VulkanRenderer using ash 0.38 + winit:
- Instance with KHR_surface + xlib + wayland extensions
- Physical device selection (first GPU with graphics+present)
- Swapchain (FIFO present mode, B8G8R8A8_UNORM)
- Render pass with color attachment
- Graphics pipeline with instanced rendering:
- Vertex buffer: unit quad (4 verts, 6 indices)
- Instance buffer: 8000 CellInstance structs (32 bytes each)
- 2 vertex bindings: per-vertex (quad pos) + per-instance (grid pos,
atlas UV, fg/bg colors)
- Push constants: screen size + cell size
- Glyph atlas: R8_UNORM texture, uploaded via staging buffer
- fontdue rasterizes DejaVu Sans Mono at startup
- Linear filtering sampler
- Descriptor set: combined image sampler for atlas
- 2 frames in flight with semaphores + fences
- Persistent mapped instance buffer (zero-copy per frame)
Shaders (pre-compiled SPIR-V):
- cell.vert: positions quad from instance data, maps to clip space
- cell.frag: samples atlas alpha, blends fg/bg
--mode vulkan: tries Vulkan, falls back to softbuffer window mode
109 tests, 0 failures
15 lines
312 B
GLSL
15 lines
312 B
GLSL
#version 450
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layout(location = 0) in vec2 in_uv;
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layout(location = 1) in vec4 in_fg;
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layout(location = 2) in vec4 in_bg;
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layout(binding = 0) uniform sampler2D atlas;
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layout(location = 0) out vec4 out_color;
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void main() {
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float alpha = texture(atlas, in_uv).r;
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out_color = mix(in_bg, in_fg, alpha);
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}
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