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sokol_gfx.h: some naming convention cleanup for validation log item names

Andre Weissflog 7 kuukautta sitten
vanhempi
commit
a7d95f0367
1 muutettua tiedostoa jossa 28 lisäystä ja 28 poistoa
  1. 28 28
      sokol_gfx.h

+ 28 - 28
sokol_gfx.h

@@ -3824,19 +3824,19 @@ typedef struct sg_frame_stats {
     _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_BYTECODE, "shader byte code required") \
     _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_SOURCE_OR_BYTECODE, "shader source or byte code required") \
     _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_NO_BYTECODE_SIZE, "shader byte code length (in bytes) required") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_NO_CONT_UB_MEMBERS, "uniform block members must occupy continuous slots") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_SIZE_IS_ZERO, "bound uniform block size cannot be zero") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_METAL_BUFFER_SLOT_OUT_OF_RANGE, "uniform block 'msl_buffer_n' is out of range (must be 0..7)") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_METAL_BUFFER_SLOT_COLLISION, "uniform block 'msl_buffer_n' must be unique across uniform blocks and storage buffers in same shader stage") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_HLSL_REGISTER_B_OUT_OF_RANGE, "uniform block 'hlsl_register_b_n' is out of range (must be 0..7)") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_HLSL_REGISTER_B_COLLISION, "uniform block 'hlsl_register_b_n' must be unique across uniform blocks in same shader stage") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_WGSL_GROUP0_BINDING_OUT_OF_RANGE, "uniform block 'wgsl_group0_binding_n' is out of range (must be 0..15)") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_WGSL_GROUP0_BINDING_COLLISION, "uniform block 'wgsl_group0_binding_n' must be unique across all uniform blocks") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_NO_UB_MEMBERS, "GL backend requires uniform block member declarations") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_UNIFORM_GLSL_NAME, "uniform block member 'glsl_name' missing") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_SIZE_MISMATCH, "size of uniform block members doesn't match uniform block size") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_ARRAY_COUNT, "uniform array count must be >= 1") \
-    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UB_STD140_ARRAY_TYPE, "uniform arrays only allowed for FLOAT4, INT4, MAT4 in std140 layout") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_NO_CONT_MEMBERS, "uniform block members must occupy continuous slots") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_SIZE_IS_ZERO, "bound uniform block size cannot be zero") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_METAL_BUFFER_SLOT_OUT_OF_RANGE, "uniform block 'msl_buffer_n' is out of range (must be 0..7)") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_METAL_BUFFER_SLOT_COLLISION, "uniform block 'msl_buffer_n' must be unique across uniform blocks and storage buffers in same shader stage") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_HLSL_REGISTER_B_OUT_OF_RANGE, "uniform block 'hlsl_register_b_n' is out of range (must be 0..7)") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_HLSL_REGISTER_B_COLLISION, "uniform block 'hlsl_register_b_n' must be unique across uniform blocks in same shader stage") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_WGSL_GROUP0_BINDING_OUT_OF_RANGE, "uniform block 'wgsl_group0_binding_n' is out of range (must be 0..15)") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_WGSL_GROUP0_BINDING_COLLISION, "uniform block 'wgsl_group0_binding_n' must be unique across all uniform blocks") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_NO_MEMBERS, "GL backend requires uniform block member declarations") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_UNIFORM_GLSL_NAME, "uniform block member 'glsl_name' missing") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_SIZE_MISMATCH, "size of uniform block members doesn't match uniform block size") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_ARRAY_COUNT, "uniform array count must be >= 1") \
