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 ( const (
ShaderSrcImageCount = 4 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. // PreservedUniformVariablesCount represents the number of preserved uniform variables.
// Any shaders in Ebitengine must have these uniform variables. // Any shaders in Ebitengine must have these uniform variables.

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@ -61,7 +61,7 @@ func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
// drawTrianglesCommand represents a drawing command to draw an image on another image. // drawTrianglesCommand represents a drawing command to draw an image on another image.
type drawTrianglesCommand struct { type drawTrianglesCommand struct {
dsts [graphics.ShaderDstImageCount]*Image dst *Image
srcs [graphics.ShaderSrcImageCount]*Image srcs [graphics.ShaderSrcImageCount]*Image
vertices []float32 vertices []float32
blend graphicsdriver.Blend blend graphicsdriver.Blend
@ -81,16 +81,9 @@ func (c *drawTrianglesCommand) String() string {
c.blend.BlendOperationRGB, c.blend.BlendOperationRGB,
c.blend.BlendOperationAlpha) c.blend.BlendOperationAlpha)
var dststrs [graphics.ShaderDstImageCount]string dst := fmt.Sprintf("%d", c.dst.id)
for i, dst := range c.dsts { if c.dst.screen {
if dst == nil { dst += " (screen)"
dststrs[i] = "(nil)"
continue
}
dststrs[i] = fmt.Sprintf("%d", dst.id)
if dst.screen {
dststrs[i] += " (screen)"
}
} }
var srcstrs [graphics.ShaderSrcImageCount]string 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. // Exec executes the drawTrianglesCommand.
@ -115,25 +108,16 @@ func (c *drawTrianglesCommand) Exec(commandQueue *commandQueue, graphicsDriver g
return nil return nil
} }
var dsts [graphics.ShaderDstImageCount]graphicsdriver.ImageID var imgs [graphics.ShaderSrcImageCount]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
for i, src := range c.srcs { for i, src := range c.srcs {
if src == nil { if src == nil {
srcs[i] = graphicsdriver.InvalidImageID imgs[i] = graphicsdriver.InvalidImageID
continue 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 { 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 // CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
// with the drawTrianglesCommand c. // 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 { if c.shader != shader {
return false return false
} }
@ -170,7 +154,7 @@ func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dsts [graphics.S
return false return false
} }
} }
if c.dsts != dsts { if c.dst != dst {
return false return false
} }
if c.srcs != srcs { if c.srcs != srcs {

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@ -105,7 +105,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
} }
// EnqueueDrawTrianglesCommand enqueues a drawing-image command. // 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 { if len(vertices) > maxVertexFloatCount {
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices))) 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. // 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. // Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far.
// TODO: This might cause a performance issue (#2601). // 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. // Remove unused uniform variables so that more commands can be merged.
shader.ir.FilterUniformVariables(uniforms) 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. // TODO: If dst is the screen, reorder the command to be the last.
if !split && 0 < len(q.commands) { if !split && 0 < len(q.commands) {
if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok { 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())) last.setVertices(q.lastVertices(len(vertices) + last.numVertices()))
if last.dstRegions[len(last.dstRegions)-1].Region == dstRegion { if last.dstRegions[len(last.dstRegions)-1].Region == dstRegion {
last.dstRegions[len(last.dstRegions)-1].IndexCount += len(indices) 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 := q.drawTrianglesCommandPool.get()
c.dsts = dsts c.dst = dst
c.srcs = srcs c.srcs = srcs
c.vertices = q.lastVertices(len(vertices)) c.vertices = q.lastVertices(len(vertices))
c.blend = blend 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 origUniforms := uniforms
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count) uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms) copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
// Set the destination texture size. // Set the destination texture size.
// The number of destination images is always 1 but this might change in the future. dw, dh := dst.InternalSize()
dw, dh := dsts[0].InternalSize()
uniforms[0] = math.Float32bits(float32(dw)) uniforms[0] = math.Float32bits(float32(dw))
uniforms[1] = math.Float32bits(float32(dh)) uniforms[1] = math.Float32bits(float32(dh))
uniformIndex := 2 uniformIndex := 2
@ -470,11 +469,11 @@ func (c *commandQueueManager) putCommandQueue(commandQueue *commandQueue) {
c.pool.put(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 { if c.current == nil {
c.current, _ = c.pool.get() 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 { func (c *commandQueueManager) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {

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@ -142,7 +142,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
} }
i.flushBufferedWritePixels() 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. // ReadPixels reads the image's pixels.

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@ -514,13 +514,13 @@ func (g *graphics11) removeShader(s *shader11) {
delete(g.shaders, s.id) 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. // Remove bound textures first. This is needed to avoid warnings on the debugger.
g.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{nil}, nil) g.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{nil}, nil)
srvs := [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView{} srvs := [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView{}
g.deviceContext.PSSetShaderResources(0, srvs[:]) g.deviceContext.PSSetShaderResources(0, srvs[:])
dst := g.images[dstIDs[0]] dst := g.images[dstID]
var srcs [graphics.ShaderSrcImageCount]*image11 var srcs [graphics.ShaderSrcImageCount]*image11
for i, id := range srcIDs { for i, id := range srcIDs {
img := g.images[id] img := g.images[id]

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@ -1081,7 +1081,7 @@ func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader
return s, nil 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 { if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("directx: shader ID is invalid") 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) g.pipelineStates.releaseConstantBuffers(g.frameIndex)
} }
dst := g.images[dstIDs[0]] dst := g.images[dstID]
var resourceBarriers []_D3D12_RESOURCE_BARRIER_Transition var resourceBarriers []_D3D12_RESOURCE_BARRIER_Transition
if rb, ok := dst.transiteState(_D3D12_RESOURCE_STATE_RENDER_TARGET); ok { if rb, ok := dst.transiteState(_D3D12_RESOURCE_STATE_RENDER_TARGET); ok {
resourceBarriers = append(resourceBarriers, rb) resourceBarriers = append(resourceBarriers, rb)

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@ -68,7 +68,7 @@ type Graphics interface {
NewShader(program *shaderir.Program) (Shader, error) NewShader(program *shaderir.Program) (Shader, error)
// DrawTriangles draws an image onto another image with the given parameters. // 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 { type Resetter interface {

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@ -605,12 +605,12 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
return nil 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 { if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("metal: shader ID is invalid") return fmt.Errorf("metal: shader ID is invalid")
} }
dst := g.images[dstIDs[0]] dst := g.images[dstID]
if dst.screen { if dst.screen {
g.view.update() g.view.update()

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@ -198,12 +198,12 @@ func (g *Graphics) uniformVariableName(idx int) string {
return name 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 { if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("opengl: shader ID is invalid") return fmt.Errorf("opengl: shader ID is invalid")
} }
destination := g.images[dstIDs[0]] destination := g.images[dstID]
g.drawCalled = true g.drawCalled = true

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@ -116,7 +116,7 @@ func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader,
}, nil }, 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 return nil
} }