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https://github.com/hajimehoshi/ebiten.git
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internal/graphics: use flatten []float32 slice instead of [][]float32
Closes #2479
This commit is contained in:
parent
9d74784723
commit
0a6813c17f
4
image.go
4
image.go
@ -252,7 +252,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, builtinshader.AddressUnsafe, useColorM)
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var uniforms [][]uint32
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var uniforms []uint32
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if useColorM {
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var body [16]float32
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var translation [4]float32
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@ -481,7 +481,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, address, useColorM)
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var uniforms [][]uint32
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var uniforms []uint32
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if useColorM {
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var body [16]float32
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var translation [4]float32
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@ -377,13 +377,13 @@ func (i *Image) processSrc(src *Image) {
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// 5: Color G
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// 6: Color B
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// 7: Color Y
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool) {
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backendsM.Lock()
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defer backendsM.Unlock()
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i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, false)
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}
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool, keepOnAtlas bool) {
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool, keepOnAtlas bool) {
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if i.disposed {
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panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
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}
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@ -140,7 +140,7 @@ func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
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// DrawTriangles draws the src image with the given vertices.
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//
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// Copying vertices and indices is the caller's responsibility.
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool) {
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for _, src := range srcs {
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if i == src {
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panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
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@ -72,7 +72,6 @@ type commandQueue struct {
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drawTrianglesCommandPool drawTrianglesCommandPool
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uint32sBuffer buffer[uint32]
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uint32SlicesBuffer buffer[[]uint32]
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}
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// theCommandQueue is the command queue for the current process.
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@ -92,7 +91,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool
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}
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// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
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func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]uint32, evenOdd bool) {
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func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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if len(indices) > graphics.IndicesCount {
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panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesCount but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesCount: %d", len(indices), graphics.IndicesCount))
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}
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@ -111,7 +110,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
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q.tmpNumVertexFloats += len(vertices)
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q.tmpNumIndices += len(indices)
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uniforms = q.prependPreservedUniforms(uniforms, dst, srcs, offsets, dstRegion, srcRegion)
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uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, offsets, dstRegion, srcRegion)
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// Remove unused uniform variables so that more commands can be merged.
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shader.ir.FilterUniformVariables(uniforms)
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@ -170,7 +169,6 @@ func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
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})
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if endFrame {
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q.uint32sBuffer.reset()
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q.uint32SlicesBuffer.reset()
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}
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return
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}
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@ -271,7 +269,7 @@ type drawTrianglesCommand struct {
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blend graphicsdriver.Blend
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dstRegions []graphicsdriver.DstRegion
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shader *Shader
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uniforms [][]uint32
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uniforms []uint32
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evenOdd bool
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}
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@ -342,7 +340,7 @@ func (c *drawTrianglesCommand) setVertices(vertices []float32) {
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
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// with the drawTrianglesCommand c.
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms [][]uint32, evenOdd bool) bool {
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, evenOdd bool) bool {
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if c.shader != shader {
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return false
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}
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@ -350,14 +348,9 @@ func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs
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return false
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}
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for i := range c.uniforms {
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if len(c.uniforms[i]) != len(uniforms[i]) {
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if c.uniforms[i] != uniforms[i] {
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return false
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}
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for j := range c.uniforms[i] {
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if c.uniforms[i][j] != uniforms[i][j] {
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return false
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}
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}
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}
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if c.dst != dst {
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return false
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@ -586,39 +579,42 @@ func roundUpPower2(x int) int {
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return p2
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}
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func (q *commandQueue) prependPreservedUniforms(uniforms [][]uint32, dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, dstRegion, srcRegion graphicsdriver.Region) [][]uint32 {
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func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, dstRegion, srcRegion graphicsdriver.Region) []uint32 {
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var n int
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for _, typ := range shader.ir.Uniforms[:graphics.PreservedUniformVariablesCount] {
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n += typ.Uint32Count()
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}
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origUniforms := uniforms
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uniforms = q.uint32SlicesBuffer.alloc(len(origUniforms) + graphics.PreservedUniformVariablesCount)
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copy(uniforms[graphics.PreservedUniformVariablesCount:], origUniforms)
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uniforms = q.uint32sBuffer.alloc(len(origUniforms) + n)
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copy(uniforms[n:], origUniforms)
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var idx int
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// Set the destination texture size.
