Fix cache detection for shaders

This commit is contained in:
John Alanbrook 2024-06-07 00:43:15 -05:00
parent b2a466ce8b
commit 9d90cd6f56
5 changed files with 73 additions and 10 deletions

View file

@ -75,7 +75,9 @@ else
CPPFLAGS += -O2
endif
CPPFLAGS += -DHAVE_CEIL -DCP_USE_CGTYPES=0 -DCP_USE_DOUBLES=0 -DHAVE_FLOOR -DHAVE_FMOD -DHAVE_LRINT -DHAVE_LRINTF $(includeflag) $(WARNING_FLAGS) -I. -DVER=\"$(SEM)\" -DCOM=\"$(COM)\" -DINFO=\"$(INFO)\" #-DENABLE_SINC_MEDIUM_CONVERTER -DENABLE_SINC_FAST_CONVERTER -DCP_COLLISION_TYPE_TYPE=uintptr_t -DCP_BITMASK_TYPE=uintptr_t
UNIX_TIME != stat -f "%m" core.cdb
CPPFLAGS += -DHAVE_CEIL -DCP_USE_CGTYPES=0 -DCP_USE_DOUBLES=0 -DHAVE_FLOOR -DHAVE_FMOD -DHAVE_LRINT -DHAVE_LRINTF $(includeflag) $(WARNING_FLAGS) -I. -DVER=\"$(SEM)\" -DCOM=\"$(COM)\" -DINFO=\"$(INFO)\" -Wno-narrowing -DUNIX_TIME=$(UNIX_TIME) #-DENABLE_SINC_MEDIUM_CONVERTER -DENABLE_SINC_FAST_CONVERTER -DCP_COLLISION_TYPE_TYPE=uintptr_t -DCP_BITMASK_TYPE=uintptr_t
CPPFLAGS += -DCONFIG_VERSION=\"2024-02-14\" -DCONFIG_BIGNUM #for quickjs
# ENABLE_SINC_[BEST|FAST|MEDIUM]_CONVERTER

View file

@ -295,8 +295,6 @@ game.engine_start = function(s) {
Object.readonly(window.__proto__, 'sample_count');
s();
render.polyshader = render.make_shader("poly.sglsl");
shape.quad = {
pos:os.make_buffer([
0,0,0,
@ -321,6 +319,8 @@ game.engine_start = function(s) {
count: 3,
index: os.make_buffer([0,2,1],1),
};
render.init();
}, process, window.size.x, window.size.y);
}

View file

@ -146,9 +146,10 @@ render.make_shader = function(shader)
for (var inc of incs) {
var filez = inc.match(/#include <(.*)>/)[1];
var macro = io.slurp(filez);
if (!macro)
macro = io.slurp(`shaders/${filez}`);
if (!macro) {
filez = `shaders/${filez}`;
macro = io.slurp(filez);
}
shader = shader.replace(inc, macro);
files.push(filez);
}
@ -356,6 +357,57 @@ render.device = {
render.device.doc = `Device resolutions given as [x,y,inches diagonal].`;
var textshader;
var circleshader;
var polyshader;
render.init = function() {
textshader = render.make_shader("shaders/text_base.cg");
render.spriteshader = render.make_shader("shaders/sprite.cg");
render.postshader = render.make_shader("shaders/simplepost.cg");
circleshader = render.make_shader("shaders/circle.cg");
polyshader = render.make_shader("shaders/poly.cg");
render.textshader = textshader;
}
render.circle = function(pos, radius, color) {
var mat = {
radius: radius,
coord: pos,
shade: color
};
render.setpipeline(circleshader.pipe);
render.shader_apply_material(circleshader, mat);
var bind = render.sg_bind(circleshader, shape.quad, mat);
bind.inst = 1;
render.spdraw(bind);
}
render.poly = function(points, color, transform) {
var buffer = render.poly_prim(points);
var mat = { shade: color};
render.setpipeline(polyshader.pipe);
render.setunim4(0,polyshader.vs.unimap.model.slot, transform);
render.shader_apply_material(polyshader, mat);
var bind = render.sg_bind(polyshader, buffer, mat);
bind.inst = 1;
render.spdraw(bind);
}
render.line = function(points, color = Color.white, thickness = 1, transform) {
var buffer = os.make_line_prim(points, thickness, 0, false);
render.setpipeline(polyshader.pipe);
var mat = {
shade: color
};
render.shader_apply_material(polyshader, mat);
render.setunim4(0,polyshader.vs.unimap.model.slot, transform);
var bind = render.sg_bind(polyshader, buffer, mat);
bind.inst = 1;
render.spdraw(bind);
}
/* All draw in screen space */
render.point = function(pos,size,color = Color.blue) {
render.circle(pos,size,size,color);

View file

@ -1,4 +1,5 @@
#include "gui.h"
#include "render.h"
#include "sokol/sokol_app.h"
#include "imgui.h"
@ -72,11 +73,12 @@ void gui_input(sapp_event *e)
void gui_newframe(int x, int y, float dt)
{
simgui_new_frame(&(simgui_frame_desc_t){
simgui_frame_desc_t frame = {
.width = x,
.height = y,
.delta_time = dt
});
};
simgui_new_frame(&frame);
}
void gfx_gui()

View file

@ -167,7 +167,14 @@ static int ls_ftw(const char *path, const struct stat *sb, int typeflag)
time_t file_mod_secs(const char *file) {
struct stat attr;
if (mz_zip_reader_locate_file(&game_cdb, file, NULL, 0) != -1)
stat("game.zip", &attr);
else if (mz_zip_reader_locate_file(&corecdb, file, NULL, 0) != -1)
return UNIX_TIME;
else
stat(file, &attr);
return attr.st_mtime;
}