Merge branch 'love2d:main' into main

This commit is contained in:
ellraiser
2024-03-06 09:19:02 +00:00
committed by GitHub
3 changed files with 52 additions and 11 deletions
+1 -1
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@@ -449,7 +449,7 @@ private:
std::vector<std::vector<std::function<void()>>> cleanUpFunctions;
std::vector<std::vector<std::function<void()>>> readbackCallbacks;
std::vector<ScreenshotReadbackBuffer> screenshotReadbackBuffers;
std::set<Shader*> usedShadersInFrame;
std::set<StrongRef<Shader>> usedShadersInFrame;
RenderpassState renderPassState;
};
+2 -2
View File
@@ -59,7 +59,7 @@ public:
uint32_t binaryBindingOffset;
if (!comp.get_binary_offset_for_decoration(id, spv::DecorationBinding, binaryBindingOffset))
throw love::Exception("could not get binary offset for binding");
throw love::Exception("could not get binary offset for uniform %s binding", name.c_str());
spirv[binaryBindingOffset] = freeBinding;
@@ -826,7 +826,7 @@ void Shader::compileShaders()
uint32_t locationOffset;
if (!comp.get_binary_offset_for_decoration(r.id, spv::DecorationLocation, locationOffset))
throw love::Exception("could not get binary offset for location");
throw love::Exception("could not get binary offset for vertex attribute %s location", r.name.c_str());
spirv[locationOffset] = (uint32_t)index;
+49 -8
View File
@@ -786,7 +786,7 @@ love.test.graphics.Shader = function(test)
-- check valid shader
local pixelcode1 = [[
extern Image tex2;
uniform Image tex2;
vec4 effect(vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords) {
vec4 texturecolor = Texel(tex2, texture_coords);
return texturecolor * color;
@@ -806,7 +806,7 @@ love.test.graphics.Shader = function(test)
-- check invalid shader
local pixelcode2 = [[
extern float ww;
uniform float ww;
vec4 effect(vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords) {
vec4 texturecolor = Texel(tex, texture_coords);
float unused = ww * 3 * color;
@@ -819,8 +819,8 @@ love.test.graphics.Shader = function(test)
-- check using a shader to draw + sending uniforms
-- shader will return a given color if overwrite set to 1, otherwise def. draw
local pixelcode3 = [[
extern vec4 col;
extern float overwrite;
uniform vec4 col;
uniform float overwrite;
vec4 effect(vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords) {
vec4 texcol = Texel(tex, texture_coords);
if (overwrite == 1.0) {
@@ -832,7 +832,8 @@ love.test.graphics.Shader = function(test)
]]
local shader3 = love.graphics.newShader(pixelcode3, vertexcode1)
local canvas = love.graphics.newCanvas(16, 16)
love.graphics.setCanvas(canvas)
love.graphics.push("all")
love.graphics.setCanvas(canvas)
-- set color to yellow
love.graphics.setColor(1, 1, 0, 1)
-- turn shader 'on' and use red to draw
@@ -845,12 +846,52 @@ love.test.graphics.Shader = function(test)
shader3:send('overwrite', 0)
love.graphics.setShader(shader3)
love.graphics.rectangle('fill', 8, 8, 8, 8)
love.graphics.setShader()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setCanvas()
love.graphics.pop()
local imgdata = love.graphics.readbackTexture(canvas)
test:compareImg(imgdata)
-- test some uncommon paths for shader uniforms
local shader4 = love.graphics.newShader[[
uniform bool booleans[5];
vec4 effect(vec4 vcolor, Image tex, vec2 tc, vec2 pc) {
return booleans[3] ? vec4(0, 1, 0, 0) : vec4(1, 0, 0, 0);
}
]]
shader4:send("booleans", false, true, true)
local shader5 = love.graphics.newShader[[
uniform sampler2D textures[5];
vec4 effect(vec4 vcolor, Image tex, vec2 tc, vec2 pc) {
return Texel(textures[2], tc) + Texel(textures[3], tc);
}
]]
local canvas2 = love.graphics.newCanvas(1, 1)
love.graphics.setCanvas(canvas2)
love.graphics.clear(0, 0.5, 0, 1)
love.graphics.setCanvas()
shader5:send("textures", canvas2, canvas2, canvas2, canvas2, canvas2)
local shader6 = love.graphics.newShader[[
struct Data {
bool boolValue;
float floatValue;
sampler2D tex;
};
uniform Data data[3];
vec4 effect(vec4 vcolor, Image tex, vec2 tc, vec2 pc) {
return data[1].boolValue ? Texel(data[0].tex, tc) : vec4(0.0, 0.0, 0.0, 0.0);
}
]]
shader6:send("data[1].boolValue", true)
shader6:send("data[0].tex", canvas2)
end