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dw, dh := dst.InternalSize()
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udstsize := q.uint32sBuffer.alloc(2)
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udstsize[0] = math.Float32bits(float32(dw))
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udstsize[1] = math.Float32bits(float32(dh))
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uniforms[graphics.TextureDestinationSizeUniformVariableIndex] = udstsize
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uniforms[idx+0] = math.Float32bits(float32(dw))
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uniforms[idx+1] = math.Float32bits(float32(dh))
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idx += 2
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// Set the source texture sizes.
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usizes := q.uint32sBuffer.alloc(2 * len(srcs))
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for i, src := range srcs {
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if src != nil {
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w, h := src.InternalSize()
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usizes[2*i] = math.Float32bits(float32(w))
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usizes[2*i+1] = math.Float32bits(float32(h))
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uniforms[idx+2*i] = math.Float32bits(float32(w))
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uniforms[idx+2*i+1] = math.Float32bits(float32(h))
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}
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}
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uniforms[graphics.TextureSourceSizesUniformVariableIndex] = usizes
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idx += len(srcs) * 2
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// Set the destination region.
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udstrorig := q.uint32sBuffer.alloc(2)
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udstrorig[0] = math.Float32bits(float32(dstRegion.X) / float32(dw))
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udstrorig[1] = math.Float32bits(float32(dstRegion.Y) / float32(dh))
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uniforms[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udstrorig
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uniforms[idx+0] = math.Float32bits(float32(dstRegion.X) / float32(dw))
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uniforms[idx+1] = math.Float32bits(float32(dstRegion.Y) / float32(dh))
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idx += 2
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udstrsize := q.uint32sBuffer.alloc(2)
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udstrsize[0] = math.Float32bits(float32(dstRegion.Width) / float32(dw))
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udstrsize[1] = math.Float32bits(float32(dstRegion.Height) / float32(dh))
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uniforms[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udstrsize
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uniforms[idx+0] = math.Float32bits(float32(dstRegion.Width) / float32(dw))
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uniforms[idx+1] = math.Float32bits(float32(dstRegion.Height) / float32(dh))
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idx += 2
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if srcs[0] != nil {
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w, h := srcs[0].InternalSize()
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@ -633,42 +629,38 @@ func (q *commandQueue) prependPreservedUniforms(uniforms [][]uint32, dst *Image,
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}
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// Set the source offsets.
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uoffsets := q.uint32sBuffer.alloc(2 * len(offsets))
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for i, offset := range offsets {
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uoffsets[2*i] = math.Float32bits(offset[0])
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uoffsets[2*i+1] = math.Float32bits(offset[1])
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uniforms[idx+2*i] = math.Float32bits(offset[0])
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uniforms[idx+2*i+1] = math.Float32bits(offset[1])
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}
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uniforms[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
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idx += len(offsets) * 2
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// Set the source region of texture0.
