mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
internal/graphicsdriver/metal, internal/shaderir/msl: use one integrated struct for uniforms
Closes #3164
This commit is contained in:
parent
81bb5044ea
commit
1ea14d5076
@ -473,7 +473,7 @@ func (g *Graphics) flushRenderCommandEncoderIfNeeded() {
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g.lastDst = nil
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g.lastDst = nil
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}
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}
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func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs [graphics.ShaderSrcImageCount]*Image, indexOffset int, shader *Shader, uniforms [][]uint32, blend graphicsdriver.Blend, fillRule graphicsdriver.FillRule) error {
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func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs [graphics.ShaderSrcImageCount]*Image, indexOffset int, shader *Shader, uniforms []uint32, blend graphicsdriver.Blend, fillRule graphicsdriver.FillRule) error {
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// When preparing a stencil buffer, flush the current render command encoder
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// When preparing a stencil buffer, flush the current render command encoder
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// to make sure the stencil buffer is cleared when loading.
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// to make sure the stencil buffer is cleared when loading.
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// TODO: What about clearing the stencil buffer by vertices?
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// TODO: What about clearing the stencil buffer by vertices?
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@ -527,12 +527,11 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
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})
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})
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g.rce.SetVertexBuffer(g.vb, 0, 0)
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g.rce.SetVertexBuffer(g.vb, 0, 0)
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for i, u := range uniforms {
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if len(uniforms) > 0 {
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if u == nil {
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uniforms := adjustUniformVariablesLayout(shader.ir.Uniforms, uniforms)
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continue
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head := unsafe.SliceData(uniforms)
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}
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g.rce.SetVertexBytes(unsafe.Pointer(head), unsafe.Sizeof(uniforms[0])*uintptr(len(uniforms)), 1)
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g.rce.SetVertexBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
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g.rce.SetFragmentBytes(unsafe.Pointer(head), unsafe.Sizeof(uniforms[0])*uintptr(len(uniforms)), 0)
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g.rce.SetFragmentBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
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}
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}
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for i, src := range srcs {
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for i, src := range srcs {
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@ -627,67 +626,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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srcs[i] = g.images[srcID]
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srcs[i] = g.images[srcID]
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}
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}
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uniformVars := make([][]uint32, len(g.shaders[shaderID].ir.Uniforms))
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if err := g.draw(dst, dstRegions, srcs, indexOffset, g.shaders[shaderID], uniforms, blend, fillRule); err != nil {
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// Set the additional uniform variables.
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var idx int
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for i, t := range g.shaders[shaderID].ir.Uniforms {
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if i == graphics.ProjectionMatrixUniformVariableIndex {
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// In Metal, 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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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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}
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n := t.Uint32Count()
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switch t.Main {
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case shaderir.Vec3, shaderir.IVec3:
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// float3 requires 16-byte alignment (#2463).
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v1 := make([]uint32, 4)
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copy(v1[0:3], uniforms[idx:idx+3])
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uniformVars[i] = v1
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case shaderir.Mat3:
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// float3x3 requires 16-byte alignment (#2036).
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v1 := make([]uint32, 12)
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copy(v1[0:3], uniforms[idx:idx+3])
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copy(v1[4:7], uniforms[idx+3:idx+6])
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copy(v1[8:11], uniforms[idx+6:idx+9])
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uniformVars[i] = v1
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case shaderir.Array:
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switch t.Sub[0].Main {
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case shaderir.Vec3, shaderir.IVec3:
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v1 := make([]uint32, t.Length*4)
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for j := 0; j < t.Length; j++ {
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offset0 := j * 3
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offset1 := j * 4
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copy(v1[offset1:offset1+3], uniforms[idx+offset0:idx+offset0+3])
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}
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uniformVars[i] = v1
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case shaderir.Mat3:
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v1 := make([]uint32, t.Length*12)
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for j := 0; j < t.Length; j++ {
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offset0 := j * 9
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offset1 := j * 12
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copy(v1[offset1:offset1+3], uniforms[idx+offset0:idx+offset0+3])
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copy(v1[offset1+4:offset1+7], uniforms[idx+offset0+3:idx+offset0+6])
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copy(v1[offset1+8:offset1+11], uniforms[idx+offset0+6:idx+offset0+9])
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}
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uniformVars[i] = v1
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default:
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uniformVars[i] = uniforms[idx : idx+n]
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}
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default:
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uniformVars[i] = uniforms[idx : idx+n]
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}
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idx += n
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}
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if err := g.draw(dst, dstRegions, srcs, indexOffset, g.shaders[shaderID], uniformVars, blend, fillRule); err != nil {
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return err
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return err
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}
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}
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@ -922,3 +861,109 @@ func (i *Image) ensureStencil() {
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}
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}
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i.stencil = i.graphics.view.getMTLDevice().NewTextureWithDescriptor(td)
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i.stencil = i.graphics.view.getMTLDevice().NewTextureWithDescriptor(td)
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}
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}
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// adjustUniformVariablesLayout returns adjusted uniform variables to match the Metal's memory layout.
