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Shader ABI 1: ub0 frame (16 B), ub1 view (112 B), ub2 material, ub3 mesh draw; tex0 main, tex1 reserved, tex2-tex7 user; @instance lanes in vertex slot 1 at locations 4-7, 64 bytes a sprite. The engine sprite, sprite3d, debug and mesh shaders move to it, and engine includes sprite, color, noise and lighting ship under engine/res/shaders/include. .aeshader files import into an AESH artifact with every variant in both GLSL dialects and a line map; errors are SHD001-SHD009 mapped back to the source file and line, also for driver compile logs. A failed reimport keeps the last good shader. .aemat materials (MAT001-MAT004) reference a shader and textures and are reimported when their shader changes. The material cache in render/material binds a material with no allocations, retires replaced shaders, moves materials to a reimported shader in place (D393) and re-uploads every material after a WebGL context restore. make ci requires glslangValidator (D367). web-bench, baseline retaken on nodea in both GPU modes, the same numbers in swiftshader and hardware, Chromium and Firefox: - the frame UBO is uploaded once a frame: buffer uploads 2 -> 3 a frame; - the view UBO is 112 bytes instead of 64: buffer KB 0.372 -> 0.434 a frame (+16 B frame, +48 B view); - fewer SetUniformBuffer calls a batch: the sprite pass no longer binds the view per batch, frame and view are bound once per view; the GL state cache already deduped that bind, so WebGL calls go 50.49 -> 52.49 a frame with the two new frame-UBO calls, draws 3.31 unchanged; - buffer KB from lanes is unchanged: the demo has no @instance material. Frame time and Go bytes in the engine frame (357 -> 342) do not regress. wasm size, gzip: playground 6.46 -> 6.50 MB, try 6.98 -> 7.01 MB, web runtime 6.05 -> 6.07 MB (total 27.27 -> 27.46, 29.54 -> 29.67, 25.56 -> 25.65 MB).
45 lines
1.2 KiB
Go
45 lines
1.2 KiB
Go
//go:build aego_golden
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package golden
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import (
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"testing"
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"aego/app/playground"
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"aego/core/mathx"
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"aego/gpu"
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"aego/render"
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"aego/render/sprite"
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"aego/render/texture"
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)
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// materialCases draw the playground's bench material, which reads aego_time and a parameter, at the bench's pinned time; web-smoke draws it on WebGL2.
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func materialCases(t *testing.T, r *render.Renderer) []testCase {
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t.Helper()
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m, err := playground.BenchMaterial()
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if err != nil {
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t.Fatal(err)
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}
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white, err := r.Textures().Upload(texture.Solid(8, 8, mathx.Color{R: 1, G: 1, B: 1, A: 1}), texture.UploadOptions{})
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if err != nil {
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t.Fatal(err)
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}
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solid := texture.Whole(white, 8, 8)
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clock := playground.BenchClock
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caseClocks["material_time"] = &clock
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return []testCase{{"material_time", 2, func(r *render.Renderer, tgt gpu.TextureHandle) {
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f := r.View(targetView(tgt, mathx.Color{R: 0.07, G: 0.08, B: 0.1, A: 1}))
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for i := 0; i < 16; i++ {
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f.Sprite(sprite.Draw{
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Region: solid,
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Position: mathx.Vec2{X: float32(i%4)*1.5 - 2.25, Y: float32(i/4)*1.5 - 2.25},
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Size: mathx.Vec2{X: 1.2, Y: 1.2},
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Origin: mathx.Vec2{X: 0.5, Y: 0.5},
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Tint: mathx.Color{R: 1, G: 1 - float32(i)/16, B: float32(i) / 16, A: 1},
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Material: m,
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})
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}
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f.End()
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}}}
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}
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