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usrcrorig := q.uint32sBuffer.alloc(2)
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usrcrorig[0] = math.Float32bits(float32(srcRegion.X))
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usrcrorig[1] = math.Float32bits(float32(srcRegion.Y))
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uniforms[graphics.TextureSourceRegionOriginUniformVariableIndex] = usrcrorig
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uniforms[idx+0] = math.Float32bits(float32(srcRegion.X))
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uniforms[idx+1] = math.Float32bits(float32(srcRegion.Y))
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idx += 2
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usrcrsize := q.uint32sBuffer.alloc(2)
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usrcrsize[0] = math.Float32bits(float32(srcRegion.Width))
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usrcrsize[1] = math.Float32bits(float32(srcRegion.Height))
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uniforms[graphics.TextureSourceRegionSizeUniformVariableIndex] = usrcrsize
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uniforms[idx+0] = math.Float32bits(float32(srcRegion.Width))
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uniforms[idx+1] = math.Float32bits(float32(srcRegion.Height))
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idx += 2
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umatrix := q.uint32sBuffer.alloc(16)
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umatrix[0] = math.Float32bits(2 / float32(dw))
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umatrix[1] = 0
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umatrix[2] = 0
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umatrix[3] = 0
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umatrix[4] = 0
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umatrix[5] = math.Float32bits(2 / float32(dh))
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umatrix[6] = 0
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umatrix[7] = 0
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umatrix[8] = 0
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umatrix[9] = 0
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umatrix[10] = math.Float32bits(1)
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umatrix[11] = 0
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umatrix[12] = math.Float32bits(-1)
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umatrix[13] = math.Float32bits(-1)
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umatrix[14] = 0
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umatrix[15] = math.Float32bits(1)
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uniforms[graphics.ProjectionMatrixUniformVariableIndex] = umatrix
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uniforms[idx+0] = math.Float32bits(2 / float32(dw))
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uniforms[idx+1] = 0
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uniforms[idx+2] = 0
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uniforms[idx+3] = 0
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uniforms[idx+4] = 0
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uniforms[idx+5] = math.Float32bits(2 / float32(dh))
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uniforms[idx+6] = 0
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uniforms[idx+7] = 0
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uniforms[idx+8] = 0
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uniforms[idx+9] = 0
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uniforms[idx+10] = math.Float32bits(1)
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uniforms[idx+11] = 0
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uniforms[idx+12] = math.Float32bits(-1)
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uniforms[idx+13] = math.Float32bits(-1)
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uniforms[idx+14] = 0
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uniforms[idx+15] = math.Float32bits(1)
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idx += 16
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return uniforms
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}
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@ -146,7 +146,7 @@ func (i *Image) InternalSize() (int, int) {
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//
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// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
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// elements for the source image are not used.
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]uint32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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for _, src := range srcs {
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if src == nil {
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continue
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@ -1188,7 +1188,7 @@ func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader,
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return s, nil
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms [][]uint32, evenOdd bool) error {
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, evenOdd bool) error {
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if shaderID == graphicsdriver.InvalidShaderID {
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return fmt.Errorf("directx: shader ID is invalid")
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}
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@ -1236,17 +1236,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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}
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shader := g.shaders[shaderID]
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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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const idx = graphics.ProjectionMatrixUniformVariableIndex
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// Invert the sign bits as float32 values.
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uniforms[idx][1] ^= 1 << 31
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uniforms[idx][5] ^= 1 << 31
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uniforms[idx][9] ^= 1 << 31
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uniforms[idx][13] ^= 1 << 31
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flattenUniforms := shader.flattenUniforms(uniforms)
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adjustedUniforms := shader.adjustUniforms(uniforms, shader)
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w, h := dst.internalSize()
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g.needFlushDrawCommandList = true
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@ -1274,7 +1264,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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Format: _DXGI_FORMAT_R16_UINT,
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})
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if err := g.pipelineStates.drawTriangles(g.device, g.drawCommandList, g.frameIndex, dst.screen, srcImages, shader, dstRegions, flattenUniforms, blend, indexOffset, evenOdd); err != nil {
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if err := g.pipelineStates.drawTriangles(g.device, g.drawCommandList, g.frameIndex, dst.screen, srcImages, shader, dstRegions, adjustedUniforms, blend, indexOffset, evenOdd); err != nil {
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return err
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}
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@ -1734,191 +1724,130 @@ func (s *Shader) pipelineState(blend graphicsdriver.Blend, stencilMode stencilMo
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return state, nil
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}
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func (s *Shader) flattenUniforms(uniforms [][]uint32) []uint32 {
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func (s *Shader) adjustUniforms(uniforms []uint32, shader *Shader) []uint32 {
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var fs []uint32
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for i, u := range uniforms {
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var idx int
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for i, typ := range shader.uniformTypes {
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if len(fs) < s.uniformOffsets[i]/4 {
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fs = append(fs, make([]uint32, s.uniformOffsets[i]/4-len(fs))...)
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}
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t := s.uniformTypes[i]
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switch t.Main {
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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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if u != nil {
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fs = append(fs, u...)
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} else {
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fs = append(fs, 0)
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}
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fs = append(fs, uniforms[idx:idx+1]...)
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case shaderir.Int:
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if u != nil {
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fs = append(fs, u...)
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} else {
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fs = append(fs, 0)
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}
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fs = append(fs, uniforms[idx:idx+1]...)
