ebiten/internal/graphicsdriver/directx/graphics_windows.go

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// Copyright 2022 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package directx
import (
"errors"
"fmt"
"os"
"reflect"
"strings"
"unsafe"
"golang.org/x/sys/windows"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
)
const frameCount = 2
const is64bit = uint64(^uintptr(0)) == ^uint64(0)
// isDirectXAvailable indicates whether DirectX is available or not.
// In 32bit machines, DirectX is not used because
// 1) The functions syscall.Syscall cannot accept 64bit values as one argument
// 2) The struct layouts can be different
var isDirectXAvailable = is64bit && theGraphics.initializeDevice() == nil
var theGraphics Graphics
func Get() *Graphics {
if !isDirectXAvailable {
return nil
}
return &theGraphics
}
var inputElementDescs []_D3D12_INPUT_ELEMENT_DESC
func init() {
position := []byte("POSITION\000")
texcoord := []byte("TEXCOORD\000")
color := []byte("COLOR\000")
inputElementDescs = []_D3D12_INPUT_ELEMENT_DESC{
{
SemanticName: &position[0],
SemanticIndex: 0,
Format: _DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
{
SemanticName: &texcoord[0],
SemanticIndex: 0,
Format: _DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
{
SemanticName: &color[0],
SemanticIndex: 0,
Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
InputSlot: 0,
AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
}
}
type Graphics struct {
debug *iD3D12Debug
device *iD3D12Device
commandQueue *iD3D12CommandQueue
rtvDescriptorHeap *iD3D12DescriptorHeap
rtvDescriptorSize uint32
renderTargets [frameCount]*iD3D12Resource1
fences [frameCount]*iD3D12Fence
fenceValues [frameCount]uint64
// fenceWaitEvent is an event.
// As all the Graphics functions work in a single thread, only one event is enough for multiple fences.
fenceWaitEvent windows.Handle
// drawCommandAllocators are command allocators for a 3D engine (DrawIndexedInstanced).
// For the word 'engine', see https://docs.microsoft.com/en-us/windows/win32/direct3d12/user-mode-heap-synchronization.
// The term 'draw' is used instead of '3D' in this package.
drawCommandAllocators [frameCount]*iD3D12CommandAllocator
// copyCommandAllocators are command allocators for a copy engine (CopyTextureRegion).
copyCommandAllocators [frameCount]*iD3D12CommandAllocator
// drawCommandList is a command list for a 3D engine (DrawIndexedInstanced).
drawCommandList *iD3D12GraphicsCommandList
// copyCommandList is a command list for a copy engine (CopyTextureRegion).
copyCommandList *iD3D12GraphicsCommandList
// drawCommandList and copyCommandList are exclusive: if one is not empty, the other must be empty.
vertices [frameCount][]*iD3D12Resource1
indices [frameCount][]*iD3D12Resource1
factory *iDXGIFactory4
adapter *iDXGIAdapter1
swapChain *iDXGISwapChain4
window windows.HWND
frameIndex int
images map[graphicsdriver.ImageID]*Image
screenImage *Image
nextImageID graphicsdriver.ImageID
disposedImages [frameCount][]*Image
shaders map[graphicsdriver.ShaderID]*Shader
nextShaderID graphicsdriver.ShaderID
disposedShaders [frameCount][]*Shader
vsyncEnabled bool
transparent bool
pipelineStates
}
func (g *Graphics) initializeDevice() (ferr error) {
var (
useWARP bool
useDebugLayer bool
)
for _, t := range strings.Split(os.Getenv("EBITEN_DIRECTX"), ",") {
switch strings.TrimSpace(t) {
case "warp":
useWARP = true
case "debug":
useDebugLayer = true
}
}
if err := d3d12.Load(); err != nil {
return err
}
// As g's lifetime is the same as the process's lifetime, debug and other objects are never released
// if this initialization succeeds.
// The debug interface is optional and might not exist.
if useDebugLayer {
d, err := d3D12GetDebugInterface()
if err != nil {
return err
}
g.debug = d
defer func() {
if ferr != nil {
g.debug.Release()
g.debug = nil
}
}()
g.debug.EnableDebugLayer()
}
var flag uint32
if g.debug != nil {
flag = _DXGI_CREATE_FACTORY_DEBUG
}
f, err := createDXGIFactory2(flag)
if err != nil {
return err
}
g.factory = f
defer func() {
if ferr != nil {
g.factory.Release()
g.factory = nil
}
}()
if useWARP {
a, err := g.factory.EnumWarpAdapter()
if err != nil {
return err
}
g.adapter = a
defer func() {
if ferr != nil {
g.adapter.Release()
g.adapter = nil
}
}()
} else {
for i := 0; ; i++ {
a, err := g.factory.EnumAdapters1(uint32(i))
if errors.Is(err, _DXGI_ERROR_NOT_FOUND) {
break
}
if err != nil {
return err
}
desc, err := a.GetDesc1()
if err != nil {
return err
}
if desc.Flags&_DXGI_ADAPTER_FLAG_SOFTWARE != 0 {
a.Release()
continue
}
if err := d3D12CreateDevice(unsafe.Pointer(a), _D3D_FEATURE_LEVEL_11_0, &_IID_ID3D12Device, nil); err != nil {
a.Release()
continue
}
g.adapter = a
defer func() {
if ferr != nil {
g.adapter.Release()
g.adapter = nil
}
}()
break
}
}
if g.adapter == nil {
return errors.New("directx: DirectX 12 is not supported")
}
if err := d3D12CreateDevice(unsafe.Pointer(g.adapter), _D3D_FEATURE_LEVEL_11_0, &_IID_ID3D12Device, (*unsafe.Pointer)(unsafe.Pointer(&g.device))); err != nil {
return err
}
return nil
}
func (g *Graphics) Initialize() (ferr error) {
// Create an event for a fence.
e, err := windows.CreateEvent(nil, 0, 0, nil)
if err != nil {
return fmt.Errorf("directx: CreateEvent failed: %w", err)
}
g.fenceWaitEvent = e
// Create a command queue.
