Revert "all: open up for more destinations images (#3013)"

This reverts commit 46d171c3c5.

Reason: MRT is now suspended. Let's revisit this when we work on MRT again.
This commit is contained in:
Hajime Hoshi 2024-07-16 22:43:49 +09:00
parent f9b0451e08
commit 1804d56777
10 changed files with 30 additions and 49 deletions

View File

@ -16,8 +16,6 @@ package graphics
const (
ShaderSrcImageCount = 4
// ShaderDstImageCount is the number of the destination image. This is 1 so far, but this might change in the future.
ShaderDstImageCount = 1
// PreservedUniformVariablesCount represents the number of preserved uniform variables.
// Any shaders in Ebitengine must have these uniform variables.

View File

@ -61,7 +61,7 @@ func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
// drawTrianglesCommand represents a drawing command to draw an image on another image.
type drawTrianglesCommand struct {
dsts [graphics.ShaderDstImageCount]*Image
dst *Image
srcs [graphics.ShaderSrcImageCount]*Image
vertices []float32
blend graphicsdriver.Blend
@ -81,16 +81,9 @@ func (c *drawTrianglesCommand) String() string {
c.blend.BlendOperationRGB,
c.blend.BlendOperationAlpha)
var dststrs [graphics.ShaderDstImageCount]string
for i, dst := range c.dsts {
if dst == nil {
dststrs[i] = "(nil)"
continue
}
dststrs[i] = fmt.Sprintf("%d", dst.id)
if dst.screen {
dststrs[i] += " (screen)"
}
dst := fmt.Sprintf("%d", c.dst.id)
if c.dst.screen {
dst += " (screen)"
}
var srcstrs [graphics.ShaderSrcImageCount]string
@ -105,7 +98,7 @@ func (c *drawTrianglesCommand) String() string {
}
}
return fmt.Sprintf("draw-triangles: dst: [%s] <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", strings.Join(dststrs[:], ", "), strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
}
// Exec executes the drawTrianglesCommand.
@ -115,25 +108,16 @@ func (c *drawTrianglesCommand) Exec(commandQueue *commandQueue, graphicsDriver g
return nil
}
var dsts [graphics.ShaderDstImageCount]graphicsdriver.ImageID
for i, dst := range c.dsts {
if dst == nil {
dsts[i] = graphicsdriver.InvalidImageID
continue
}
dsts[i] = dst.image.ID()
}
var srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID
var imgs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID
for i, src := range c.srcs {
if src == nil {
srcs[i] = graphicsdriver.InvalidImageID
imgs[i] = graphicsdriver.InvalidImageID
continue
}
srcs[i] = src.image.ID()
imgs[i] = src.image.ID()
}
return graphicsDriver.DrawTriangles(dsts, srcs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule)
return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule)
}
func (c *drawTrianglesCommand) NeedsSync() bool {
@ -158,7 +142,7 @@ func (c *drawTrianglesCommand) setVertices(vertices []float32) {
// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
// with the drawTrianglesCommand c.
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
if c.shader != shader {
return false
}
@ -170,7 +154,7 @@ func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dsts [graphics.S
return false
}
}
if c.dsts != dsts {
if c.dst != dst {
return false
}
if c.srcs != srcs {

