Files
aego/app/meta.go
T
sanspie 132ddeff70
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Stage 12a1: shader ABI, shader import and material runtime (D367, D368, D380, D381, D393)
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).
2026-10-28 01:23:11 +03:00

71 lines
1.7 KiB
Go

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