desc := _D3D12_COMMAND_QUEUE_DESC{
Type: _D3D12_COMMAND_LIST_TYPE_DIRECT,
Flags: _D3D12_COMMAND_QUEUE_FLAG_NONE,
}
c, err := g.device.CreateCommandQueue(&desc)
if err != nil {
return err
}
g.commandQueue = c
defer func() {
if ferr != nil {
g.commandQueue.Release()
g.commandQueue = nil
}
}()
// Create command allocators.
for i := 0; i < frameCount; i++ {
dca, err := g.device.CreateCommandAllocator(_D3D12_COMMAND_LIST_TYPE_DIRECT)
if err != nil {
return err
}
g.drawCommandAllocators[i] = dca
defer func(i int) {
if ferr != nil {
g.drawCommandAllocators[i].Release()
g.drawCommandAllocators[i] = nil
}
}(i)
cca, err := g.device.CreateCommandAllocator(_D3D12_COMMAND_LIST_TYPE_DIRECT)
if err != nil {
return err
}
g.copyCommandAllocators[i] = cca
defer func(i int) {
if ferr != nil {
g.copyCommandAllocators[i].Release()
g.copyCommandAllocators[i] = nil
}
}(i)
}
// Create frame fences.
for i := 0; i < frameCount; i++ {
f, err := g.device.CreateFence(0, _D3D12_FENCE_FLAG_NONE)
if err != nil {
return err
}
g.fences[i] = f
defer func(i int) {
if ferr != nil {
g.fences[i].Release()
g.fences[i] = nil
}
}(i)
}
// Create command lists.
dcl, err := g.device.CreateCommandList(0, _D3D12_COMMAND_LIST_TYPE_DIRECT, g.drawCommandAllocators[0], nil)
if err != nil {
return err
}
g.drawCommandList = dcl
defer func() {
if ferr != nil {
g.drawCommandList.Release()
g.drawCommandList = nil
}
}()
ccl, err := g.device.CreateCommandList(0, _D3D12_COMMAND_LIST_TYPE_DIRECT, g.copyCommandAllocators[0], nil)
if err != nil {
return err
}
g.copyCommandList = ccl
defer func() {
if ferr != nil {
g.copyCommandList.Release()
g.copyCommandList = nil
}
}()
// Close the command list once as this is immediately Reset at Begin.
if err := g.drawCommandList.Close(); err != nil {
return err
}
if err := g.copyCommandList.Close(); err != nil {
return err
}
// Create a descriptor heap for RTV.
h, err := g.device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
Type: _D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
NumDescriptors: frameCount,
Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
NodeMask: 0,
})
if err != nil {
return err
}
g.rtvDescriptorHeap = h
defer func() {
if ferr != nil {
g.rtvDescriptorHeap.Release()
g.rtvDescriptorHeap = nil
}
}()
g.rtvDescriptorSize = g.device.GetDescriptorHandleIncrementSize(_D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
if err := g.pipelineStates.initialize(g.device); err != nil {
return err
}
return nil
}
func createBuffer(device *iD3D12Device, bufferSize uint64, heapType _D3D12_HEAP_TYPE) (*iD3D12Resource1, error) {
state := _D3D12_RESOURCE_STATE_GENERIC_READ
if heapType == _D3D12_HEAP_TYPE_READBACK {
state = _D3D12_RESOURCE_STATE_COPY_DEST
}
r, err := device.CreateCommittedResource(&_D3D12_HEAP_PROPERTIES{
Type: heapType,
CPUPageProperty: _D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
MemoryPoolPreference: _D3D12_MEMORY_POOL_UNKNOWN,
CreationNodeMask: 1,
VisibleNodeMask: 1,
}, _D3D12_HEAP_FLAG_NONE, &_D3D12_RESOURCE_DESC{
Dimension: _D3D12_RESOURCE_DIMENSION_BUFFER,
Alignment: 0,
Width: bufferSize,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
Format: _DXGI_FORMAT_UNKNOWN,
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
Layout: _D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
Flags: _D3D12_RESOURCE_FLAG_NONE,
}, state, nil)
if err != nil {
return nil, err
}
return r, nil
}
func (g *Graphics) updateSwapChain(width, height int) error {
if g.window == 0 {
return errors.New("directx: the window handle is not initialized yet")
}
if g.swapChain == nil {
if err := g.initSwapChain(width, height); err != nil {
return err
}
} else {
if err := g.resizeSwapChain(width, height); err != nil {
return err
}
}
return nil
}
func (g *Graphics) initSwapChain(width, height int) (ferr error) {
// Create a swap chain.
//
// DXGI_ALPHA_MODE_PREMULTIPLIED doesn't work with a HWND well.
//
// IDXGIFactory::CreateSwapChain: Alpha blended swapchains must be created with CreateSwapChainForComposition,
// or CreateSwapChainForCoreWindow with the DXGI_SWAP_CHAIN_FLAG_FOREGROUND_LAYER flag
s, err := g.factory.CreateSwapChainForHwnd(unsafe.Pointer(g.commandQueue), g.window, &_DXGI_SWAP_CHAIN_DESC1{
Width: uint32(width),
Height: uint32(height),
Format: _DXGI_FORMAT_B8G8R8A8_UNORM,
BufferUsage: _DXGI_USAGE_RENDER_TARGET_OUTPUT,
BufferCount: frameCount,
SwapEffect: _DXGI_SWAP_EFFECT_FLIP_DISCARD,
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
}, nil, nil)
if err != nil {
return err
}
s.As(&g.swapChain)
defer func() {
if ferr != nil {
g.swapChain.Release()
g.swapChain = nil
}
}()
// TODO: Call factory.MakeWindowAssociation not to support fullscreen transitions?
