2023-03-25 07:49:46 +01:00
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// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package directx
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import (
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"fmt"
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2023-03-27 06:57:25 +02:00
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"golang.org/x/sync/errgroup"
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2023-03-25 07:49:46 +01:00
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
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2023-03-25 07:49:46 +01:00
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)
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2023-03-27 06:57:25 +02:00
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var vertexShaderCache = map[string]*_ID3DBlob{}
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2024-05-05 11:58:13 +02:00
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func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, uniformOffsets []int, ferr error) {
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vs, ps, offsets := hlsl.Compile(program)
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var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)
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defer func() {
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if ferr == nil {
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return
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}
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if vsh != nil {
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vsh.Release()
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}
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if psh != nil {
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psh.Release()
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}
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}()
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var wg errgroup.Group
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// Vertex shaders are likely the same. If so, reuse the same _ID3DBlob.
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if v, ok := vertexShaderCache[vs]; ok {
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// Increment the reference count not to release this object unexpectedly.
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// The value will be removed when the count reached 0.
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// See (*Shader).disposeImpl.
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v.AddRef()
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vsh = v
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} else {
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defer func() {
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if ferr == nil {
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vertexShaderCache[vs] = vsh
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}
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}()
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wg.Go(func() error {
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v, err := _D3DCompile([]byte(vs), "shader", nil, nil, "VSMain", "vs_4_0", flag, 0)
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if err != nil {
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return fmt.Errorf("directx: D3DCompile for VSMain failed, original source: %s, %w", vs, err)
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}
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vsh = v
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return nil
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})
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}
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wg.Go(func() error {
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p, err := _D3DCompile([]byte(ps), "shader", nil, nil, "PSMain", "ps_4_0", flag, 0)
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if err != nil {
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return fmt.Errorf("directx: D3DCompile for PSMain failed, original source: %s, %w", ps, err)
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}
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psh = p
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return nil
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})
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if err := wg.Wait(); err != nil {
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return nil, nil, nil, err
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}
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2024-05-05 11:58:13 +02:00
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return vsh, psh, offsets, nil
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}
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2023-03-27 07:14:22 +02:00
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func constantBufferSize(uniformTypes []shaderir.Type, uniformOffsets []int) int {
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var size int
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for i, typ := range uniformTypes {
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if size < uniformOffsets[i]/4 {
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size = uniformOffsets[i] / 4
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}
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switch typ.Main {
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case shaderir.Float:
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size += 1
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case shaderir.Int:
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size += 1
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case shaderir.Vec2, shaderir.IVec2:
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size += 2
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case shaderir.Vec3, shaderir.IVec3:
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size += 3
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case shaderir.Vec4, shaderir.IVec4:
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size += 4
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case shaderir.Mat2:
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size += 6
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case shaderir.Mat3:
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size += 11
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case shaderir.Mat4:
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size += 16
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case shaderir.Array:
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// Each element is aligned to the boundary.
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switch typ.Sub[0].Main {
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case shaderir.Float:
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size += 4*(typ.Length-1) + 1
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case shaderir.Int:
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size += 4*(typ.Length-1) + 1
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case shaderir.Vec2, shaderir.IVec2:
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size += 4*(typ.Length-1) + 2
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case shaderir.Vec3, shaderir.IVec3:
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size += 4*(typ.Length-1) + 3
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case shaderir.Vec4, shaderir.IVec4:
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size += 4 * typ.Length
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case shaderir.Mat2:
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size += 8*(typ.Length-1) + 6
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case shaderir.Mat3:
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size += 12*(typ.Length-1) + 11
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case shaderir.Mat4:
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size += 16 * typ.Length
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default:
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panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
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}
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default:
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panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
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}
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}
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return size
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}
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2023-03-27 07:14:22 +02:00
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func adjustUniforms(uniformTypes []shaderir.Type, uniformOffsets []int, uniforms []uint32) []uint32 {
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var fs []uint32
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var idx int
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for i, typ := range uniformTypes {
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if len(fs) < uniformOffsets[i]/4 {
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fs = append(fs, make([]uint32, uniformOffsets[i]/4-len(fs))...)
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}
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n := typ.Uint32Count()
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switch typ.Main {
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case shaderir.Float:
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fs = append(fs, uniforms[idx:idx+1]...)
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case shaderir.Int:
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fs = append(fs, uniforms[idx:idx+1]...)
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case shaderir.Vec2, shaderir.IVec2:
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fs = append(fs, uniforms[idx:idx+2]...)