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case shaderir.Vec2, shaderir.IVec2:
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if u != nil {
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fs = append(fs, u...)
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} else {
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fs = append(fs, 0, 0)
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}
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fs = append(fs, uniforms[idx:idx+2]...)
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case shaderir.Vec3, shaderir.IVec3:
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if u != nil {
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fs = append(fs, u...)
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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,
|
||||
uniforms[idx+0], uniforms[idx+4], uniforms[idx+8], uniforms[idx+12],
|
||||
uniforms[idx+1]^(1<<31), uniforms[idx+5]^(1<<31), uniforms[idx+9]^(1<<31), uniforms[idx+13]^(1<<31),
|
||||
uniforms[idx+2], uniforms[idx+6], uniforms[idx+10], uniforms[idx+14],
|
||||
uniforms[idx+3], uniforms[idx+7], uniforms[idx+11], uniforms[idx+15],
|
||||
)
|
||||
} else {
|
||||
fs = append(fs,
|
||||
uniforms[idx+0], uniforms[idx+4], uniforms[idx+8], uniforms[idx+12],
|
||||
uniforms[idx+1], uniforms[idx+5], uniforms[idx+9], uniforms[idx+13],
|
||||
uniforms[idx+2], uniforms[idx+6], uniforms[idx+10], uniforms[idx+14],
|
||||
uniforms[idx+3], uniforms[idx+7], uniforms[idx+11], uniforms[idx+15],
|
||||
)
|
||||
}
|
||||
case shaderir.Array:
|
||||
// Each element is aligned to the boundary.
|
||||
switch typ.Sub[0].Main {
|
||||
case shaderir.Float:
|
||||
for j := 0; j < typ.Length; j++ {
|
||||
fs = append(fs, uniforms[idx+j])
|
||||
if j < typ.Length-1 {
|
||||
fs = append(fs, 0, 0, 0)
|
||||
}
|
||||
case shaderir.Vec4, shaderir.IVec4:
|
||||
if u != nil {
|
||||
fs = append(fs, u...)
|
||||
} else {
|
||||
fs = append(fs, 0, 0, 0, 0)
|
||||
}
|
||||
case shaderir.Int:
|
||||
for j := 0; j < typ.Length; j++ {
|
||||
fs = append(fs, uniforms[idx+j])
|
||||
if j < typ.Length-1 {
|
||||
fs = append(fs, 0, 0, 0)
|
||||
}
|
||||
}
|
||||
case shaderir.Vec2, shaderir.IVec2:
|
||||
for j := 0; j < typ.Length; j++ {
|
||||
fs = append(fs, uniforms[idx+2*j:idx+2*(j+1)]...)
|
||||
if j < typ.Length-1 {
|
||||
fs = append(fs, 0, 0)
|
||||
}
|
||||
}
|
||||
case shaderir.Vec3, shaderir.IVec3:
|
||||
for j := 0; j < typ.Length; j++ {
|
||||
fs = append(fs, uniforms[idx+3*j:idx+3*(j+1)]...)
|
||||
if j < typ.Length-1 {
|
||||
fs = append(fs, 0)
|
||||
}
|
||||
}
|
||||
case shaderir.Vec4, shaderir.IVec4:
|
||||
fs = append(fs, uniforms[idx:idx+4*typ.Length]...)