// TODO: Get the current buffer index?
if err := g.createRenderTargetViews(); err != nil {
return err
}
g.frameIndex = int(g.swapChain.GetCurrentBackBufferIndex())
return nil
}
func (g *Graphics) resizeSwapChain(width, height int) error {
if err := g.flushCommandList(g.copyCommandList); err != nil {
return err
}
if err := g.copyCommandList.Close(); err != nil {
return err
}
if err := g.flushCommandList(g.drawCommandList); err != nil {
return err
}
if err := g.drawCommandList.Close(); err != nil {
return err
}
for i := 0; i < frameCount; i++ {
if err := g.waitForCommandQueueForFrame(i); err != nil {
return err
}
g.releaseResources(i)
if err := g.releaseCommandAllocators(i); err != nil {
return err
}
}
for _, r := range g.renderTargets {
r.Release()
}
if err := g.swapChain.ResizeBuffers(frameCount, uint32(width), uint32(height), _DXGI_FORMAT_B8G8R8A8_UNORM, 0); err != nil {
return err
}
if err := g.createRenderTargetViews(); err != nil {
return err
}
g.frameIndex = int(g.swapChain.GetCurrentBackBufferIndex())
if err := g.drawCommandList.Reset(g.drawCommandAllocators[g.frameIndex], nil); err != nil {
return err
}
if err := g.copyCommandList.Reset(g.copyCommandAllocators[g.frameIndex], nil); err != nil {
return err
}
return nil
}
func (g *Graphics) createRenderTargetViews() (ferr error) {
// Create frame resources.
h := g.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
for i := 0; i < frameCount; i++ {
r, err := g.swapChain.GetBuffer(uint32(i))
if err != nil {
return err
}
g.renderTargets[i] = r
defer func(i int) {
if ferr != nil {
g.renderTargets[i].Release()
g.renderTargets[i] = nil
}
}(i)
g.device.CreateRenderTargetView(r, nil, h)
h.Offset(1, g.rtvDescriptorSize)
}
return nil
}
func (g *Graphics) SetWindow(window uintptr) {
g.window = windows.HWND(window)
// TODO: need to update the swap chain?
}
func (g *Graphics) Begin() error {
g.frameIndex = 0
// The swap chain is initialized when NewScreenFramebufferImage is called.
// This must be called at the first frame.
if g.swapChain != nil {
g.frameIndex = int(g.swapChain.GetCurrentBackBufferIndex())
}
if err := g.drawCommandList.Reset(g.drawCommandAllocators[g.frameIndex], nil); err != nil {
return err
}
if err := g.copyCommandList.Reset(g.copyCommandAllocators[g.frameIndex], nil); err != nil {
return err
}
return nil
}
func (g *Graphics) End(present bool) error {
// The swap chain might still be nil when Begin-End is invoked not by a frame (e.g., Image.At).
// As copyCommandList and drawCommandList are exclusive, the order should not matter here.
if err := g.flushCommandList(g.copyCommandList); err != nil {
return err
}
if err := g.copyCommandList.Close(); err != nil {
return err
}
if present {
g.screenImage.transiteState(g.drawCommandList, _D3D12_RESOURCE_STATE_PRESENT)
}
if err := g.drawCommandList.Close(); err != nil {
return err
}
g.commandQueue.ExecuteCommandLists([]*iD3D12GraphicsCommandList{g.drawCommandList})
// Release vertices and indices buffers when too many ones were created.
// This is needed espciallly for testings, where present is always false.
if len(g.vertices[g.frameIndex]) >= 16 {
if err := g.waitForCommandQueue(); err != nil {
return err
}
g.releaseVerticesAndIndices(g.frameIndex)
}
g.pipelineStates.resetConstantBuffers(g.frameIndex)
if present {
if g.swapChain == nil {
return fmt.Errorf("directx: the swap chain is not initialized yet at End")
}
var syncInterval uint32
if g.vsyncEnabled {
syncInterval = 1
}
if err := g.swapChain.Present(syncInterval, 0); err != nil {
return err
}
// Wait for the previous frame.
fence := g.fences[g.frameIndex]
g.fenceValues[g.frameIndex]++
if err := g.commandQueue.Signal(fence, g.fenceValues[g.frameIndex]); err != nil {
return err
}
nextIndex := (g.frameIndex + 1) % frameCount
if err := g.waitForCommandQueueForFrame(nextIndex); err != nil {
return err
}
g.releaseResources(nextIndex)
g.releaseVerticesAndIndices(nextIndex)
if err := g.releaseCommandAllocators(nextIndex); err != nil {
return err
}
}
return nil
}
func (g *Graphics) waitForCommandQueueForFrame(frameIndex int) error {
expected := g.fenceValues[frameIndex]
actual := g.fences[frameIndex].GetCompletedValue()
if actual < expected {
if err := g.fences[frameIndex].SetEventOnCompletion(expected, g.fenceWaitEvent); err != nil {
return err
}
if _, err := windows.WaitForSingleObject(g.fenceWaitEvent, windows.INFINITE); err != nil {
return err
}
}
return nil
}
func (g *Graphics) releaseResources(frameIndex int) {
for i, img := range g.disposedImages[frameIndex] {
img.disposeImpl()
g.disposedImages[frameIndex][i] = nil
}
g.disposedImages[frameIndex] = g.disposedImages[frameIndex][:0]
for i, s := range g.disposedShaders[frameIndex] {
s.disposeImpl()
g.disposedShaders[frameIndex][i] = nil
}
g.disposedShaders[frameIndex] = g.disposedShaders[frameIndex][:0]
}
func (g *Graphics) releaseVerticesAndIndices(frameIndex int) {
for i := range g.vertices[frameIndex] {
g.vertices[frameIndex][i].Release()
g.vertices[frameIndex][i] = nil
}
g.vertices[frameIndex] = g.vertices[frameIndex][:0]
for i := range g.indices[frameIndex] {
g.indices[frameIndex][i].Release()
g.indices[frameIndex][i] = nil
}
g.indices[frameIndex] = g.indices[frameIndex][:0]
}
func (g *Graphics) releaseCommandAllocators(frameIndex int) error {
if err := g.drawCommandAllocators[frameIndex].Reset(); err != nil {
return err
}
if err := g.copyCommandAllocators[frameIndex].Reset(); err != nil {
return err
}
return nil
}
// flushCommandList executes commands in the command list and waits for its completion.
