ebiten/internal/graphicsdriver/metal/shader.go

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// Copyright 2020 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.
//go:build darwin
// +build darwin
package metal
import (
"fmt"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/metal"
)
type Shader struct {
id driver.ShaderID
ir *shaderir.Program
fs mtl.Function
vs mtl.Function
rpss map[driver.CompositeMode]mtl.RenderPipelineState
}
func newShader(device mtl.Device, id driver.ShaderID, program *shaderir.Program) (*Shader, error) {
s := &Shader{
id: id,
ir: program,
rpss: map[driver.CompositeMode]mtl.RenderPipelineState{},
}
if err := s.init(device); err != nil {
return nil, err
}
return s, nil
}
func (s *Shader) ID() driver.ShaderID {
return s.id
}
func (s *Shader) Dispose() {
for _, rps := range s.rpss {
rps.Release()
}
s.vs.Release()
s.fs.Release()
}
func (s *Shader) init(device mtl.Device) error {
const (
v = "Vertex"
f = "Fragment"
)
src := metal.Compile(s.ir, v, f)
lib, err := device.MakeLibrary(src, mtl.CompileOptions{})
if err != nil {
return fmt.Errorf("metal: device.MakeLibrary failed: %v, source: %s", err, src)
}
vs, err := lib.MakeFunction(v)
if err != nil {
return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %v, source: %s", err, src)
}
fs, err := lib.MakeFunction(f)
if err != nil {
return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %v, source: %s", err, src)
}
s.fs = fs
s.vs = vs
return nil
}
func (s *Shader) RenderPipelineState(device mtl.Device, c driver.CompositeMode) (mtl.RenderPipelineState, error) {
if rps, ok := s.rpss[c]; ok {
return rps, nil
}
rpld := mtl.RenderPipelineDescriptor{
VertexFunction: s.vs,
FragmentFunction: s.fs,
}
// TODO: For the precise pixel format, whether the render target is the screen or not must be considered.
rpld.ColorAttachments[0].PixelFormat = mtl.PixelFormatRGBA8UNorm
rpld.ColorAttachments[0].BlendingEnabled = true
src, dst := c.Operations()
rpld.ColorAttachments[0].DestinationAlphaBlendFactor = operationToBlendFactor(dst)
rpld.ColorAttachments[0].DestinationRGBBlendFactor = operationToBlendFactor(dst)
rpld.ColorAttachments[0].SourceAlphaBlendFactor = operationToBlendFactor(src)
rpld.ColorAttachments[0].SourceRGBBlendFactor = operationToBlendFactor(src)
rps, err := device.MakeRenderPipelineState(rpld)
if err != nil {
return mtl.RenderPipelineState{}, err
}
s.rpss[c] = rps
return rps, nil
}