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func adjustUniformVariablesLayout(uniformTypes []shaderir.Type, uniforms []uint32) []uint32 {
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// Each type's alignment is defined by the specification.
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// See https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
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var values []uint32
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fillZerosToFitAlignment := func(values []uint32, align int) []uint32 {
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if len(values) == 0 {
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return values
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}
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n0 := len(values)
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n1 := ((len(values)-1)/align + 1) * align
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if n0 == n1 {
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return values
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}
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return append(values, make([]uint32, n1-n0)...)
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}
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var idx int
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for i, typ := range uniformTypes {
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n := typ.Uint32Count()
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switch typ.Main {
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case shaderir.Float, shaderir.Int:
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values = append(values, uniforms[idx:idx+n]...)
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case shaderir.Vec2, shaderir.IVec2:
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values = fillZerosToFitAlignment(values, 2)
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values = append(values, uniforms[idx:idx+n]...)
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case shaderir.Vec3, shaderir.IVec3:
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values = fillZerosToFitAlignment(values, 4)
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values = append(values, uniforms[idx:idx+n]...)
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values = append(values, 0)
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case shaderir.Vec4, shaderir.IVec4:
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values = fillZerosToFitAlignment(values, 4)
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values = append(values, uniforms[idx:idx+n]...)
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case shaderir.Mat2:
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values = fillZerosToFitAlignment(values, 2)
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values = append(values, uniforms[idx:idx+n]...)
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case shaderir.Mat3:
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values = fillZerosToFitAlignment(values, 4)
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values = append(values, uniforms[idx:idx+3]...)
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values = append(values, 0)
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values = append(values, uniforms[idx+3:idx+6]...)
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values = append(values, 0)
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values = append(values, uniforms[idx+6:idx+9]...)
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values = append(values, 0)
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case shaderir.Mat4:
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values = fillZerosToFitAlignment(values, 4)
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u := uniforms[idx : idx+16]
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if i == graphics.ProjectionMatrixUniformVariableIndex {
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// In Metal, 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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values = append(values,
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u[0], u[1]^uint32(1<<31), u[2], u[3],
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u[4], u[5]^uint32(1<<31), u[6], u[7],
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u[8], u[9]^uint32(1<<31), u[10], u[11],
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u[12], u[13]^uint32(1<<31), u[14], u[15],
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)
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} else {
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values = append(values, uniforms[idx:idx+n]...)
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}
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case shaderir.Array:
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switch typ.Sub[0].Main {
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case shaderir.Float, shaderir.Int:
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values = append(values, uniforms[idx:idx+n]...)
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case shaderir.Vec2, shaderir.IVec2:
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values = fillZerosToFitAlignment(values, 2)
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values = append(values, uniforms[idx:idx+n]...)
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case shaderir.Vec3, shaderir.IVec3:
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values = fillZerosToFitAlignment(values, 4)
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for j := 0; j < typ.Length; j++ {
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values = append(values, uniforms[idx+3*j:idx+3*(j+1)]...)
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values = append(values, 0)
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}
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case shaderir.Vec4, shaderir.IVec4:
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values = fillZerosToFitAlignment(values, 4)
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values = append(values, uniforms[idx:idx+n]...)
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case shaderir.Mat2:
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values = fillZerosToFitAlignment(values, 2)
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values = append(values, uniforms[idx:idx+n]...)
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case shaderir.Mat3:
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values = fillZerosToFitAlignment(values, 4)
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for j := 0; j < typ.Length; j++ {
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values = append(values, uniforms[idx+9*j:idx+9*j+3]...)
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values = append(values, 0)
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values = append(values, uniforms[idx+9*j+3:idx+9*j+6]...)
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values = append(values, 0)
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values = append(values, uniforms[idx+9*j+6:idx+9*j+9]...)
