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Keep updating spec.
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@ -1,8 +1,12 @@
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layout(std140, set = 0, binding = 1) uniform UBO
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layout(push_constant, std140) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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float OUT_GAMMA;
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float BOOST;
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} global;
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layout(binding = 0, std140) uniform UBO1
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{
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mat4 MVP;
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};
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@ -9,7 +9,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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gl_Position = MVP * Position;
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vTexCoord = TexCoord;
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}
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@ -10,7 +10,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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gl_Position = MVP * Position;
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vTexCoord = TexCoord;
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}
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@ -9,7 +9,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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gl_Position = MVP * Position;
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vTexCoord = TexCoord;
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}
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@ -310,6 +310,7 @@ The main two types of data passed to shaders are read-only and can be classified
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- `uniform sampler2D`: This is used for input textures, framebuffer results and lookup-textures.
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- `uniform Block { };`: This is used for any constant data which is passed to the shader.
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- `layout(push_constant) uniform Push {} name;`: This is used for any push constant data which is passed to the shader.
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### Resource usage rules
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@ -319,26 +320,140 @@ Certain rules must be adhered to in order to make it easier for the frontend to
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- layout(binding = #N) must be declared for all UBOs and sampler2Ds.
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- All resources must use different bindings.
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- There can be only one UBO.
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- There can be only use push constant block.
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- It is possible to have one regular UBO and one push constant UBO.
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- If a UBO is used in both vertex and fragment, their binding number must match.
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- If a UBO is used in both vertex and fragment, members with the same name must have the same offset.
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- If a UBO is used in both vertex and fragment, members with the same name must have the same offset/binary interface.
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This problem is easily avoided by having the same UBO visible to both vertex and fragment as "common" code.
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- sampler2D cannot be used in vertex.
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- If a push constant block is used in both vertex and fragment, members with the same name must have the same offset/binary interface.
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- sampler2D cannot be used in vertex, although the size parameters of samplers can be used in vertex.
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- Other resource types such as SSBOs, images, atomic counters, etc, etc, are not allowed.
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- Every member of the UBOs as well as every texture must be meaningful to the frontend in some way, or error is generated.
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- Every member of the UBOs and push constant blocks as well as every texture must be meaningful
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to the frontend in some way, or an error is generated.
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### Builtin pragmas and extensions
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### Initial preprocess of slang files
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The very first line of a `.slang` file must contain a `#version` statement.
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### Example shader
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The first process which takes place is dealing with `#include` statements.
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A slang file is preprocessed by scanning through the slang and resolving all `#include` statements.
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The include process does not consider any preprocessor defines or conditional expressions.
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The include path must always be relative, and it will be relative to the file path of the current file.
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Nested includes are allowed, but includes in a cycle are undefined as preprocessor guards are not considered.
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E.g.:
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```
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#include "common.inc"
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```
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After includes have been resolved, the frontend scans through all lines of the shader and considers `#pragma` statements.
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These pragmas build up ancillary reflection information and otherwise meaningful metadata.
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#### `#pragma stage`
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This pragma controls which part of a `.slang` file are visible to certain shader stages.
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Currently, two variants of this pragma are supported:
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- `#pragma stage vertex`
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- `#pragma stage fragment`
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If no `#pragma stage` has been encountered yet, lines of code in a shader belong to all shader stages.
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If a `#pragma stage` statement has been encountered, that stage is considered active, and the following lines of shader code will only be used when building source for that particular shader stage. A new `#pragma stage` can override which stage is active.
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#### `#pragma name`
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This pragma lets a shader set its identifier. This identifier can be used to create simple aliases for other passes.
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E.g.:
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```
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#pragma name HorizontalPass
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```
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#### `#pragma format`
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This pragma controls the format of the framebuffer which this shader will render to.
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The default render target format is `R8G8B8A8_UNORM`.
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Supported render target formats are listed below. From a portability perspective,
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please be aware that GLES2 has abysmal render target format support,
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and GLES3/GL3 may have restricted floating point render target support.
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If rendering to uint/int formats, make sure your fragment shader output target is uint/int.
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#### 8-bit
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- `R8_UNORM`
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- `R8_UINT`
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- `R8_SINT`
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- `R8G8_UNORM`
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- `R8G8_UINT`
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- `R8G8_SINT`
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- `R8G8B8A8_UNORM`
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- `R8G8B8A8_UINT`
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- `R8G8B8A8_SINT`
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- `R8G8B8A8_SRGB`
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#### 10-bit
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- `A2B10G10R10_UNORM_PACK32`
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- `A2B10G10R10_UINT_PACK32`
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#### 16-bit
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- `R16_UINT`
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- `R16_SINT`
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- `R16_SFLOAT`
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- `R16G16_UINT`
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- `R16G16_SINT`
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- `R16G16_SFLOAT`
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- `R16G16B16A16_UINT`
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- `R16G16B16A16_SINT`
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- `R16G16B16A16_SFLOAT`
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#### 32-bit
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- `R32_UINT`
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- `R32_SINT`
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- `R32_SFLOAT`
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- `R32G32_UINT`
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- `R32G32_SINT`
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- `R32G32_SFLOAT`
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- `R32G32B32A32_UINT`
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- `R32G32B32A32_SINT`
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- `R32G32B32A32_SFLOAT`
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E.g.:
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```
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#pragma format R16_SFLOAT
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```
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### Example slang shader
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```
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#version 450
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#version 450 // 450 or 310 es are recommended
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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float ColorMod;
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};
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#pragma name StockShader
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#pragma format R8G8B8A8_UNORM
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#pragma parameter ColorMod "Color intensity" 1.0 0.1 2.0 0.1
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 1) uniform sampler2D Source;
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void main()
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{
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FragColor = texture(Source, vTexCoord) * ColorMod;
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}
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```
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## Porting guide from legacy Cg spec
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