+    _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_UNIFORMBLOCK_STD140_ARRAY_TYPE, "uniform arrays only allowed for FLOAT4, INT4, MAT4 in std140 layout") \
     _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_STORAGEBUFFER_METAL_BUFFER_SLOT_OUT_OF_RANGE, "storage buffer 'msl_buffer_n' is out of range (must be 8..15)") \
     _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_STORAGEBUFFER_METAL_BUFFER_SLOT_COLLISION, "storage buffer 'msl_buffer_n' must be unique across uniform blocks and storage buffer in same shader stage") \
     _SG_LOGITEM_XMACRO(VALIDATE_SHADERDESC_STORAGEBUFFER_HLSL_REGISTER_T_OUT_OF_RANGE, "storage buffer 'hlsl_register_t_n' is out of range (must be 0..23)") \
@@ -3977,7 +3977,7 @@ typedef struct sg_frame_stats {
     _SG_LOGITEM_XMACRO(VALIDATE_ABND_STORAGEBUFFER_EXISTS, "sg_apply_bindings: bound storage buffer no longer alive") \
     _SG_LOGITEM_XMACRO(VALIDATE_ABND_STORAGEBUFFER_BINDING_BUFFERTYPE, "sg_apply_bindings: buffer bound storage buffer slot is not of type storage buffer") \
     _SG_LOGITEM_XMACRO(VALIDATE_AUB_NO_PIPELINE, "sg_apply_uniforms: must be called after sg_apply_pipeline()") \
-    _SG_LOGITEM_XMACRO(VALIDATE_AUB_NO_UB_AT_SLOT, "sg_apply_uniforms: no uniform block declaration at this shader stage UB slot") \
+    _SG_LOGITEM_XMACRO(VALIDATE_AUB_NO_UNIFORMBLOCK_AT_SLOT, "sg_apply_uniforms: no uniform block declaration at this shader stage UB slot") \
     _SG_LOGITEM_XMACRO(VALIDATE_AUB_SIZE, "sg_apply_uniforms: data size doesn't match declared uniform block size") \
     _SG_LOGITEM_XMACRO(VALIDATE_UPDATEBUF_USAGE, "sg_update_buffer: cannot update immutable buffer") \
     _SG_LOGITEM_XMACRO(VALIDATE_UPDATEBUF_SIZE, "sg_update_buffer: update size is bigger than buffer size") \
@@ -16933,18 +16933,18 @@ _SOKOL_PRIVATE bool _sg_validate_shader_desc(const sg_shader_desc* desc) {
             if (ub_desc->stage == SG_SHADERSTAGE_NONE) {
                 continue;
             }
-            _SG_VALIDATE(ub_desc->size > 0, VALIDATE_SHADERDESC_UB_SIZE_IS_ZERO);
+            _SG_VALIDATE(ub_desc->size > 0, VALIDATE_SHADERDESC_UNIFORMBLOCK_SIZE_IS_ZERO);
             #if defined(SOKOL_METAL)
-            _SG_VALIDATE(ub_desc->msl_buffer_n < _SG_MTL_MAX_STAGE_UB_BINDINGS, VALIDATE_SHADERDESC_UB_METAL_BUFFER_SLOT_OUT_OF_RANGE);
-            _SG_VALIDATE(_sg_validate_slot_bits(msl_buf_bits, ub_desc->stage, ub_desc->msl_buffer_n), VALIDATE_SHADERDESC_UB_METAL_BUFFER_SLOT_COLLISION);
+            _SG_VALIDATE(ub_desc->msl_buffer_n < _SG_MTL_MAX_STAGE_UB_BINDINGS, VALIDATE_SHADERDESC_UNIFORMBLOCK_METAL_BUFFER_SLOT_OUT_OF_RANGE);
+            _SG_VALIDATE(_sg_validate_slot_bits(msl_buf_bits, ub_desc->stage, ub_desc->msl_buffer_n), VALIDATE_SHADERDESC_UNIFORMBLOCK_METAL_BUFFER_SLOT_COLLISION);
             msl_buf_bits = _sg_validate_set_slot_bit(msl_buf_bits, ub_desc->stage, ub_desc->msl_buffer_n);
             #elif defined(SOKOL_D3D11)
-            _SG_VALIDATE(ub_desc->hlsl_register_b_n < _SG_D3D11_MAX_STAGE_UB_BINDINGS, VALIDATE_SHADERDESC_UB_HLSL_REGISTER_B_OUT_OF_RANGE);
-            _SG_VALIDATE(_sg_validate_slot_bits(hlsl_buf_bits, ub_desc->stage, ub_desc->hlsl_register_b_n), VALIDATE_SHADERDESC_UB_HLSL_REGISTER_B_COLLISION);
+            _SG_VALIDATE(ub_desc->hlsl_register_b_n < _SG_D3D11_MAX_STAGE_UB_BINDINGS, VALIDATE_SHADERDESC_UNIFORMBLOCK_HLSL_REGISTER_B_OUT_OF_RANGE);
+            _SG_VALIDATE(_sg_validate_slot_bits(hlsl_buf_bits, ub_desc->stage, ub_desc->hlsl_register_b_n), VALIDATE_SHADERDESC_UNIFORMBLOCK_HLSL_REGISTER_B_COLLISION);
             hlsl_buf_bits = _sg_validate_set_slot_bit(hlsl_buf_bits, ub_desc->stage, ub_desc->hlsl_register_b_n);
             #elif defined(SOKOL_WGPU)
-            _SG_VALIDATE(ub_desc->wgsl_group0_binding_n < _SG_WGPU_MAX_UB_BINDGROUP_BIND_SLOTS, VALIDATE_SHADERDESC_UB_WGSL_GROUP0_BINDING_OUT_OF_RANGE);
