Fix tests
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+4
-4
@@ -397,7 +397,7 @@ int krafix_compile(const char *source, char *output, int *length, const char *ta
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extern kinc_g5_command_list_t commandList;
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static kinc_g5_constant_buffer_t constant_buffer;
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static kinc_g5_render_target_t *render_target;
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static kinc_g5_raytrace_pipeline_t pipeline;
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static kinc_g5_raytrace_pipeline_t rt_pipeline;
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static kinc_g5_raytrace_acceleration_structure_t accel;
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static bool raytrace_created = false;
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static bool raytrace_accel_created = false;
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@@ -2686,11 +2686,11 @@ bool iron_raytrace_supported() {
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void iron_raytrace_init(buffer_t *shader) {
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if (raytrace_created) {
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kinc_g5_constant_buffer_destroy(&constant_buffer);
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kinc_g5_raytrace_pipeline_destroy(&pipeline);
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kinc_g5_raytrace_pipeline_destroy(&rt_pipeline);
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}
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raytrace_created = true;
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kinc_g5_constant_buffer_init(&constant_buffer, constant_buffer_size * 4);
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kinc_g5_raytrace_pipeline_init(&pipeline, &commandList, shader->buffer, (int)shader->length, &constant_buffer);
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kinc_g5_raytrace_pipeline_init(&rt_pipeline, &commandList, shader->buffer, (int)shader->length, &constant_buffer);
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}
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void iron_raytrace_as_init() {
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@@ -2820,7 +2820,7 @@ void iron_raytrace_dispatch_rays(kinc_g5_render_target_t *render_target, buffer_
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kinc_g5_constant_buffer_unlock(&constant_buffer);
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kinc_g5_raytrace_set_acceleration_structure(&accel);
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kinc_g5_raytrace_set_pipeline(&pipeline);
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kinc_g5_raytrace_set_pipeline(&rt_pipeline);
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kinc_g5_raytrace_set_target(render_target);
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kinc_g5_raytrace_dispatch_rays(&commandList);
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}
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@@ -228,7 +228,7 @@ declare function iron_g4_create_fragment_shader_from_source(source: string): any
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declare function iron_g4_delete_shader(shader: any): void;
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declare function iron_g4_create_pipeline(): any;
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declare function iron_g4_delete_pipeline(pipeline: any): void;
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declare function iron_g4_compile_pipeline(pipeline: any, structure0: any, structure1: any, structure2: any, structure3: any, length: i32, vertex_shader: any, fragment_shader: any, state: any): void;
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declare function iron_g4_compile_pipeline(pipeline: any, structure0: any, vertex_shader: any, fragment_shader: any, state: any): void;
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declare function iron_g4_set_pipeline(pipeline: any): void;
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declare function iron_load_image(file: string, readable: bool): any;
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declare function iron_unload_image(image: image_t): void;
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@@ -0,0 +1,13 @@
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let project = new Project("plugins");
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project.add_cfiles("plugin_api.c");
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project.add_cfiles("plugins.c");
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if (flags.physics) {
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project.add_cfiles("phys_jolt/phys_jolt.cpp");
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project.add_cfiles("phys_jolt/Jolt/**");
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project.add_include_dir("phys_jolt");
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project.add_define("JPH_NO_DEBUG");
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}
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return project;
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Binary file not shown.
@@ -1,12 +1,14 @@
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let flags = globalThis.flags;
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flags.with_iron = true;
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flags.lite = true;
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let project = new Project("Test");
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project.add_project("../../../");
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project.add_tsfiles("sources");
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project.add_tsfiles("../../../sources/ts/iron");
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project.add_shaders("../../../shaders/draw/*.glsl");
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project.add_shaders("shaders/*.glsl");
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project.add_shaders("../../../shaders/*.glsl");
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project.add_assets("assets/*", { destination: "data/{name}" });
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return project;
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@@ -2,26 +2,6 @@
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// Red triangle test
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// ../../../make --graphics vulkan --run
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let vs: string = "#version 330\n\
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in vec3 pos; \
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void main() { \
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gl_Position = vec4(pos, 1.0); \
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} \
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";
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let fs: string = "#version 330\n\
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out vec4 frag_color; \
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void main() { \
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frag_color = vec4(1.0, 0.0, 0.0, 1.0); \
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} \
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";
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let vertices: f32[] = [
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-1.0, -1.0, 0.0,
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1.0, -1.0, 0.0,
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0.0, 1.0, 0.0
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];
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let indices: i32[] = [0, 1, 2];
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let pipeline: any;
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let vb: any;
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let ib: any;
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@@ -54,8 +34,12 @@ function main() {
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let elems: kinc_vertex_elem_t[] = [elem];
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let structure0: vertex_struct_t = { elements: elems };
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let vert: any = iron_g4_create_vertex_shader_from_source(vs);
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let frag: any = iron_g4_create_fragment_shader_from_source(fs);
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let vs_buffer: buffer_t = iron_load_blob("./data/test.vert.spirv");
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let fs_buffer: buffer_t = iron_load_blob("./data/test.frag.spirv");
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let vert: any = iron_g4_create_shader(vs_buffer, shader_type_t.VERTEX);
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let frag: any = iron_g4_create_shader(fs_buffer, shader_type_t.FRAGMENT);
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let masks: bool[] = [true, true, true, true, true, true, true, true];
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let attachments: i32[] = [0];
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@@ -77,9 +61,16 @@ function main() {
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depth_attachment_bits: 0
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};
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iron_g4_compile_pipeline(pipeline, structure0, null, null, null, 1, vert, frag, null, state);
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iron_g4_compile_pipeline(pipeline, structure0, vert, frag, state);
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vb = iron_g4_create_vertex_buffer(vertices.length / 3, structure0.elements, 0, 0);
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let vertices: f32[] = [
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-1.0, -1.0, 0.0,
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1.0, -1.0, 0.0,
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0.0, 1.0, 0.0
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];
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let indices: i32[] = [0, 1, 2];
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vb = iron_g4_create_vertex_buffer(vertices.length / 3, structure0.elements, 0);
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let vb_data: buffer_t = iron_g4_lock_vertex_buffer(vb);
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for (let i: i32 = 0; i < vertices.length; i++) {
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buffer_set_f32(vb_data, i * 4, vertices[i]);
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@@ -1,8 +1,11 @@
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let flags = globalThis.flags;
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flags.with_iron = true;
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flags.lite = true;
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let project = new Project("Test");
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project.add_project("../../../");
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project.add_tsfiles("./");
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project.add_tsfiles("../../../sources/ts/iron");
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project.add_shaders("./*.glsl");
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return project;
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@@ -0,0 +1,7 @@
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#version 450
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out vec4 frag_color;
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void main() {
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frag_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -0,0 +1,7 @@
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#version 450
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in vec3 pos;
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void main() {
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gl_Position = vec4(pos, 1.0);
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}
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