|
||||
case shaderir.Mat2:
|
||||
if u != nil {
|
||||
for j := 0; j < typ.Length; j++ {
|
||||
u := uniforms[idx+4*j : idx+4*(j+1)]
|
||||
fs = append(fs,
|
||||
u[0], u[2], 0, 0,
|
||||
u[1], u[3],
|
||||
)
|
||||
} else {
|
||||
fs = append(fs,
|
||||
0, 0, 0, 0,
|
||||
0, 0,
|
||||
u[1], u[3], 0, 0,
|
||||
)
|
||||
}
|
||||
if typ.Length > 0 {
|
||||
fs = fs[:len(fs)-2]
|
||||
}
|
||||
case shaderir.Mat3:
|
||||
if u != nil {
|
||||
for j := 0; j < typ.Length; j++ {
|
||||
u := uniforms[idx+9*j : idx+9*(j+1)]
|
||||
fs = append(fs,
|
||||
u[0], u[3], u[6], 0,
|
||||
u[1], u[4], u[7], 0,
|
||||
u[2], u[5], u[8],
|
||||
)
|
||||
} else {
|
||||
fs = append(fs,
|
||||
0, 0, 0, 0,
|
||||
0, 0, 0, 0,
|
||||
0, 0, 0,
|
||||
u[2], u[5], u[8], 0,
|
||||
)
|
||||
}
|
||||
if typ.Length > 0 {
|
||||
fs = fs[:len(fs)-1]
|
||||
}
|
||||
case shaderir.Mat4:
|
||||
if u != nil {
|
||||
for j := 0; j < typ.Length; j++ {
|
||||
u := uniforms[idx+16*j : idx+16*(j+1)]
|
||||
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],
|
||||
)
|
||||
} else {
|
||||
fs = append(fs,
|
||||
0, 0, 0, 0,
|
||||
0, 0, 0, 0,
|
||||
0, 0, 0, 0,
|
||||
0, 0, 0, 0,
|
||||
)
|
||||
}
|
||||
case shaderir.Array:
|
||||
// Each element is aligned to the boundary.
|
||||
switch t.Sub[0].Main {
|
||||
case shaderir.Float:
|
||||
if u != nil {
|
||||
for j := 0; j < t.Length; j++ {
|
||||
fs = append(fs, u[j])
|
||||
if j < t.Length-1 {
|
||||
fs = append(fs, 0, 0, 0)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
fs = append(fs, make([]uint32, (t.Length-1)*4+1)...)
|
||||
}
|
||||
case shaderir.Int:
|
||||
if u != nil {
|
||||
for j := 0; j < t.Length; j++ {
|
||||
fs = append(fs, u[j])
|
||||
if j < t.Length-1 {
|
||||
fs = append(fs, 0, 0, 0)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
fs = append(fs, make([]uint32, (t.Length-1)*4+1)...)
|
||||
}
|
||||
case shaderir.Vec2, shaderir.IVec2:
|
||||
if u != nil {
|
||||
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)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
fs = append(fs, make([]uint32, (t.Length-1)*4+2)...)
|
||||
}
|
||||
case shaderir.Vec3, shaderir.IVec3:
|
||||
if u != nil {
|
||||
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)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
fs = append(fs, make([]uint32, (t.Length-1)*4+3)...)
|
||||
}
|
||||
case shaderir.Vec4, shaderir.IVec4:
|
||||
if u != nil {
|
||||
fs = append(fs, u...)
|
||||
} else {
|
||||
fs = append(fs, make([]uint32, t.Length*4)...)
|
||||
}
|
||||
case shaderir.Mat2:
|
||||
if u != nil {
|
||||
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]
|
||||
}
|
||||
} else {
|
||||
fs = append(fs, make([]uint32, (t.Length-1)*8+6)...)
|
||||
}
|
||||
case shaderir.Mat3:
|
||||
if u != nil {
|
||||
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]
|
||||
}
|
||||
} else {
|
||||
fs = append(fs, make([]uint32, (t.Length-1)*12+11)...)
|
||||
}
|
||||
case shaderir.Mat4:
|
||||
if u != nil {
|
||||
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],
|
||||
)
|
||||
}
|
||||
} else {
|
||||
fs = append(fs, make([]uint32, t.Length*16)...)
|
||||
}
|
||||
default:
|
||||
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", t.String()))
|
||||
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
|
||||
}
|
||||
default:
|
||||
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", t.String()))
|
||||
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
|
||||
}
|
||||
|
||||
idx += n
|
||||
}
|
||||
return fs
|
||||
}
|
||||
|
@ -55,7 +55,7 @@ type Graphics interface {
|
||||
NewShader(program *shaderir.Program) (Shader, error)
|
||||
|
||||
// DrawTriangles draws an image onto another image with the given parameters.