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case shaderir.Vec3, shaderir.IVec3:
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fs = append(fs, uniforms[idx:idx+3]...)
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case shaderir.Vec4, shaderir.IVec4:
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fs = append(fs, uniforms[idx:idx+4]...)
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case shaderir.Mat2:
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fs = append(fs,
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uniforms[idx+0], uniforms[idx+2], 0, 0,
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uniforms[idx+1], uniforms[idx+3],
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)
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case shaderir.Mat3:
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fs = append(fs,
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uniforms[idx+0], uniforms[idx+3], uniforms[idx+6], 0,
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uniforms[idx+1], uniforms[idx+4], uniforms[idx+7], 0,
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uniforms[idx+2], uniforms[idx+5], uniforms[idx+8],
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)
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case shaderir.Mat4:
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if i == graphics.ProjectionMatrixUniformVariableIndex {
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// In DirectX, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
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// match. Then, the Y direction must be inverted.
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// Invert the sign bits as float32 values.
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fs = append(fs,
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uniforms[idx+0], uniforms[idx+4], uniforms[idx+8], uniforms[idx+12],
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uniforms[idx+1]^(1<<31), uniforms[idx+5]^(1<<31), uniforms[idx+9]^(1<<31), uniforms[idx+13]^(1<<31),
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uniforms[idx+2], uniforms[idx+6], uniforms[idx+10], uniforms[idx+14],
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uniforms[idx+3], uniforms[idx+7], uniforms[idx+11], uniforms[idx+15],
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)
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} else {
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fs = append(fs,
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uniforms[idx+0], uniforms[idx+4], uniforms[idx+8], uniforms[idx+12],
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uniforms[idx+1], uniforms[idx+5], uniforms[idx+9], uniforms[idx+13],
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uniforms[idx+2], uniforms[idx+6], uniforms[idx+10], uniforms[idx+14],
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uniforms[idx+3], uniforms[idx+7], uniforms[idx+11], uniforms[idx+15],
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)
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}
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case shaderir.Array:
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// Each element is aligned to the boundary.
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switch typ.Sub[0].Main {
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case shaderir.Float:
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for j := 0; j < typ.Length; j++ {
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fs = append(fs, uniforms[idx+j])
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if j < typ.Length-1 {
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fs = append(fs, 0, 0, 0)
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}
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}
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case shaderir.Int:
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for j := 0; j < typ.Length; j++ {
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fs = append(fs, uniforms[idx+j])
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if j < typ.Length-1 {
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fs = append(fs, 0, 0, 0)
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}
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}
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case shaderir.Vec2, shaderir.IVec2:
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for j := 0; j < typ.Length; j++ {
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fs = append(fs, uniforms[idx+2*j:idx+2*(j+1)]...)
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if j < typ.Length-1 {
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fs = append(fs, 0, 0)
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}
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}
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case shaderir.Vec3, shaderir.IVec3:
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for j := 0; j < typ.Length; j++ {
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fs = append(fs, uniforms[idx+3*j:idx+3*(j+1)]...)
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if j < typ.Length-1 {
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fs = append(fs, 0)
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}
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}
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case shaderir.Vec4, shaderir.IVec4:
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fs = append(fs, uniforms[idx:idx+4*typ.Length]...)
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case shaderir.Mat2:
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for j := 0; j < typ.Length; j++ {
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u := uniforms[idx+4*j : idx+4*(j+1)]
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fs = append(fs,
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u[0], u[2], 0, 0,
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u[1], u[3], 0, 0,
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)
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}
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if typ.Length > 0 {
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fs = fs[:len(fs)-2]
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}
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case shaderir.Mat3:
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for j := 0; j < typ.Length; j++ {
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u := uniforms[idx+9*j : idx+9*(j+1)]
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fs = append(fs,
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u[0], u[3], u[6], 0,
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u[1], u[4], u[7], 0,
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u[2], u[5], u[8], 0,
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)
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}
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if typ.Length > 0 {
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fs = fs[:len(fs)-1]
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}
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case shaderir.Mat4:
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for j := 0; j < typ.Length; j++ {
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u := uniforms[idx+16*j : idx+16*(j+1)]
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fs = append(fs,
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u[0], u[4], u[8], u[12],
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u[1], u[5], u[9], u[13],
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u[2], u[6], u[10], u[14],
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u[3], u[7], u[11], u[15],
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)
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}
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default:
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panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
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}
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default:
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panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
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}
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idx += n
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}
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return fs
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}
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