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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 12:50:54 +03:00
parent a674c9b372
commit 66940f9c0a
8 changed files with 81 additions and 4 deletions

View file

@ -93,6 +93,63 @@ function shd_bind_samplers(src: pointer, collect: bool) -> pointer {
return sb_str(b)
}
# Varyings: OpenGL links a vertex output to a fragment input by NAME; SPIR-V links by location,
# and glslang's --auto-map-locations numbers each stage in its own declaration order. A fragment
# shader that declares fewer inputs, or declares them in another order - the foliage prepass's
# depth.frag reads v_wpos then v_uv, where model.vert writes v_wpos, v_nrm, v_uv - read the wrong
# varying, and the prepass cut every alpha-tested texel. So both stages get explicit locations:
# the vertex stage's `out` order numbers them, and the fragment stage looks each `in` up by name.
var shd_vary: []pointer = null
function shd_vary_index(name: pointer) -> int {
var k = 0
while k < len(shd_vary) { if shd_vary[k] == name { return k }; k += 1 }
return -1
}
# `word` at the start of a line (spaces before it allowed), then whitespace, a type, a name, then
# ';' or '[' - a global declaration, never a function parameter. The rewritten text carries an
# explicit layout; with `collect`, a vertex stage's out names are recorded in order instead.
function shd_bind_varyings(src: pointer, word: pointer, collect: bool) -> pointer {
let b = sb_new()
let n = slen(src)
let wl = slen(word)
var i = 0
var extra = 0
while i < n {
let at = s_index(src, word, i)
if at < 0 { sb_puts(b, str_sub(src, i, n)); break }
sb_puts(b, str_sub(src, i, at))
var q = at - 1
while q >= 0 and (src[q] == ' ' or src[q] == '\t') { q -= 1 }
var ok = (q < 0 or src[q] == '\n') and at + wl < n and str_space(src[at + wl])
var p = at + wl
while ok and p < n and str_space(src[p]) { p += 1 }
let ts = p
while ok and p < n and shd_is_ident(src[p]) { p += 1 }
let ty = str_sub(src, ts, p)
if ok { ok = slen(ty) > 0 }
while ok and p < n and str_space(src[p]) { p += 1 }
let ns = p
while ok and p < n and shd_is_ident(src[p]) { p += 1 }
let name = str_sub(src, ns, p)
if ok { ok = slen(name) > 0 }
var e = p
while ok and e < n and str_space(src[e]) { e += 1 }
if ok { ok = e < n and (src[e] == ';' or src[e] == '[') }
if not ok { sb_puts(b, word); i = at + wl; continue }
if collect {
if shd_vary_index(name) < 0 { push(shd_vary, name) }
sb_puts(b, str_sub(src, at, p))
} else {
var loc = shd_vary_index(name)
# an input no vertex stage writes still needs a location of its own
if loc < 0 { loc = len(shd_vary) + extra; extra += 1 }
sb_puts(b, `layout(location = {string(loc)}) {word} {ty} {name}`)
}
i = p
}
return sb_str(b)
}
var shd_noise: pointer = null
var shd_lighting: pointer = null
function shd_file(name: pointer) -> pointer {
@ -177,8 +234,10 @@ function cmd_shaders() -> int {
# and without it the compiler may compute their positions a hair apart and fail the test
let vsrc = "#version 460\n" + defines + "invariant gl_Position;\n#define main ludic_gl_main\n" + shd_file(parts[0]) + depth_remap
let fsrc = "#version 460\n" + defines + shd_noise + shd_lighting + shd_file(parts[1])
# one binding table for both stages
# one binding table for both stages, and one location table for the varyings between them
shd_names = new []pointer
shd_vary = new []pointer
shd_bind_varyings(vsrc, "out", true)
shd_bind_samplers(vsrc, true)
shd_bind_samplers(fsrc, true)
# name order, so the table does not depend on which stage met a sampler first
@ -199,7 +258,9 @@ function cmd_shaders() -> int {
var src = vsrc
if stage == "frag" { src = fsrc }
let glsl = `{tmp}/{id}.{stage}.glsl`
if not write_file(glsl, shd_bind_samplers(src, false)) { err(`shaders: cannot write {glsl}\n`); return 1 }
var staged = shd_bind_samplers(src, false)
if stage == "vert" { staged = shd_bind_varyings(staged, "out", false) } else { staged = shd_bind_varyings(staged, "in", false) }
if not write_file(glsl, staged) { err(`shaders: cannot write {glsl}\n`); return 1 }
let spv = `{outdir}/{id}.{stage}.spv`
var extra = ""
if stage == "frag" { extra = " --shift-UBO-binding frag 1" }