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authorAndre Weissflog <floooh@gmail.com>2024-10-15 17:46:25 +0200
committerAndre Weissflog <floooh@gmail.com>2024-10-15 17:46:25 +0200
commit61a5accf2427a23f90bfd66a6a41423ca8112217 (patch)
treef0b67e447f03d2e6a5c8c8ec524c0dfbb8fafc87
parent108006357e7d7dbdc239d60a39747edf01c8dafd (diff)
sokol_debugtext.h: update embedded d3d11 shader blobs
-rw-r--r--util/sokol_debugtext.h77
1 files changed, 76 insertions, 1 deletions
diff --git a/util/sokol_debugtext.h b/util/sokol_debugtext.h
index ad6aaa86..e1969213 100644
--- a/util/sokol_debugtext.h
+++ b/util/sokol_debugtext.h
@@ -3531,7 +3531,48 @@ static const uint8_t _sdtx_fs_source_metal_sim[441] = {
0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
};
#elif defined(SOKOL_D3D11)
-FIXME!
+/*
+ static float4 gl_Position;
+ static float2 position;
+ static float2 uv;
+ static float2 texcoord0;
+ static float4 color;
+ static float4 color0;
+
+ struct SPIRV_Cross_Input
+ {
+ float2 position : TEXCOORD0;
+ float2 texcoord0 : TEXCOORD1;
+ float4 color0 : TEXCOORD2;
+ };
+
+ struct SPIRV_Cross_Output
+ {
+ float2 uv : TEXCOORD0;
+ float4 color : TEXCOORD1;
+ float4 gl_Position : SV_Position;
+ };
+
+ void vert_main()
+ {
+ gl_Position = float4(mad(position, float2(2.0f, -2.0f), float2(-1.0f, 1.0f)), 0.0f, 1.0f);
+ uv = texcoord0;
+ color = color0;
+ }
+
+ SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
+ {
+ position = stage_input.position;
+ texcoord0 = stage_input.texcoord0;
+ color0 = stage_input.color0;
+ vert_main();
+ SPIRV_Cross_Output stage_output;
+ stage_output.gl_Position = gl_Position;
+ stage_output.uv = uv;
+ stage_output.color = color;
+ return stage_output;
+ }
+*/
static const uint8_t _sdtx_vs_bytecode_hlsl4[692] = {
0x44,0x58,0x42,0x43,0x07,0x05,0xa0,0xb3,0x53,0xc1,0x0a,0x0d,0x1e,0xf4,0xe4,0xa6,
0x91,0xaf,0x4c,0xca,0x01,0x00,0x00,0x00,0xb4,0x02,0x00,0x00,0x05,0x00,0x00,0x00,
@@ -3578,6 +3619,40 @@ static const uint8_t _sdtx_vs_bytecode_hlsl4[692] = {
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,
};
+/*
+ Texture2D<float4> tex : register(t0);
+ SamplerState smp : register(s0);
+
+ static float4 frag_color;
+ static float2 uv;
+ static float4 color;
+
+ struct SPIRV_Cross_Input
+ {
+ float2 uv : TEXCOORD0;
+ float4 color : TEXCOORD1;
+ };
+
+ struct SPIRV_Cross_Output
+ {
+ float4 frag_color : SV_Target0;
+ };
+
+ void frag_main()
+ {
+ frag_color = tex.Sample(smp, uv).xxxx * color;
+ }
+
+ SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
+ {
+ uv = stage_input.uv;
+ color = stage_input.color;
+ frag_main();
+ SPIRV_Cross_Output stage_output;
+ stage_output.frag_color = frag_color;
+ return stage_output;
+ }
+*/
static const uint8_t _sdtx_fs_bytecode_hlsl4[608] = {
0x44,0x58,0x42,0x43,0xb7,0xcd,0xbd,0xb1,0x6f,0x85,0x5d,0x59,0x07,0x7e,0xa3,0x6e,
0xe2,0x23,0x68,0xa0,0x01,0x00,0x00,0x00,0x60,0x02,0x00,0x00,0x05,0x00,0x00,0x00,