View File

@ -105,7 +105,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
if len(vertices) > maxVertexFloatCount {
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices)))
}
@ -125,7 +125,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dsts [graphics.ShaderDstImage
// prependPreservedUniforms not only prepends values to the given slice but also creates a new slice.
// Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far.
// TODO: This might cause a performance issue (#2601).
uniforms = q.prependPreservedUniforms(uniforms, shader, dsts, srcs, dstRegion, srcRegions)
uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
// Remove unused uniform variables so that more commands can be merged.
shader.ir.FilterUniformVariables(uniforms)
@ -133,7 +133,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dsts [graphics.ShaderDstImage
// TODO: If dst is the screen, reorder the command to be the last.
if !split && 0 < len(q.commands) {
if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok {
if last.CanMergeWithDrawTrianglesCommand(dsts, srcs, vertices, blend, shader, uniforms, fillRule) {
if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, blend, shader, uniforms, fillRule) {
last.setVertices(q.lastVertices(len(vertices) + last.numVertices()))
if last.dstRegions[len(last.dstRegions)-1].Region == dstRegion {
last.dstRegions[len(last.dstRegions)-1].IndexCount += len(indices)
@ -149,7 +149,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dsts [graphics.ShaderDstImage
}
c := q.drawTrianglesCommandPool.get()
c.dsts = dsts
c.dst = dst
c.srcs = srcs
c.vertices = q.lastVertices(len(vertices))
c.blend = blend
@ -324,14 +324,13 @@ func imageRectangleToRectangleF32(r image.Rectangle) rectangleF32 {
}
}
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
origUniforms := uniforms
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
// Set the destination texture size.
// The number of destination images is always 1 but this might change in the future.
dw, dh := dsts[0].InternalSize()
dw, dh := dst.InternalSize()
uniforms[0] = math.Float32bits(float32(dw))
uniforms[1] = math.Float32bits(float32(dh))
uniformIndex := 2
@ -470,11 +469,11 @@ func (c *commandQueueManager) putCommandQueue(commandQueue *commandQueue) {
c.pool.put(commandQueue)
}
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
if c.current == nil {
c.current, _ = c.pool.get()
}
c.current.EnqueueDrawTrianglesCommand(dsts, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
c.current.EnqueueDrawTrianglesCommand(dst, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
}
func (c *commandQueueManager) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {

View File

@ -142,7 +142,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
}
i.flushBufferedWritePixels()
theCommandQueueManager.enqueueDrawTrianglesCommand([graphics.ShaderDstImageCount]*Image{i}, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
theCommandQueueManager.enqueueDrawTrianglesCommand(i, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
}
// ReadPixels reads the image's pixels.

View File

@ -514,13 +514,13 @@ func (g *graphics11) removeShader(s *shader11) {
delete(g.shaders, s.id)
}
func (g *graphics11) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
// Remove bound textures first. This is needed to avoid warnings on the debugger.
g.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{nil}, nil)
srvs := [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView{}
g.deviceContext.PSSetShaderResources(0, srvs[:])
dst := g.images[dstIDs[0]]
dst := g.images[dstID]
var srcs [graphics.ShaderSrcImageCount]*image11
for i, id := range srcIDs {
img := g.images[id]

View File

@ -1081,7 +1081,7 @@ func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader
return s, nil
}
func (g *graphics12) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("directx: shader ID is invalid")
}
@ -1102,7 +1102,7 @@ func (g *graphics12) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphics
g.pipelineStates.releaseConstantBuffers(g.frameIndex)
}
dst := g.images[dstIDs[0]]
dst := g.images[dstID]
var resourceBarriers []_D3D12_RESOURCE_BARRIER_Transition
if rb, ok := dst.transiteState(_D3D12_RESOURCE_STATE_RENDER_TARGET); ok {
resourceBarriers = append(resourceBarriers, rb)

View File

@ -68,7 +68,7 @@ type Graphics interface {
NewShader(program *shaderir.Program) (Shader, error)
// DrawTriangles draws an image onto another image with the given parameters.
DrawTriangles(dsts [graphics.ShaderDstImageCount]ImageID, srcs [graphics.ShaderSrcImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms []uint32, fillRule FillRule) error
DrawTriangles(dst ImageID, srcs [graphics.ShaderSrcImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms []uint32, fillRule FillRule) error
}
type Resetter interface {

View File

@ -605,12 +605,12 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
return nil
}
func (g *Graphics) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("metal: shader ID is invalid")
}
dst := g.images[dstIDs[0]]
dst := g.images[dstID]
if dst.screen {
g.view.update()

View File

@ -198,12 +198,12 @@ func (g *Graphics) uniformVariableName(idx int) string {
return name
}
func (g *Graphics) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("opengl: shader ID is invalid")
}
destination := g.images[dstIDs[0]]
destination := g.images[dstID]
g.drawCalled = true

View File

@ -116,7 +116,7 @@ func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader,
}, nil
}
func (g *Graphics) DrawTriangles(dsts [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shader graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
func (g *Graphics) DrawTriangles(dst graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shader graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
return nil
}