|
||||
DrawTriangles(dst ImageID, srcs [graphics.ShaderImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms [][]uint32, evenOdd bool) error
|
||||
DrawTriangles(dst ImageID, srcs [graphics.ShaderImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms []uint32, evenOdd bool) error
|
||||
}
|
||||
|
||||
type Image interface {
|
||||
|
@ -544,7 +544,7 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms [][]uint32, evenOdd bool) error {
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, evenOdd bool) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("metal: shader ID is invalid")
|
||||
}
|
||||
@ -560,33 +560,35 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
srcs[i] = g.images[srcID]
|
||||
}
|
||||
|
||||
uniformVars := make([][]uint32, len(uniforms))
|
||||
uniformVars := make([][]uint32, len(g.shaders[shaderID].ir.Uniforms))
|
||||
|
||||
// Set the additional uniform variables.
|
||||
for i, v := range uniforms {
|
||||
var idx int
|
||||
for i, t := range g.shaders[shaderID].ir.Uniforms {
|
||||
if i == graphics.ProjectionMatrixUniformVariableIndex {
|
||||
// In Metal, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
|
||||
// match. Then, the Y direction must be inverted.
|
||||
// Invert the sign bits as float32 values.
|
||||
v[1] ^= 1 << 31
|
||||
v[5] ^= 1 << 31
|
||||
v[9] ^= 1 << 31
|
||||
v[13] ^= 1 << 31
|
||||
uniforms[idx+1] ^= 1 << 31
|
||||
uniforms[idx+5] ^= 1 << 31
|
||||
uniforms[idx+9] ^= 1 << 31
|
||||
uniforms[idx+13] ^= 1 << 31
|
||||
}
|
||||
|
||||
t := g.shaders[shaderID].ir.Uniforms[i]
|
||||
n := t.Uint32Count()
|
||||
|
||||
switch t.Main {
|
||||
case shaderir.Vec3, shaderir.IVec3:
|
||||
// float3 requires 16-byte alignment (#2463).
|
||||
v1 := make([]uint32, 4)
|
||||
copy(v1[0:3], v[0:3])
|
||||
copy(v1[0:3], uniforms[idx:idx+3])
|
||||
uniformVars[i] = v1
|
||||
case shaderir.Mat3:
|
||||
// float3x3 requires 16-byte alignment (#2036).
|
||||
v1 := make([]uint32, 12)
|
||||
copy(v1[0:3], v[0:3])
|
||||
copy(v1[4:7], v[3:6])
|
||||
copy(v1[8:11], v[6:9])
|
||||
copy(v1[0:3], uniforms[idx:idx+3])
|
||||
copy(v1[4:7], uniforms[idx+3:idx+6])
|
||||
copy(v1[8:11], uniforms[idx+6:idx+9])
|
||||
uniformVars[i] = v1
|
||||
case shaderir.Array:
|
||||
switch t.Sub[0].Main {
|
||||
@ -595,7 +597,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
for j := 0; j < t.Length; j++ {
|
||||
offset0 := j * 3
|
||||
offset1 := j * 4
|
||||
copy(v1[offset1:offset1+3], v[offset0:offset0+3])
|
||||
copy(v1[offset1:offset1+3], uniforms[idx+offset0:idx+offset0+3])
|
||||
}
|
||||
uniformVars[i] = v1
|
||||
case shaderir.Mat3:
|
||||
@ -603,17 +605,19 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
for j := 0; j < t.Length; j++ {
|
||||
offset0 := j * 9
|
||||
offset1 := j * 12
|
||||
copy(v1[offset1:offset1+3], v[offset0:offset0+3])
|
||||
copy(v1[offset1+4:offset1+7], v[offset0+3:offset0+6])
|
||||
copy(v1[offset1+8:offset1+11], v[offset0+6:offset0+9])
|
||||
copy(v1[offset1:offset1+3], uniforms[idx+offset0:idx+offset0+3])
|
||||
copy(v1[offset1+4:offset1+7], uniforms[idx+offset0+3:idx+offset0+6])
|
||||
copy(v1[offset1+8:offset1+11], uniforms[idx+offset0+6:idx+offset0+9])
|
||||
}
|
||||
uniformVars[i] = v1
|
||||
default:
|
||||
uniformVars[i] = v
|
||||