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values = append(values, 0)
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}
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case shaderir.Mat4:
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values = fillZerosToFitAlignment(values, 4)
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values = append(values, uniforms[idx:idx+n]...)
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default:
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panic(fmt.Sprintf("metal: 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("metal: 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 values
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}
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@ -1,3 +1,7 @@
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struct Uniforms {
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float2 U0;
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};
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struct Attributes {
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struct Attributes {
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float2 M0;
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float2 M0;
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float2 M1;
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float2 M1;
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@ -13,10 +17,10 @@ struct Varyings {
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vertex Varyings Vertex(
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vertex Varyings Vertex(
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uint vid [[vertex_id]],
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uint vid [[vertex_id]],
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const device Attributes* attributes [[buffer(0)]],
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const device Attributes* attributes [[buffer(0)]],
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constant float2& U0 [[buffer(1)]]) {
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constant Uniforms& uniforms [[buffer(1)]]) {
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Varyings varyings = {};
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Varyings varyings = {};
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float4x4 l0 = float4x4(0);
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float4x4 l0 = float4x4(0);
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l0 = float4x4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
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l0 = float4x4((2.0) / ((uniforms.U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((uniforms.U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
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varyings.Position = (l0) * (float4(attributes[vid].M0, 0.0, 1.0));
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varyings.Position = (l0) * (float4(attributes[vid].M0, 0.0, 1.0));
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varyings.M0 = attributes[vid].M1;
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varyings.M0 = attributes[vid].M1;
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varyings.M1 = attributes[vid].M2;
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varyings.M1 = attributes[vid].M2;
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@ -1,3 +1,7 @@
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struct Uniforms {
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float2 U0;
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};
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struct Attributes {
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struct Attributes {
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float2 M0;
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float2 M0;
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float2 M1;
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float2 M1;
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@ -13,10 +17,10 @@ struct Varyings {
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vertex Varyings Vertex(
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vertex Varyings Vertex(
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uint vid [[vertex_id]],
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uint vid [[vertex_id]],
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const device Attributes* attributes [[buffer(0)]],
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const device Attributes* attributes [[buffer(0)]],
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constant float2& U0 [[buffer(1)]]) {
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constant Uniforms& uniforms [[buffer(1)]]) {
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Varyings varyings = {};
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Varyings varyings = {};
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float4x4 l0 = float4x4(0);
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float4x4 l0 = float4x4(0);
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l0 = float4x4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
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l0 = float4x4((2.0) / ((uniforms.U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((uniforms.U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
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varyings.Position = (l0) * (float4(attributes[vid].M0, 0.0, 1.0));
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varyings.Position = (l0) * (float4(attributes[vid].M0, 0.0, 1.0));
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varyings.M0 = attributes[vid].M1;
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varyings.M0 = attributes[vid].M1;
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varyings.M1 = attributes[vid].M2;
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varyings.M1 = attributes[vid].M2;
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@ -25,6 +29,6 @@ vertex Varyings Vertex(
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fragment float4 Fragment(
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fragment float4 Fragment(
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Varyings varyings [[stage_in]],
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Varyings varyings [[stage_in]],
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constant float2& U0 [[buffer(1)]]) {
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constant Uniforms& uniforms [[buffer(0)]]) {
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return float4((varyings.Position).x, (varyings.M0).y, (varyings.M1).z, 1.0);
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return float4((varyings.Position).x, (varyings.M0).y, (varyings.M1).z, 1.0);
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}
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}
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@ -79,6 +79,15 @@ func Compile(p *shaderir.Program) (shader string) {
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lines = append(lines, strings.Split(Prelude(p.Unit), "\n")...)
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lines = append(lines, strings.Split(Prelude(p.Unit), "\n")...)
