Migrate GLSL to Slang, text shader

This commit is contained in:
2026-09-12 23:48:30 +02:00
parent 8d5a2db342
commit f7576a941d
30 changed files with 868 additions and 632 deletions

View File

@@ -261,6 +261,26 @@ pub fn load(
});
errdefer engine.destroyImageView(cubemap_image_view);
// NOTE Because slang cannot conceive of such a thing as RWTextureCube
// (equivalent to imageCube in GLSL, which docs claim exists, but it
// doesn't), we have to resort to RWTexture2DArray (WTexture2DArray to be
// specific) in the compute shader. We have to make another image view with
// appropriate view_type to pass validation.
const cubemap_image_view_2d_array = try engine.createImageView(.{
.image = cubemap_image,
.view_type = .@"2d_array",
.format = .r16g16b16a16_sfloat,
.subresource_range = .{
.aspect_mask = .{ .color_bit = true },
.base_mip_level = 0,
.level_count = 1,
.base_array_layer = 0,
.layer_count = 6,
},
});
defer engine.destroyImageView(cubemap_image_view_2d_array);
// --- PIPELINE AND DESCRIPTORS --------------------------------------------
const sampler = try engine.createSampler(.{
@@ -312,7 +332,7 @@ pub fn load(
});
defer engine.destroyPipelineLayout(compute_pipeline_layout);
const compute_shader = try engine.createShaderModule(.{ .code = &shaders.equirect_to_cube_comp_spv });
const compute_shader = try engine.createShaderModule(.{ .code = &shaders.equirect_to_cube_spv });
defer engine.destroyShaderModule(compute_shader);
var compute_pipeline: vk.Pipeline = undefined;
@@ -380,7 +400,7 @@ pub fn load(
.image = &.{
.{
.sampler = .null_handle,
.image_view = cubemap_image_view,
.image_view = cubemap_image_view_2d_array,
.image_layout = .general,
},
},
@@ -622,23 +642,20 @@ pub fn load(
},
});
const vertex_shader = try engine.createShaderModule(.{ .code = &shaders.skybox_vert_spv });
defer engine.destroyShaderModule(vertex_shader);
const fragment_shader = try engine.createShaderModule(.{ .code = &shaders.skybox_frag_spv });
defer engine.destroyShaderModule(fragment_shader);
const shader = try engine.createShaderModule(.{ .code = &shaders.skybox_spv });
defer engine.destroyShaderModule(shader);
const pipeline = try engine.createGraphicsPipeline(.{
.stages = &.{
.{
.stage = .{ .vertex_bit = true },
.module = vertex_shader,
.name = "main",
.module = shader,
.name = "vertexMain",
},
.{
.stage = .{ .fragment_bit = true },
.module = fragment_shader,
.name = "main",
.module = shader,
.name = "fragmentMain",
},
},
.vertex_input_state = .{