fix(shaders): varyings meet by name on Vulkan, so the meadow's flowers draw
OpenGL links a vertex output to a fragment input by name; SPIR-V links them by location, and glslang's --auto-map-locations numbered each stage in its own declaration order. The foliage prepass's depth.frag declares v_wpos then v_uv where model.vert writes v_wpos, v_nrm, v_uv, so the prepass read a normal as its texture coordinate, its alpha test cut every flower head and leaf, and the lit pass (depth EQUAL) drew nothing over them. `ludic-dev shaders` now gives both stages explicit locations: the vertex stage's out order numbers them and the fragment stage looks each in up by name. All 45 variants checked: every fragment input sits on its vertex output. Also: - A clear still waiting for its pass when the framebuffer changes now runs on that framebuffer, instead of becoming the load op of whichever pass began next. - R3D_DUMP_ATLAS writes every impostor and card atlas a run bakes (build/atlas_<n>_*.ppm); the 40 baked on Vulkan match OpenGL's. The PC's Vulkan frame now shows the flowers as OpenGL does, validation-clean. ludic-dev test 140 passed; OpenGL frames byte-identical at the five viewpoints; 59 self-tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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8 changed files with 81 additions and 4 deletions
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@ -738,7 +738,7 @@ function gpu_debug_check(tag: string) -> void { if gpu_kind == GPU_VK { return }
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function gpu_fb_new() -> int { if gpu_kind == GPU_VK { gvk_fb_counter += 1; return gvk_fb_counter }; return gl_framebuffer() }
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function gpu_fb_bind(fb: int) -> void {
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if gpu_kind == GPU_VK { if fb != gvk_fb_cur { gvk_pass_end() }; gvk_fb_cur = fb } else { gl_bind_framebuffer(GL_FRAMEBUFFER, fb) }
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if gpu_kind == GPU_VK { gvk_rebind(fb) } else { gl_bind_framebuffer(GL_FRAMEBUFFER, fb) }
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gpu_fb_cur = fb
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gpu_glcheck_after("fb bind")
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}
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@ -960,6 +960,14 @@ function gvk_clear_color(r: int, g: int, b: int, a: int) -> void {
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gvk_clear_rgba[0] = r; gvk_clear_rgba[1] = g; gvk_clear_rgba[2] = b; gvk_clear_rgba[3] = a
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}
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function gvk_fb_colors(fb: int, n: int) -> void { if gvk_fb_ncolor != null and fb >= 0 and fb < 4096 { gvk_fb_ncolor[fb] = n } }
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# The framebuffer changes: a clear still waiting for this one's pass runs now, on this target,
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# rather than becoming the load op of whichever pass begins next.
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function gvk_rebind(fb: int) -> void {
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if fb == gvk_fb_cur { return }
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if not gvk_in_pass and gvk_clear_bits != 0 { gvk_pass_begin(gpu_fb, gpu_fb_at(gvk_fb_cur)) }
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gvk_pass_end()
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gvk_fb_cur = fb
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}
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function gvk_fb_forget(fb: int) -> void {
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if fb == gvk_fb_cur { gvk_pass_end() }
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gvk_fb_colors(fb, 1)
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@ -341,6 +341,8 @@ var sc_printed: bool = false
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var sc_a2c: bool = true
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function scatter_init() -> void {
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# R3D_DUMP_ATLAS: every impostor and card atlas the run bakes, to build/atlas_<n>_{color,alpha}.ppm
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sc_debug_dump = Os.has_env("R3D_DUMP_ATLAS")
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sc_prog = r3d_program("model.vert", "model.frag", "")
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sc_prog_fol = r3d_program("model.vert", "model.frag", "#define FOLIAGE\n#define WIND\n#define ALPHA_TEST\n")
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sc_prog_fol_depth = r3d_program("model.vert", "depth.frag", "#define FOLIAGE\n#define WIND\n#define ALPHA_TEST\n")
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@ -413,6 +415,7 @@ function layer_add(l: Layer, x: int, y: int, z: int, scale: int, yaw: int, seed:
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# ---- impostors ---------------------------------------------------------------------
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var sc_bake_flower: bool = false
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var sc_dump_n: int = 0
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function impostor_bake(model: Model, tiles: int, tw: int, th: int) -> Impostor {
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let im = new Impostor
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im.tiles = tiles
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@ -475,7 +478,12 @@ function impostor_bake(model: Model, tiles: int, tw: int, th: int) -> Impostor {
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gpu_tex_param(GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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gpu_tex_mips(GPU_TEX2D)
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gpu_check("impostor bake")
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if sc_debug_dump { tex_dump_alpha = true; tex_dump(im.albedo, aw, th, "build/atlas_alpha.ppm"); tex_dump_alpha = false }
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# numbered, so every bake of a run survives to be compared (a card layer per species bakes one)
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if sc_debug_dump {
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sc_dump_n += 1
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tex_dump_alpha = true; tex_dump(im.albedo, aw, th, `build/atlas_{sc_dump_n}_alpha.ppm`); tex_dump_alpha = false
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tex_dump(im.albedo, aw, th, `build/atlas_{sc_dump_n}_color.ppm`)
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}
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return im
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}
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@ -93,6 +93,63 @@ function shd_bind_samplers(src: pointer, collect: bool) -> pointer {
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return sb_str(b)
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}
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# Varyings: OpenGL links a vertex output to a fragment input by NAME; SPIR-V links by location,
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# and glslang's --auto-map-locations numbers each stage in its own declaration order. A fragment
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# shader that declares fewer inputs, or declares them in another order - the foliage prepass's
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# depth.frag reads v_wpos then v_uv, where model.vert writes v_wpos, v_nrm, v_uv - read the wrong
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# varying, and the prepass cut every alpha-tested texel. So both stages get explicit locations:
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# the vertex stage's `out` order numbers them, and the fragment stage looks each `in` up by name.
