UWP works

This commit is contained in:
BADIM-PC\Vadim
2018-02-21 20:07:07 +03:00
parent f7da6b7f51
commit 551d333511
13 changed files with 357 additions and 134 deletions

View File

@@ -1060,87 +1060,44 @@ static void emstick()
#endif
Uint32 load_shader(GPU_ShaderEnum shader_type, const char* filename)
{
SDL_RWops* rwops;
Uint32 shader;
char* source;
int header_size, file_size;
const char* header = "";
GPU_Renderer* renderer = GPU_GetCurrentRenderer();
// Open file
rwops = SDL_RWFromFile(filename, "rb");
if(rwops == NULL)
{
GPU_PushErrorCode("load_shader", GPU_ERROR_FILE_NOT_FOUND, "Shader file \"%s\" not found", filename);
return 0;
}
// Get file size
file_size = SDL_RWseek(rwops, 0, SEEK_END);
SDL_RWseek(rwops, 0, SEEK_SET);
// Get size from header
if(renderer->shader_language == GPU_LANGUAGE_GLSL)
{
if(renderer->max_shader_version >= 120)
header = "#version 120\n";
else
header = "#version 110\n"; // Maybe this is good enough?
}
else if(renderer->shader_language == GPU_LANGUAGE_GLSLES)
header = "#version 100\nprecision mediump int;\nprecision mediump float;\n";
header_size = strlen(header);
// Allocate source buffer
source = (char*)malloc(sizeof(char)*(header_size + file_size + 1));
// Prepend header
strcpy(source, header);
// Read in source code
SDL_RWread(rwops, source + strlen(source), 1, file_size);
source[header_size + file_size] = '\0';
// Compile the shader
shader = GPU_CompileShader(shader_type, source);
// Clean up
free(source);
SDL_RWclose(rwops);
return shader;
}
#define CODE(...) #__VA_ARGS__
GPU_ShaderBlock load_shader_program(Uint32* p, const char* vertex_shader_file, const char* fragment_shader_file)
u32 load_shader_program()
{
Uint32 v, f;
v = load_shader(GPU_VERTEX_SHADER, vertex_shader_file);
static const char* VertexShader =
#include "ext/shader/common.vert"
;
v = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader);
if(!v)
GPU_LogError("Failed to load vertex shader (%s): %s\n", vertex_shader_file, GPU_GetShaderMessage());
f = load_shader(GPU_PIXEL_SHADER, fragment_shader_file);
GPU_LogError("Failed to load vertex shader: %s\n", GPU_GetShaderMessage());
static const char* PixelShader =
#include "ext/shader/crt-lottes.frag"
;
f = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader);
if(!f)
GPU_LogError("Failed to load fragment shader (%s): %s\n", fragment_shader_file, GPU_GetShaderMessage());
GPU_LogError("Failed to load fragment shader: %s\n", GPU_GetShaderMessage());
*p = GPU_LinkShaders(v, f);
u32 p = GPU_LinkShaders(v, f);
if(!*p)
if(!p)
{
GPU_ShaderBlock b = {-1, -1, -1, -1};
GPU_LogError("Failed to link shader program (%s + %s): %s\n", vertex_shader_file, fragment_shader_file, GPU_GetShaderMessage());
return b;
GPU_LogError("Failed to link shader program: %s\n", GPU_GetShaderMessage());
return p;
}
{
GPU_ShaderBlock block = GPU_LoadShaderBlock(*p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
GPU_ActivateShaderProgram(*p, &block);
GPU_ShaderBlock block = GPU_LoadShaderBlock(p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
GPU_ActivateShaderProgram(p, &block);
return block;
return p;
}
}
@@ -1176,12 +1133,11 @@ static s32 start(s32 argc, char **argv, const char* folder)
GPU_Target* screen = GPU_Init(Width, Height, GPU_INIT_DISABLE_VSYNC);
GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_RGBA);// GPU_FORMAT_BGRA);
GPU_SetAnchor(texture, 0, 0);
GPU_SetImageFilter(texture, GPU_FILTER_NEAREST);
u32 crt_shader = 0;
load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-lottes.frag");
u32 crt_shader = load_shader_program(&crt_shader);
{
u64 nextTick = SDL_GetPerformanceCounter();