//
// TODO: This is not efficient. Is it possible to make two command lists work in parallel?
func (g *Graphics) flushCommandList(commandList *iD3D12GraphicsCommandList) error {
if err := commandList.Close(); err != nil {
return err
}
g.commandQueue.ExecuteCommandLists([]*iD3D12GraphicsCommandList{commandList})
if err := g.waitForCommandQueue(); err != nil {
return err
}
switch commandList {
case g.drawCommandList:
if err := commandList.Reset(g.drawCommandAllocators[g.frameIndex], nil); err != nil {
return err
}
case g.copyCommandList:
if err := commandList.Reset(g.copyCommandAllocators[g.frameIndex], nil); err != nil {
return err
}
}
return nil
}
func (g *Graphics) waitForCommandQueue() error {
f, err := g.device.CreateFence(0, _D3D12_FENCE_FLAG_NONE)
if err != nil {
return err
}
defer f.Release()
const expected uint64 = 1
g.commandQueue.Signal(f, expected)
if f.GetCompletedValue() < expected {
if err := f.SetEventOnCompletion(expected, g.fenceWaitEvent); err != nil {
return err
}
if _, err := windows.WaitForSingleObject(g.fenceWaitEvent, windows.INFINITE); err != nil {
return err
}
}
return nil
}
func (g *Graphics) SetTransparent(transparent bool) {
g.transparent = transparent
}
func (g *Graphics) SetVertices(vertices []float32, indices []uint16) (ferr error) {
// Create buffers if necessary.
vidx := len(g.vertices[g.frameIndex])
if cap(g.vertices[g.frameIndex]) > vidx {
g.vertices[g.frameIndex] = g.vertices[g.frameIndex][:vidx+1]
} else {
g.vertices[g.frameIndex] = append(g.vertices[g.frameIndex], nil)
}
if g.vertices[g.frameIndex][vidx] == nil {
// TODO: Use the default heap for efficienty. See the official example HelloTriangle.
vs, err := createBuffer(g.device, graphics.IndicesNum*graphics.VertexFloatNum*uint64(unsafe.Sizeof(float32(0))), _D3D12_HEAP_TYPE_UPLOAD)
if err != nil {
return err
}
g.vertices[g.frameIndex][vidx] = vs
defer func() {
if ferr != nil {
g.vertices[g.frameIndex][vidx].Release()
g.vertices[g.frameIndex][vidx] = nil
}
}()
}
iidx := len(g.indices[g.frameIndex])
if cap(g.indices[g.frameIndex]) > iidx {
g.indices[g.frameIndex] = g.indices[g.frameIndex][:iidx+1]
} else {
g.indices[g.frameIndex] = append(g.indices[g.frameIndex], nil)
}
if g.indices[g.frameIndex][iidx] == nil {
is, err := createBuffer(g.device, graphics.IndicesNum*uint64(unsafe.Sizeof(uint16(0))), _D3D12_HEAP_TYPE_UPLOAD)
if err != nil {
return err
}
g.indices[g.frameIndex][iidx] = is
defer func() {
if ferr != nil {
g.indices[g.frameIndex][iidx].Release()
g.indices[g.frameIndex][iidx] = nil
}
}()
}
m, err := g.vertices[g.frameIndex][vidx].Map(0, &_D3D12_RANGE{0, 0})
if err != nil {
return err
}
copyFloat32s(m, vertices)
if err := g.vertices[g.frameIndex][vidx].Unmap(0, nil); err != nil {
return err
}
m, err = g.indices[g.frameIndex][iidx].Map(0, &_D3D12_RANGE{0, 0})
if err != nil {
return err
}
copyUint16s(m, indices)
if err := g.indices[g.frameIndex][iidx].Unmap(0, nil); err != nil {
return err
}
return nil
}
func (g *Graphics) NewImage(width, height int) (graphicsdriver.Image, error) {
desc := _D3D12_RESOURCE_DESC{
Dimension: _D3D12_RESOURCE_DIMENSION_TEXTURE2D,
Alignment: 0,
Width: uint64(graphics.InternalImageSize(width)),
Height: uint32(graphics.InternalImageSize(height)),
DepthOrArraySize: 1,
MipLevels: 0,
Format: _DXGI_FORMAT_R8G8B8A8_UNORM,
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
Layout: _D3D12_TEXTURE_LAYOUT_UNKNOWN,
Flags: _D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
}
state := _D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
t, err := g.device.CreateCommittedResource(&_D3D12_HEAP_PROPERTIES{
Type: _D3D12_HEAP_TYPE_DEFAULT, // Upload?