uniformVars[i] = uniforms[idx : idx+n]
|
||||
}
|
||||
default:
|
||||
uniformVars[i] = v
|
||||
uniformVars[i] = uniforms[idx : idx+n]
|
||||
}
|
||||
|
||||
idx += n
|
||||
}
|
||||
|
||||
if err := g.draw(dst, dstRegions, srcs, indexOffset, g.shaders[shaderID], uniformVars, blend, evenOdd); err != nil {
|
||||
|
@ -170,7 +170,7 @@ func (g *Graphics) uniformVariableName(idx int) string {
|
||||
return name
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms [][]uint32, evenOdd bool) error {
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, evenOdd bool) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("opengl: shader ID is invalid")
|
||||
}
|
||||
@ -187,17 +187,20 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
shader := g.shaders[shaderID]
|
||||
program := shader.p
|
||||
|
||||
ulen := len(uniforms)
|
||||
ulen := len(shader.ir.Uniforms)
|
||||
if cap(g.uniformVars) < ulen {
|
||||
g.uniformVars = make([]uniformVariable, ulen)
|
||||
} else {
|
||||
g.uniformVars = g.uniformVars[:ulen]
|
||||
}
|
||||
|
||||
for i, v := range uniforms {
|
||||
var idx int
|
||||
for i, typ := range shader.ir.Uniforms {
|
||||
n := typ.Uint32Count()
|
||||
g.uniformVars[i].name = g.uniformVariableName(i)
|
||||
g.uniformVars[i].value = v
|
||||
g.uniformVars[i].typ = shader.ir.Uniforms[i]
|
||||
g.uniformVars[i].value = uniforms[idx : idx+n]
|
||||
g.uniformVars[i].typ = typ
|
||||
idx += n
|
||||
}
|
||||
|
||||
// In OpenGL, the NDC's Y direction is upward, so flip the Y direction for the final framebuffer.
|
||||
|
@ -65,7 +65,7 @@ func (m *Mipmap) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byt
|
||||
return m.orig.ReadPixels(graphicsDriver, pixels, x, y, width, height)
|
||||
}
|
||||
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool, canSkipMipmap bool) {
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool) {
|
||||
if len(indices) == 0 {
|
||||
return
|
||||
}
|
||||
|
@ -80,7 +80,7 @@ type drawTrianglesHistoryItem struct {
|
||||
dstRegion graphicsdriver.Region
|
||||
srcRegion graphicsdriver.Region
|
||||
shader *Shader
|
||||
uniforms [][]uint32
|
||||
uniforms []uint32
|
||||
evenOdd bool
|
||||
}
|
||||
|
||||
@ -365,7 +365,7 @@ func (i *Image) WritePixels(pixels []byte, x, y, width, height int) {
|
||||
// 5: Color G
|
||||
// 6: Color B
|
||||
// 7: Color Y
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]uint32, evenOdd bool) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
|
||||
if i.priority {
|
||||
panic("restorable: DrawTriangles cannot be called on a priority image")
|
||||
}
|
||||
@ -403,7 +403,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
|
||||
}
|
||||
|
||||
// appendDrawTrianglesHistory appends a draw-image history item to the image.
|
||||
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]uint32, evenOdd bool) {
|
||||
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
|
||||
if i.stale || !i.needsRestoring() {
|
||||
return
|
||||
}
|
||||
|
@ -462,7 +462,7 @@ func (p *Program) reachableUniformVariablesFromBlock(block *Block) []int {
|
||||
|
||||
// FilterUniformVariables replaces uniform variables with nil when they are not used.
|
||||
// By minimizing uniform variables, more commands can be merged in the graphicscommand package.