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var shd_vary: []pointer = null
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function shd_vary_index(name: pointer) -> int {
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var k = 0
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while k < len(shd_vary) { if shd_vary[k] == name { return k }; k += 1 }
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return -1
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}
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# `word` at the start of a line (spaces before it allowed), then whitespace, a type, a name, then
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# ';' or '[' - a global declaration, never a function parameter. The rewritten text carries an
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# explicit layout; with `collect`, a vertex stage's out names are recorded in order instead.
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function shd_bind_varyings(src: pointer, word: pointer, collect: bool) -> pointer {
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let b = sb_new()
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let n = slen(src)
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let wl = slen(word)
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var i = 0
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var extra = 0
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while i < n {
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let at = s_index(src, word, i)
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if at < 0 { sb_puts(b, str_sub(src, i, n)); break }
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sb_puts(b, str_sub(src, i, at))
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var q = at - 1
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while q >= 0 and (src[q] == ' ' or src[q] == '\t') { q -= 1 }
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var ok = (q < 0 or src[q] == '\n') and at + wl < n and str_space(src[at + wl])
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var p = at + wl
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while ok and p < n and str_space(src[p]) { p += 1 }
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let ts = p
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while ok and p < n and shd_is_ident(src[p]) { p += 1 }
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let ty = str_sub(src, ts, p)
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if ok { ok = slen(ty) > 0 }
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while ok and p < n and str_space(src[p]) { p += 1 }
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let ns = p
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while ok and p < n and shd_is_ident(src[p]) { p += 1 }
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let name = str_sub(src, ns, p)
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if ok { ok = slen(name) > 0 }
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var e = p
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while ok and e < n and str_space(src[e]) { e += 1 }
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if ok { ok = e < n and (src[e] == ';' or src[e] == '[') }
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if not ok { sb_puts(b, word); i = at + wl; continue }
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if collect {
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if shd_vary_index(name) < 0 { push(shd_vary, name) }
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sb_puts(b, str_sub(src, at, p))
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} else {
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var loc = shd_vary_index(name)
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# an input no vertex stage writes still needs a location of its own
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if loc < 0 { loc = len(shd_vary) + extra; extra += 1 }
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sb_puts(b, `layout(location = {string(loc)}) {word} {ty} {name}`)
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}
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i = p
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}
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return sb_str(b)
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}
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var shd_noise: pointer = null
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var shd_lighting: pointer = null
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function shd_file(name: pointer) -> pointer {
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@ -177,8 +234,10 @@ function cmd_shaders() -> int {
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# and without it the compiler may compute their positions a hair apart and fail the test
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let vsrc = "#version 460\n" + defines + "invariant gl_Position;\n#define main ludic_gl_main\n" + shd_file(parts[0]) + depth_remap
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let fsrc = "#version 460\n" + defines + shd_noise + shd_lighting + shd_file(parts[1])
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# one binding table for both stages
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# one binding table for both stages, and one location table for the varyings between them
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shd_names = new []pointer
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shd_vary = new []pointer
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shd_bind_varyings(vsrc, "out", true)
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shd_bind_samplers(vsrc, true)
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shd_bind_samplers(fsrc, true)
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# name order, so the table does not depend on which stage met a sampler first
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@ -199,7 +258,9 @@ function cmd_shaders() -> int {
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var src = vsrc
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if stage == "frag" { src = fsrc }
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let glsl = `{tmp}/{id}.{stage}.glsl`
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if not write_file(glsl, shd_bind_samplers(src, false)) { err(`shaders: cannot write {glsl}\n`); return 1 }
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var staged = shd_bind_samplers(src, false)
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if stage == "vert" { staged = shd_bind_varyings(staged, "out", false) } else { staged = shd_bind_varyings(staged, "in", false) }
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if not write_file(glsl, staged) { err(`shaders: cannot write {glsl}\n`); return 1 }
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let spv = `{outdir}/{id}.{stage}.spv`
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var extra = ""
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if stage == "frag" { extra = " --shift-UBO-binding frag 1" }
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