CPUPageProperty: _D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
MemoryPoolPreference: _D3D12_MEMORY_POOL_UNKNOWN,
CreationNodeMask: 1,
VisibleNodeMask: 1,
}, _D3D12_HEAP_FLAG_NONE, &desc, state, nil)
if err != nil {
return nil, err
}
layouts, numRows, _, totalBytes := g.device.GetCopyableFootprints(&desc, 0, 1, 0)
i := &Image{
graphics: g,
id: g.genNextImageID(),
width: width,
height: height,
texture: t,
state: state,
layouts: layouts,
numRows: numRows,
totalBytes: totalBytes,
}
g.addImage(i)
return i, nil
}
func (g *Graphics) NewScreenFramebufferImage(width, height int) (graphicsdriver.Image, error) {
if err := g.updateSwapChain(width, height); err != nil {
return nil, err
}
i := &Image{
graphics: g,
id: g.genNextImageID(),
width: width,
height: height,
screen: true,
state: _D3D12_RESOURCE_STATE_PRESENT,
}
g.addImage(i)
return i, nil
}
func (g *Graphics) addImage(img *Image) {
if g.images == nil {
g.images = map[graphicsdriver.ImageID]*Image{}
}
if _, ok := g.images[img.id]; ok {
panic(fmt.Sprintf("directx: image ID %d was already registered", img.id))
}
g.images[img.id] = img
if img.screen {
g.screenImage = img
}
}
func (g *Graphics) removeImage(img *Image) {
delete(g.images, img.id)
g.disposedImages[g.frameIndex] = append(g.disposedImages[g.frameIndex], img)
if img.screen {
g.screenImage = nil
}
}
func (g *Graphics) addShader(s *Shader) {
if g.shaders == nil {
g.shaders = map[graphicsdriver.ShaderID]*Shader{}
}
if _, ok := g.shaders[s.id]; ok {
panic(fmt.Sprintf("directx: shader ID %d was already registered", s.id))
}
g.shaders[s.id] = s
}
func (g *Graphics) removeShader(s *Shader) {
delete(g.shaders, s.id)
g.disposedShaders[g.frameIndex] = append(g.disposedShaders[g.frameIndex], s)
}
func (g *Graphics) SetVsyncEnabled(enabled bool) {
g.vsyncEnabled = enabled
}
func (g *Graphics) SetFullscreen(fullscreen bool) {
}
func (g *Graphics) FramebufferYDirection() graphicsdriver.YDirection {
return graphicsdriver.Downward
}
func (g *Graphics) NDCYDirection() graphicsdriver.YDirection {
return graphicsdriver.Upward
}
func (g *Graphics) NeedsRestoring() bool {
return false
}
func (g *Graphics) NeedsClearingScreen() bool {
// TODO: Confirm this is really true.
return true
}
func (g *Graphics) IsGL() bool {
return false
}
func (g *Graphics) IsDirectX() bool {
return true
}
func (g *Graphics) HasHighPrecisionFloat() bool {
return true
}
func (g *Graphics) MaxImageSize() int {
return _D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION
}
func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
src, offsets := hlsl.Compile(program)
vsh, psh, err := newShader([]byte(src), nil)
if err != nil {
return nil, err
}
s := &Shader{
graphics: g,
id: g.genNextShaderID(),
uniformTypes: program.Uniforms,
uniformOffsets: offsets,
vertexShader: vsh,
pixelShader: psh,
}
g.addShader(s)
return s, nil
}
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageNum]graphicsdriver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, colorM graphicsdriver.ColorM, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
if err := g.flushCommandList(g.copyCommandList); err != nil {
return err
}
dst := g.images[dstID]
var shader *Shader
if shaderID != graphicsdriver.InvalidShaderID {
shader = g.shaders[shaderID]
}
if err := dst.setAsRenderTarget(g.device, evenOdd); err != nil {
return err
}
var srcImages [graphics.ShaderImageNum]*Image
for i, srcID := range srcs {
src := g.images[srcID]
if src == nil {
continue
}
srcImages[i] = src
src.transiteState(g.drawCommandList, _D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
}
var flattenUniforms []float32
if shader == nil {
screenWidth, screenHeight := dst.internalSize()
var srcWidth, srcHeight float32
if filter != graphicsdriver.FilterNearest {
w, h := srcImages[0].internalSize()
srcWidth = float32(w)
srcHeight = float32(h)
}
var esBody [16]float32
var esTranslate [4]float32
colorM.Elements(&esBody, &esTranslate)
scale := float32(0)
if filter == graphicsdriver.FilterScreen {
scale = float32(dst.width) / float32(srcImages[0].width)
}
flattenUniforms = []float32{
float32(screenWidth),
float32(screenHeight),
srcWidth,
srcHeight,
esBody[0],
esBody[1],
esBody[2],
esBody[3],
esBody[4],
esBody[5],
esBody[6],
esBody[7],
esBody[8],
esBody[9],
esBody[10],
esBody[11],
esBody[12],
esBody[13],
esBody[14],
esBody[15],
esTranslate[0],
esTranslate[1],
esTranslate[2],
esTranslate[3],
srcRegion.X,
srcRegion.Y,
srcRegion.X + srcRegion.Width,
srcRegion.Y + srcRegion.Height,
scale,
}
} else {
// TODO: This logic is very similar to Metal's. Let's unify them.
dw, dh := dst.internalSize()
us := make([][]float32, graphics.PreservedUniformVariablesNum+len(uniforms))
us[graphics.TextureDestinationSizeUniformVariableIndex] = []float32{float32(dw), float32(dh)}
usizes := make([]float32, 2*len(srcs))
for i, src := range srcImages {
if src != nil {
w, h := src.internalSize()
usizes[2*i] = float32(w)
usizes[2*i+1] = float32(h)
}
}
us[graphics.TextureSourceSizesUniformVariableIndex] = usizes
udorigin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
us[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udorigin
udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
us[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