|
||||
func (p *Program) FilterUniformVariables(uniforms [][]uint32) {
|
||||
func (p *Program) FilterUniformVariables(uniforms []uint32) {
|
||||
if p.reachableUniforms == nil {
|
||||
p.reachableUniforms = make([]bool, len(p.Uniforms))
|
||||
for _, i := range p.reachableUniformVariablesFromBlock(p.VertexFunc.Block) {
|
||||
@ -472,9 +472,15 @@ func (p *Program) FilterUniformVariables(uniforms [][]uint32) {
|
||||
p.reachableUniforms[i] = true
|
||||
}
|
||||
}
|
||||
for i := range uniforms {
|
||||
|
||||
var idx int
|
||||
for i, typ := range p.Uniforms {
|
||||
n := typ.Uint32Count()
|
||||
if !p.reachableUniforms[i] {
|
||||
uniforms[i] = nil
|
||||
for j := 0; j < n; j++ {
|
||||
uniforms[idx+j] = 0
|
||||
}
|
||||
}
|
||||
idx += n
|
||||
}
|
||||
}
|
||||
|
@ -81,7 +81,7 @@ func (i *Image) MarkDisposed() {
|
||||
i.drawCallback = nil
|
||||
}
|
||||
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
|
||||
if i.drawCallback != nil {
|
||||
i.drawCallback()
|
||||
}
|
||||
|
@ -44,55 +44,52 @@ func (s *Shader) MarkDisposed() {
|
||||
s.shader = nil
|
||||
}
|
||||
|
||||
func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]uint32 {
|
||||
idxToU32s := make([][]uint32, len(s.uniformNames))
|
||||
for idx, name := range s.uniformNames[graphics.PreservedUniformVariablesCount:] {
|
||||
uv, ok := uniforms[name]
|
||||
if !ok {
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
continue
|
||||
func (s *Shader) ConvertUniforms(uniforms map[string]any) []uint32 {
|
||||
var n int
|
||||
for _, typ := range s.uniformTypes[graphics.PreservedUniformVariablesCount:] {
|
||||
n += typ.Uint32Count()
|
||||
}
|
||||
|
||||
us := make([]uint32, n)
|
||||
var idx int
|
||||
for i, name := range s.uniformNames[graphics.PreservedUniformVariablesCount:] {
|
||||
typ := s.uniformTypes[graphics.PreservedUniformVariablesCount+i]
|
||||
|
||||
if uv, ok := uniforms[name]; ok {
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
v := reflect.ValueOf(uv)
|
||||
t := v.Type()
|
||||
switch t.Kind() {
|
||||
case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
|
||||
idxToU32s[idx] = []uint32{uint32(v.Int())}
|
||||
us[idx] = uint32(v.Int())
|
||||
case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Uintptr:
|
||||
idxToU32s[idx] = []uint32{uint32(v.Uint())}
|
||||
us[idx] = uint32(v.Uint())
|
||||
case reflect.Float32, reflect.Float64:
|
||||
idxToU32s[idx] = []uint32{math.Float32bits(float32(v.Float()))}
|
||||
us[idx] = math.Float32bits(float32(v.Float()))
|
||||
case reflect.Slice, reflect.Array:
|
||||
u32s := make([]uint32, v.Len())
|
||||
l := v.Len()
|
||||
switch t.Elem().Kind() {
|
||||
case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
|
||||
for i := range u32s {
|
||||
u32s[i] = uint32(v.Index(i).Int())
|
||||
for i := 0; i < l; i++ {
|
||||
us[idx+i] = uint32(v.Index(i).Int())
|
||||
}
|
||||
case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Uintptr:
|
||||
for i := range u32s {
|
||||
u32s[i] = uint32(v.Index(i).Uint())
|
||||
for i := 0; i < l; i++ {
|
||||
us[idx+i] = uint32(v.Index(i).Uint())
|
||||
}
|
||||
case reflect.Float32, reflect.Float64:
|
||||
for i := range u32s {
|
||||
u32s[i] = math.Float32bits(float32(v.Index(i).Float()))
|
||||
for i := 0; i < l; i++ {
|
||||
us[idx+i] = math.Float32bits(float32(v.Index(i).Float()))
|
||||
}
|
||||
default:
|
||||
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
|
||||
}
|
||||
idxToU32s[idx] = u32s
|
||||
default:
|
||||
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
|
||||
}
|
||||
}
|
||||
|
||||
us := make([][]uint32, len(s.uniformTypes)-graphics.PreservedUniformVariablesCount)
|
||||
for idx, typ := range s.uniformTypes[graphics.PreservedUniformVariablesCount:] {
|
||||
v := idxToU32s[idx]
|
||||
if v == nil {
|
||||
v = make([]uint32, typ.Uint32Count())
|
||||
}
|
||||
us[idx] = v
|
||||
idx += typ.Uint32Count()
|
||||
}
|
||||
|
||||
return us
|
||||
|
Loading…
Reference in New Issue
Block a user