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lines = append(lines, "", "{{.Structs}}")
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lines = append(lines, "", "{{.Structs}}")
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if len(p.Uniforms) > 0 {
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lines = append(lines, "")
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lines = append(lines, "struct Uniforms {")
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for i, u := range p.Uniforms {
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lines = append(lines, fmt.Sprintf("\t%s;", c.varDecl(p, &u, fmt.Sprintf("U%d", i), false)))
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}
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lines = append(lines, "};")
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}
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if len(p.Attributes) > 0 {
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if len(p.Attributes) > 0 {
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lines = append(lines, "")
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lines = append(lines, "")
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lines = append(lines, "struct Attributes {")
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lines = append(lines, "struct Attributes {")
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@ -117,9 +126,9 @@ func Compile(p *shaderir.Program) (shader string) {
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fmt.Sprintf("vertex Varyings %s(", VertexName),
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fmt.Sprintf("vertex Varyings %s(", VertexName),
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"\tuint vid [[vertex_id]],",
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"\tuint vid [[vertex_id]],",
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"\tconst device Attributes* attributes [[buffer(0)]]")
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"\tconst device Attributes* attributes [[buffer(0)]]")
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for i, u := range p.Uniforms {
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if len(p.Uniforms) > 0 {
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lines[len(lines)-1] += ","
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), true), i+1))
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lines = append(lines, "\tconstant Uniforms& uniforms [[buffer(1)]]")
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}
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}
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for i := 0; i < p.TextureCount; i++ {
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for i := 0; i < p.TextureCount; i++ {
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lines[len(lines)-1] += ","
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lines[len(lines)-1] += ","
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@ -139,9 +148,9 @@ func Compile(p *shaderir.Program) (shader string) {
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lines = append(lines,
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lines = append(lines,
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fmt.Sprintf("fragment float4 %s(", FragmentName),
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fmt.Sprintf("fragment float4 %s(", FragmentName),
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"\tVaryings varyings [[stage_in]]")
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"\tVaryings varyings [[stage_in]]")
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for i, u := range p.Uniforms {
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if len(p.Uniforms) > 0 {
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lines[len(lines)-1] += ","
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), true), i+1))
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lines = append(lines, "\tconstant Uniforms& uniforms [[buffer(0)]]")
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}
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}
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for i := 0; i < p.TextureCount; i++ {
|
for i := 0; i < p.TextureCount; i++ {
|
||||||
lines[len(lines)-1] += ","
|
lines[len(lines)-1] += ","
|
||||||
@ -229,8 +238,8 @@ func (c *compileContext) function(p *shaderir.Program, f *shaderir.Func, prototy
|
|||||||
var args []string
|
var args []string
|
||||||
|
|
||||||
// Uniform variables and texture variables. In Metal, non-const global variables are not available.
|
// Uniform variables and texture variables. In Metal, non-const global variables are not available.
|
||||||
for i, u := range p.Uniforms {
|
if len(p.Uniforms) > 0 {
|
||||||
args = append(args, "constant "+c.varDecl(p, &u, fmt.Sprintf("U%d", i), true))
|
args = append(args, "constant Uniforms& uniforms")
|
||||||
}
|
}
|
||||||
for i := 0; i < p.TextureCount; i++ {
|
for i := 0; i < p.TextureCount; i++ {
|
||||||
args = append(args, fmt.Sprintf("texture2d<float> T%d", i))
|
args = append(args, fmt.Sprintf("texture2d<float> T%d", i))
|
||||||
@ -350,7 +359,7 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
|
|||||||
case shaderir.NumberExpr:
|
case shaderir.NumberExpr:
|
||||||
return constantToNumberLiteral(e.Const)
|
return constantToNumberLiteral(e.Const)
|
||||||
case shaderir.UniformVariable:
|
case shaderir.UniformVariable:
|
||||||
return fmt.Sprintf("U%d", e.Index)
|
return fmt.Sprintf("uniforms.U%d", e.Index)
|
||||||
case shaderir.TextureVariable:
|
case shaderir.TextureVariable:
|
||||||
return fmt.Sprintf("T%d", e.Index)
|
return fmt.Sprintf("T%d", e.Index)
|
||||||
case shaderir.LocalVariable:
|
case shaderir.LocalVariable:
|
||||||
@ -389,8 +398,8 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
|
|||||||
callee := e.Exprs[0]
|
callee := e.Exprs[0]
|
||||||
var args []string
|
var args []string
|
||||||
if callee.Type != shaderir.BuiltinFuncExpr {
|
if callee.Type != shaderir.BuiltinFuncExpr {
|
||||||
for i := range p.Uniforms {
|
if len(p.Uniforms) > 0 {
|
||||||
args = append(args, fmt.Sprintf("U%d", i))
|
args = append(args, "uniforms")
|
||||||
}
|
}
|
||||||
for i := 0; i < p.TextureCount; i++ {
|
for i := 0; i < p.TextureCount; i++ {
|
||||||
args = append(args, fmt.Sprintf("T%d", i))
|
args = append(args, fmt.Sprintf("T%d", i))
|
||||||
|
Loading…
Reference in New Issue
Block a user