uoffsets := make([]float32, 2*len(offsets))
for i, offset := range offsets {
uoffsets[2*i] = offset[0]
uoffsets[2*i+1] = offset[1]
}
us[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
usorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
us[graphics.TextureSourceRegionOriginUniformVariableIndex] = usorigin
ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
us[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
for i, u := range uniforms {
us[graphics.PreservedUniformVariablesNum+i] = u
}
flattenUniforms = shader.uniformsToFloat32s(us)
}
w, h := dst.internalSize()
g.drawCommandList.RSSetViewports(1, &_D3D12_VIEWPORT{
TopLeftX: 0,
TopLeftY: 0,
Width: float32(w),
Height: float32(h),
MinDepth: _D3D12_MIN_DEPTH,
MaxDepth: _D3D12_MAX_DEPTH,
})
g.drawCommandList.RSSetScissorRects(1, &_D3D12_RECT{
left: int32(dstRegion.X),
top: int32(dstRegion.Y),
right: int32(dstRegion.X + dstRegion.Width),
bottom: int32(dstRegion.Y + dstRegion.Height),
})
g.drawCommandList.IASetPrimitiveTopology(_D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
g.drawCommandList.IASetVertexBuffers(0, 1, &_D3D12_VERTEX_BUFFER_VIEW{
BufferLocation: g.vertices[g.frameIndex][len(g.vertices[g.frameIndex])-1].GetGPUVirtualAddress(),
SizeInBytes: graphics.IndicesNum * graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
StrideInBytes: graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
})
g.drawCommandList.IASetIndexBuffer(&_D3D12_INDEX_BUFFER_VIEW{
BufferLocation: g.indices[g.frameIndex][len(g.indices[g.frameIndex])-1].GetGPUVirtualAddress(),
SizeInBytes: graphics.IndicesNum * uint32(unsafe.Sizeof(uint16(0))),
Format: _DXGI_FORMAT_R16_UINT,
})
if shader == nil {
key := builtinPipelineStatesKey{
useColorM: !colorM.IsIdentity(),
compositeMode: mode,
filter: filter,
address: address,
screen: dst.screen,
}
if evenOdd {
key.stencilMode = prepareStencil
s, err := g.pipelineStates.builtinGraphicsPipelineState(g.device, key)
if err != nil {
return err
}
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
return err
}
key.stencilMode = drawWithStencil
s, err = g.pipelineStates.builtinGraphicsPipelineState(g.device, key)
if err != nil {
return err
}
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
return err
}
} else {
key.stencilMode = noStencil
s, err := g.pipelineStates.builtinGraphicsPipelineState(g.device, key)
if err != nil {
return err
}
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
return err
}
}
} else {
if evenOdd {
s, err := shader.pipelineState(mode, prepareStencil)
if err != nil {
return err
}
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
return err
}
s, err = shader.pipelineState(mode, drawWithStencil)
if err != nil {
return err
}
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
return err
}
} else {
s, err := shader.pipelineState(mode, noStencil)
if err != nil {
return err
}
if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
return err
}
}
}
return nil
}
func (g *Graphics) drawTriangles(pipelineState *iD3D12PipelineState, srcs [graphics.ShaderImageNum]*Image, flattenUniforms []float32, indexLen int, indexOffset int) error {
if err := g.pipelineStates.useGraphicsPipelineState(g.device, g.drawCommandList, g.frameIndex, pipelineState, srcs, flattenUniforms); err != nil {
return err
}
g.drawCommandList.DrawIndexedInstanced(uint32(indexLen), 1, uint32(indexOffset), 0, 0)
// Release constant buffers when too many ones were created.
// This is needed espciallly for testings, where present is always false.
if len(g.pipelineStates.constantBuffers[g.frameIndex]) >= 16 {
if err := g.flushCommandList(g.drawCommandList); err != nil {
return err
}
g.pipelineStates.releaseConstantBuffers(g.frameIndex)
}
return nil
}
func (g *Graphics) genNextImageID() graphicsdriver.ImageID {
g.nextImageID++
return g.nextImageID
}
func (g *Graphics) genNextShaderID() graphicsdriver.ShaderID {
g.nextShaderID++
return g.nextShaderID
}
type Image struct {
graphics *Graphics
id graphicsdriver.ImageID
width int
height int
screen bool
state _D3D12_RESOURCE_STATES
texture *iD3D12Resource1
stencil *iD3D12Resource1
layouts _D3D12_PLACED_SUBRESOURCE_FOOTPRINT
numRows uint
totalBytes uint64
uploadingStagingBuffer *iD3D12Resource1
readingStagingBuffer *iD3D12Resource1
rtvDescriptorHeap *iD3D12DescriptorHeap
dsvDescriptorHeap *iD3D12DescriptorHeap
}
func (i *Image) ID() graphicsdriver.ImageID {
return i.id
}
func (i *Image) Dispose() {
// Dipose the images later as this image might still be used.
i.graphics.removeImage(i)
}
func (i *Image) disposeImpl() {
if i.dsvDescriptorHeap != nil {
i.dsvDescriptorHeap.Release()
i.dsvDescriptorHeap = nil
}
if i.rtvDescriptorHeap != nil {
i.rtvDescriptorHeap.Release()
i.rtvDescriptorHeap = nil
}
if i.uploadingStagingBuffer != nil {
i.uploadingStagingBuffer.Release()
i.uploadingStagingBuffer = nil
}
if i.readingStagingBuffer != nil {
i.readingStagingBuffer.Release()
i.readingStagingBuffer = nil
}
if i.stencil != nil {
i.stencil.Release()
i.stencil = nil
}
if i.texture != nil {
i.texture.Release()
i.texture = nil
}
}
func (*Image) IsInvalidated() bool {
return false
}
func (i *Image) ensureUploadingStagingBuffer() error {
if i.uploadingStagingBuffer != nil {