-            _SG_VALIDATE(_sg_validate_slot_bits(wgsl_group0_bits, SG_SHADERSTAGE_NONE, ub_desc->wgsl_group0_binding_n), VALIDATE_SHADERDESC_UB_WGSL_GROUP0_BINDING_COLLISION);
+            _SG_VALIDATE(ub_desc->wgsl_group0_binding_n < _SG_WGPU_MAX_UB_BINDGROUP_BIND_SLOTS, VALIDATE_SHADERDESC_UNIFORMBLOCK_WGSL_GROUP0_BINDING_OUT_OF_RANGE);
+            _SG_VALIDATE(_sg_validate_slot_bits(wgsl_group0_bits, SG_SHADERSTAGE_NONE, ub_desc->wgsl_group0_binding_n), VALIDATE_SHADERDESC_UNIFORMBLOCK_WGSL_GROUP0_BINDING_COLLISION);
             wgsl_group0_bits = _sg_validate_set_slot_bit(wgsl_group0_bits, SG_SHADERSTAGE_NONE, ub_desc->wgsl_group0_binding_n);
             #endif
             #if defined(_SOKOL_ANY_GL)
@@ -16954,10 +16954,10 @@ _SOKOL_PRIVATE bool _sg_validate_shader_desc(const sg_shader_desc* desc) {
             for (size_t u_index = 0; u_index < SG_MAX_UNIFORMBLOCK_MEMBERS; u_index++) {
                 const sg_glsl_shader_uniform* u_desc = &ub_desc->glsl_uniforms[u_index];
                 if (u_desc->type != SG_UNIFORMTYPE_INVALID) {
-                    _SG_VALIDATE(uniforms_continuous, VALIDATE_SHADERDESC_NO_CONT_UB_MEMBERS);
-                    _SG_VALIDATE(u_desc->glsl_name, VALIDATE_SHADERDESC_UB_UNIFORM_GLSL_NAME);
+                    _SG_VALIDATE(uniforms_continuous, VALIDATE_SHADERDESC_UNIFORMBLOCK_NO_CONT_MEMBERS);
+                    _SG_VALIDATE(u_desc->glsl_name, VALIDATE_SHADERDESC_UNIFORMBLOCK_UNIFORM_GLSL_NAME);
                     const int array_count = u_desc->array_count;
-                    _SG_VALIDATE(array_count > 0, VALIDATE_SHADERDESC_UB_ARRAY_COUNT);
+                    _SG_VALIDATE(array_count > 0, VALIDATE_SHADERDESC_UNIFORMBLOCK_ARRAY_COUNT);
                     const uint32_t u_align = _sg_uniform_alignment(u_desc->type, array_count, ub_desc->layout);
                     const uint32_t u_size  = _sg_uniform_size(u_desc->type, array_count, ub_desc->layout);
                     uniform_offset = _sg_align_u32(uniform_offset, u_align);
@@ -16966,7 +16966,7 @@ _SOKOL_PRIVATE bool _sg_validate_shader_desc(const sg_shader_desc* desc) {
                     // with std140, arrays are only allowed for FLOAT4, INT4, MAT4
                     if (ub_desc->layout == SG_UNIFORMLAYOUT_STD140) {
                         if (array_count > 1) {
-                            _SG_VALIDATE((u_desc->type == SG_UNIFORMTYPE_FLOAT4) || (u_desc->type == SG_UNIFORMTYPE_INT4) || (u_desc->type == SG_UNIFORMTYPE_MAT4), VALIDATE_SHADERDESC_UB_STD140_ARRAY_TYPE);
+                            _SG_VALIDATE((u_desc->type == SG_UNIFORMTYPE_FLOAT4) || (u_desc->type == SG_UNIFORMTYPE_INT4) || (u_desc->type == SG_UNIFORMTYPE_MAT4), VALIDATE_SHADERDESC_UNIFORMBLOCK_STD140_ARRAY_TYPE);
                         }
                     }
                 } else {
@@ -16976,8 +16976,8 @@ _SOKOL_PRIVATE bool _sg_validate_shader_desc(const sg_shader_desc* desc) {
             if (ub_desc->layout == SG_UNIFORMLAYOUT_STD140) {
                 uniform_offset = _sg_align_u32(uniform_offset, 16);
             }
-            _SG_VALIDATE((size_t)uniform_offset == ub_desc->size, VALIDATE_SHADERDESC_UB_SIZE_MISMATCH);
-            _SG_VALIDATE(num_uniforms > 0, VALIDATE_SHADERDESC_NO_UB_MEMBERS);
+            _SG_VALIDATE((size_t)uniform_offset == ub_desc->size, VALIDATE_SHADERDESC_UNIFORMBLOCK_SIZE_MISMATCH);
+            _SG_VALIDATE(num_uniforms > 0, VALIDATE_SHADERDESC_UNIFORMBLOCK_NO_MEMBERS);
             #endif
         }
 
@@ -17542,7 +17542,7 @@ _SOKOL_PRIVATE bool _sg_validate_apply_uniforms(int ub_slot, const sg_range* dat
         SOKOL_ASSERT(pip->shader && (pip->shader->slot.id == pip->cmn.shader_id.id));
 
         const _sg_shader_t* shd = pip->shader;
-        _SG_VALIDATE(shd->cmn.uniform_blocks[ub_slot].stage != SG_SHADERSTAGE_NONE, VALIDATE_AUB_NO_UB_AT_SLOT);
+        _SG_VALIDATE(shd->cmn.uniform_blocks[ub_slot].stage != SG_SHADERSTAGE_NONE, VALIDATE_AUB_NO_UNIFORMBLOCK_AT_SLOT);
         _SG_VALIDATE(data->size == shd->cmn.uniform_blocks[ub_slot].size, VALIDATE_AUB_SIZE);
 
         return _sg_validate_end();