 1) in vec2 in_texCoord;
layout (location = 2) in vec4 in_color;
layout (binding = 0) uniform ProjectionMatrixBuffer
{
mat4 projection_matrix;
};
layout (location = 0) out vec4 color;
layout (location = 1) out vec2 texCoord;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = projection_matrix * vec4(in_position, 0, 1);
color = in_color;
texCoord = in_texCoord;
}