return nil
}
var err error
i.uploadingStagingBuffer, err = createBuffer(i.graphics.device, i.totalBytes, _D3D12_HEAP_TYPE_UPLOAD)
if err != nil {
return err
}
return nil
}
func (i *Image) ensureReadingStagingBuffer() error {
if i.readingStagingBuffer != nil {
return nil
}
var err error
i.readingStagingBuffer, err = createBuffer(i.graphics.device, i.totalBytes, _D3D12_HEAP_TYPE_READBACK)
if err != nil {
return err
}
return nil
}
func (i *Image) ReadPixels(buf []byte) error {
if i.screen {
return errors.New("directx: Pixels cannot be called on the screen")
}
if err := i.graphics.flushCommandList(i.graphics.drawCommandList); err != nil {
return err
}
if err := i.ensureReadingStagingBuffer(); err != nil {
return err
}
i.transiteState(i.graphics.copyCommandList, _D3D12_RESOURCE_STATE_COPY_SOURCE)
m, err := i.readingStagingBuffer.Map(0, &_D3D12_RANGE{0, 0})
if err != nil {
return err
}
dst := _D3D12_TEXTURE_COPY_LOCATION_PlacedFootPrint{
pResource: i.readingStagingBuffer,
Type: _D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
PlacedFootprint: i.layouts,
}
src := _D3D12_TEXTURE_COPY_LOCATION_SubresourceIndex{
pResource: i.texture,
Type: _D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
SubresourceIndex: 0,
}
i.graphics.copyCommandList.CopyTextureRegion_PlacedFootPrint_SubresourceIndex(
&dst, 0, 0, 0, &src, &_D3D12_BOX{
left: 0,
top: 0,
front: 0,
right: uint32(i.width),
bottom: uint32(i.height),
back: 1,
})
if err := i.graphics.flushCommandList(i.graphics.copyCommandList); err != nil {
return err
}
var dstBytes []byte
h := (*reflect.SliceHeader)(unsafe.Pointer(&dstBytes))
h.Data = uintptr(m)
h.Len = int(i.totalBytes)
h.Cap = int(i.totalBytes)
for j := 0; j < i.height; j++ {
copy(buf[j*i.width*4:(j+1)*i.width*4], dstBytes[j*int(i.layouts.Footprint.RowPitch):])
}
if err := i.readingStagingBuffer.Unmap(0, nil); err != nil {
return err
}
return nil
}
func (i *Image) ReplacePixels(args []*graphicsdriver.ReplacePixelsArgs) error {
if i.screen {
return errors.New("directx: ReplacePixels cannot be called on the screen")
}
if err := i.graphics.flushCommandList(i.graphics.drawCommandList); err != nil {
return err
}
if err := i.ensureUploadingStagingBuffer(); err != nil {
return err
}
i.transiteState(i.graphics.copyCommandList, _D3D12_RESOURCE_STATE_COPY_DEST)
m, err := i.uploadingStagingBuffer.Map(0, &_D3D12_RANGE{0, 0})
if err != nil {
return err
}
var srcBytes []byte
h := (*reflect.SliceHeader)(unsafe.Pointer(&srcBytes))
h.Data = uintptr(m)
h.Len = int(i.totalBytes)
h.Cap = int(i.totalBytes)
for _, a := range args {
for j := 0; j < a.Height; j++ {
copy(srcBytes[(a.Y+j)*int(i.layouts.Footprint.RowPitch)+a.X*4:], a.Pixels[j*a.Width*4:(j+1)*a.Width*4])
}
dst := _D3D12_TEXTURE_COPY_LOCATION_SubresourceIndex{
pResource: i.texture,
Type: _D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
SubresourceIndex: 0,
}
src := _D3D12_TEXTURE_COPY_LOCATION_PlacedFootPrint{
pResource: i.uploadingStagingBuffer,
Type: _D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
PlacedFootprint: i.layouts,
}
i.graphics.copyCommandList.CopyTextureRegion_SubresourceIndex_PlacedFootPrint(
&dst, uint32(a.X), uint32(a.Y), 0, &src, &_D3D12_BOX{
left: uint32(a.X),
top: uint32(a.Y),
front: 0,
right: uint32(a.X + a.Width),
bottom: uint32(a.Y + a.Height),
back: 1,
})
}
if err := i.uploadingStagingBuffer.Unmap(0, nil); err != nil {
return err
}
return nil
}
func (i *Image) resource() *iD3D12Resource1 {
if i.screen {
return i.graphics.renderTargets[i.graphics.frameIndex]
}
return i.texture
}
func (i *Image) transiteState(commandList *iD3D12GraphicsCommandList, newState _D3D12_RESOURCE_STATES) {
if i.state == newState {
return
}
commandList.ResourceBarrier(1, &_D3D12_RESOURCE_BARRIER_Transition{
Type: _D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
Flags: _D3D12_RESOURCE_BARRIER_FLAG_NONE,
Transition: _D3D12_RESOURCE_TRANSITION_BARRIER{
pResource: i.resource(),
Subresource: _D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
StateBefore: i.state,
StateAfter: newState,
},
})
i.state = newState
}
func (i *Image) internalSize() (int, int) {
if i.screen {
return i.width, i.height
}
return graphics.InternalImageSize(i.width), graphics.InternalImageSize(i.height)
}
func (i *Image) setAsRenderTarget(device *iD3D12Device, useStencil bool) error {
i.transiteState(i.graphics.drawCommandList, _D3D12_RESOURCE_STATE_RENDER_TARGET)
if err := i.ensureRenderTargetView(device); err != nil {
return err
}
if i.screen {
rtv := i.graphics.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
rtv.Offset(int32(i.graphics.frameIndex), i.graphics.rtvDescriptorSize)
i.graphics.drawCommandList.OMSetRenderTargets(1, &rtv, false, nil)
return nil
}
rtv := i.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
var dsv *_D3D12_CPU_DESCRIPTOR_HANDLE
if useStencil {
if err := i.ensureDepthStencilView(device); err != nil {
return err
}
v := i.dsvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
dsv = &v
i.graphics.drawCommandList.ClearDepthStencilView(v, _D3D12_CLEAR_FLAG_STENCIL, 0, 0, 0, nil)
i.graphics.drawCommandList.OMSetStencilRef(0)
}
i.graphics.drawCommandList.OMSetRenderTargets(1, &rtv, false, dsv) // TODO: Pass depth-stencil here!
