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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).
71 lines
1.7 KiB
Go
71 lines
1.7 KiB
Go
package app
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import (
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shaderImporter "aego/asset/importers/shader"
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"aego/asset/pipeline"
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"aego/engine/problems"
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)
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const OwnerAssets = "assets"
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func metaSeverity(k pipeline.MetaIssueKind) problems.Severity {
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switch k {
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case pipeline.MetaDuplicate:
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return problems.Error
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case pipeline.MetaStale:
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return problems.Info
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}
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return problems.Warning
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}
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func MetaProblems(pl *pipeline.Pipeline) problems.Source {
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return problems.Source{
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Revision: func() uint64 {
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_, rev := pl.MetaIssues()
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return rev
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},
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Append: func(dst []problems.Diagnostic) []problems.Diagnostic {
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list, _ := pl.MetaIssues()
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for _, is := range list {
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dst = append(dst, problems.Diagnostic{
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Owner: OwnerAssets,
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Code: is.Code(),
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Severity: metaSeverity(is.Kind),
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Message: is.Message(),
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Help: "Assets → Repair Meta Files… will " + is.Action(),
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Subject: problems.Subject{Kind: problems.SubjectFile, File: is.Path},
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})
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}
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return dst
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},
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}
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}
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// ShaderProblems lists the SHD problems of the last shader imports with the file and line they point at.
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func ShaderProblems(imps *pipeline.ImporterRegistry) problems.Source {
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imp, _ := imps.ByID("shader")
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si, _ := imp.(*shaderImporter.Importer)
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return problems.Source{
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Revision: func() uint64 {
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if si == nil {
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return 0
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}
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_, rev := si.Diagnostics()
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return rev
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},
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Append: func(dst []problems.Diagnostic) []problems.Diagnostic {
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if si == nil {
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return dst
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}
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list, _ := si.Diagnostics()
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for _, d := range list {
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dst = append(dst, problems.Diagnostic{
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Owner: OwnerAssets, Code: d.Code, Severity: problems.Error, Message: d.Msg,
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Subject: problems.Subject{Kind: problems.SubjectFile, File: d.File, Line: d.Line},
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})
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}
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return dst
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},
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}
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}
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