return nil
}
func (i *Image) ensureRenderTargetView(device *iD3D12Device) error {
if i.screen {
return nil
}
if i.rtvDescriptorHeap != nil {
return nil
}
h, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
Type: _D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
NumDescriptors: 1,
Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
NodeMask: 0,
})
if err != nil {
return err
}
i.rtvDescriptorHeap = h
rtv := i.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
device.CreateRenderTargetView(i.texture, nil, rtv)
return nil
}
func (i *Image) ensureDepthStencilView(device *iD3D12Device) error {
if i.screen {
return nil
}
if i.dsvDescriptorHeap != nil {
return nil
}
h, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
Type: _D3D12_DESCRIPTOR_HEAP_TYPE_DSV,
NumDescriptors: 1,
Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
NodeMask: 0,
})
if err != nil {
return err
}
i.dsvDescriptorHeap = h
dsv := i.dsvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
if i.stencil == nil {
s, err := device.CreateCommittedResource(&_D3D12_HEAP_PROPERTIES{
Type: _D3D12_HEAP_TYPE_DEFAULT,
CPUPageProperty: _D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
MemoryPoolPreference: _D3D12_MEMORY_POOL_UNKNOWN,
CreationNodeMask: 1,
VisibleNodeMask: 1,
}, _D3D12_HEAP_FLAG_NONE, &_D3D12_RESOURCE_DESC{
Dimension: _D3D12_RESOURCE_DIMENSION_TEXTURE2D,
Alignment: 0,
Width: uint64(graphics.InternalImageSize(i.width)),
Height: uint32(graphics.InternalImageSize(i.height)),
DepthOrArraySize: 1,
MipLevels: 0,
Format: _DXGI_FORMAT_D24_UNORM_S8_UINT,
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
Layout: _D3D12_TEXTURE_LAYOUT_UNKNOWN,
Flags: _D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL,
}, _D3D12_RESOURCE_STATE_DEPTH_WRITE, &_D3D12_CLEAR_VALUE{
Format: _DXGI_FORMAT_D24_UNORM_S8_UINT,
})
if err != nil {
return err
}
i.stencil = s
}
device.CreateDepthStencilView(i.stencil, nil, dsv)
return nil
}
func copyFloat32s(dst unsafe.Pointer, src []float32) {
var dsts []float32
h := (*reflect.SliceHeader)(unsafe.Pointer(&dsts))
h.Data = uintptr(dst)
h.Len = len(src)
h.Cap = len(src)
copy(dsts, src)
}
func copyUint16s(dst unsafe.Pointer, src []uint16) {
var dsts []uint16
h := (*reflect.SliceHeader)(unsafe.Pointer(&dsts))
h.Data = uintptr(dst)
h.Len = len(src)
h.Cap = len(src)
copy(dsts, src)
}
type stencilMode int
const (
prepareStencil stencilMode = iota
drawWithStencil
noStencil
)
type pipelineStateKey struct {
compositeMode graphicsdriver.CompositeMode
stencilMode stencilMode
}
type Shader struct {
graphics *Graphics
id graphicsdriver.ShaderID
uniformTypes []shaderir.Type
uniformOffsets []int
vertexShader *iD3DBlob
pixelShader *iD3DBlob
pipelineStates map[pipelineStateKey]*iD3D12PipelineState
}
func (s *Shader) ID() graphicsdriver.ShaderID {
return s.id
}
func (s *Shader) Dispose() {
s.graphics.removeShader(s)
}
func (s *Shader) disposeImpl() {
for c, p := range s.pipelineStates {
p.Release()
delete(s.pipelineStates, c)
}
if s.pixelShader != nil {
s.pixelShader.Release()
s.pixelShader = nil
}
if s.vertexShader != nil {
s.vertexShader.Release()
s.vertexShader = nil
}
}
func (s *Shader) pipelineState(compositeMode graphicsdriver.CompositeMode, stencilMode stencilMode) (*iD3D12PipelineState, error) {
key := pipelineStateKey{
compositeMode: compositeMode,
stencilMode: stencilMode,
}
if state, ok := s.pipelineStates[key]; ok {
return state, nil
}
state, err := s.graphics.pipelineStates.newPipelineState(s.graphics.device, s.vertexShader, s.pixelShader, compositeMode, stencilMode, false)
if err != nil {
return nil, err
}
if s.pipelineStates == nil {
s.pipelineStates = map[pipelineStateKey]*iD3D12PipelineState{}
}
s.pipelineStates[key] = state
return state, nil
}
func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
var fs []float32
for i, u := range uniforms {
if len(fs) < s.uniformOffsets[i]/4 {
fs = append(fs, make([]float32, s.uniformOffsets[i]/4-len(fs))...)
}
t := s.uniformTypes[i]
switch t.Main {
case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4:
fs = append(fs, u...)
case shaderir.Mat2:
fs = append(fs,
u[0], u[2], 0, 0,
u[1], u[3],
)
case shaderir.Mat3:
fs = append(fs,
u[0], u[3], u[6], 0,
u[1], u[4], u[7], 0,
u[2], u[5], u[8],
)
case shaderir.Mat4:
fs = append(fs,
u[0], u[4], u[8], u[12],
u[1], u[5], u[9], u[13],
u[2], u[6], u[10], u[14],
u[3], u[7], u[11], u[15],
)
case shaderir.Array:
// Each element is aligned to the boundary.
switch t.Sub[0].Main {
case shaderir.Float:
for j := 0; j < t.Length; j++ {
fs = append(fs, u[j])
if j < t.Length-1 {
fs = append(fs, 0, 0, 0)
}
}
case shaderir.Vec2:
for j := 0; j < t.Length; j++ {
fs = append(fs, u[2*j:2*(j+1)]...)
if j < t.Length-1 {
fs = append(fs, 0, 0)
}
}
case shaderir.Vec3:
for j := 0; j < t.Length; j++ {
fs = append(fs, u[3*j:3*(j+1)]...)
if j < t.Length-1 {
fs = append(fs, 0)
}
}
case shaderir.Vec4:
fs = append(fs, u...)
case shaderir.Mat2:
for j := 0; j < t.Length; j++ {
u1 := u[4*j : 4*(j+1)]
fs = append(fs,
u1[0], u1[2], 0, 0,
u1[1], u1[3], 0, 0,
)
}
if t.Length > 0 {
fs = fs[:len(fs)-2]
}
case shaderir.Mat3:
for j := 0; j < t.Length; j++ {
u1 := u[9*j : 9*(j+1)]
fs = append(fs,
u1[0], u1[3], u1[6], 0,
u1[1], u1[4], u1[7], 0,
u1[2], u1[5], u1[8], 0,
)
}
if t.Length > 0 {
fs = fs[:len(fs)-1]
}
case shaderir.Mat4:
for j := 0; j < t.Length; j++ {
u1 := u[16*j : 16*(j+1)]
fs = append(fs,
u1[0], u1[4], u1[8], u1[12],
u1[1], u1[5], u1[9], u1[13],
u1[2], u1[6], u1[10], u1[14],
u1[3], u1[7], u1[11], u1[15],
)
}
default:
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", t.String()))
}
default:
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", t.String()))
}
}
return fs
}