internal/shaderir/hlsl: bug fix: wrong offset of uniform array variables

Closes #2038
This commit is contained in:
Hajime Hoshi 2022-03-27 01:49:50 +09:00
parent aef00a5235
commit 2d912a2387
2 changed files with 32 additions and 17 deletions

View File

@ -65,27 +65,32 @@ func calculateMemoryOffsets(uniforms []shaderir.Type) []int {
// For matrices, each column is aligned to the boundary. // For matrices, each column is aligned to the boundary.
head = align(head) head = align(head)
offsets = append(offsets, head) offsets = append(offsets, head)
// TODO: Is this correct? head += 4 * 6
head += 1 * boundaryInBytes
head += 4 * 2
case shaderir.Mat3: case shaderir.Mat3:
head = align(head) head = align(head)
offsets = append(offsets, head) offsets = append(offsets, head)
// TODO: Is this correct? head += 4 * 11
head += 2 * boundaryInBytes
head += 4 * 3
case shaderir.Mat4: case shaderir.Mat4:
head = align(head) head = align(head)
offsets = append(offsets, head) offsets = append(offsets, head)
head += 4 * boundaryInBytes head += 4 * 16
case shaderir.Array: case shaderir.Array:
// Each array is 16-byte aligned. // Each array is 16-byte aligned.
// TODO: What if the array has 2 or more dimensions? // TODO: What if the array has 2 or more dimensions?
head = align(head) head = align(head)
offsets = append(offsets, head) offsets = append(offsets, head)
n := u.Sub[0].FloatNum()
switch u.Sub[0].Main {
case shaderir.Mat2:
n = 6
case shaderir.Mat3:
n = 11
case shaderir.Mat4:
n = 16
}
head += (u.Length - 1) * align(4*n)
// The last element is not with a padding. // The last element is not with a padding.
head += (u.Length - 1) * align(4*u.Sub[0].FloatNum()) head += 4 * n
head += 4 * u.Sub[0].FloatNum()
case shaderir.Struct: case shaderir.Struct:
// TODO: Implement this // TODO: Implement this
panic("hlsl: offset for a struct is not implemented yet") panic("hlsl: offset for a struct is not implemented yet")

View File

@ -772,9 +772,10 @@ func TestShaderUniformMatrix2Array(t *testing.T) {
s, err := ebiten.NewShader([]byte(`package main s, err := ebiten.NewShader([]byte(`package main
var Mat2 [2]mat2 var Mat2 [2]mat2
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 { func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(256 * Mat2[0] * Mat2[1] * vec2(1), 1, 1) return vec4(F * Mat2[0] * Mat2[1] * vec2(1), 1, 1)
} }
`)) `))
if err != nil { if err != nil {
@ -789,6 +790,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
5.0 / 256.0, 6.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0,
7.0 / 256.0, 8.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0,
}, },
"F": float32(256),
} }
dst.DrawRectShader(w, h, s, op) dst.DrawRectShader(w, h, s, op)
@ -810,9 +812,10 @@ func TestShaderUniformMatrix3(t *testing.T) {
s, err := ebiten.NewShader([]byte(`package main s, err := ebiten.NewShader([]byte(`package main
var Mat3 mat3 var Mat3 mat3
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 { func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(Mat3 * vec3(1), 1) return vec4(F * Mat3 * vec3(1), 1)
} }
`)) `))
if err != nil { if err != nil {
@ -826,13 +829,14 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0, 4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0,
7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0,
}, },
"F": float32(2),
} }
dst.DrawRectShader(w, h, s, op) dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ { for j := 0; j < h; j++ {
for i := 0; i < w; i++ { for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA) got := dst.At(i, j).(color.RGBA)
want := color.RGBA{12, 15, 18, 0xff} want := color.RGBA{24, 30, 36, 0xff}
if !sameColors(got, want, 2) { if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
} }
@ -847,9 +851,10 @@ func TestShaderUniformMatrix3Array(t *testing.T) {
s, err := ebiten.NewShader([]byte(`package main s, err := ebiten.NewShader([]byte(`package main
var Mat3 [2]mat3 var Mat3 [2]mat3
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 { func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(3 * Mat3[0] * Mat3[1] * vec3(1), 1) return vec4(F * Mat3[0] * Mat3[1] * vec3(1), 1)
} }
`)) `))
if err != nil { if err != nil {
@ -866,6 +871,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0,
16.0 / 256.0, 17.0 / 256.0, 18.0 / 256.0, 16.0 / 256.0, 17.0 / 256.0, 18.0 / 256.0,
}, },
"F": float32(3),
} }
dst.DrawRectShader(w, h, s, op) dst.DrawRectShader(w, h, s, op)
@ -887,9 +893,10 @@ func TestShaderUniformMatrix4(t *testing.T) {
s, err := ebiten.NewShader([]byte(`package main s, err := ebiten.NewShader([]byte(`package main
var Mat4 mat4 var Mat4 mat4
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 { func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return Mat4 * vec4(1) return F * Mat4 * vec4(1)
} }
`)) `))
if err != nil { if err != nil {
@ -904,13 +911,14 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0, 9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0, 13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0,
}, },
"F": float32(4),
} }
dst.DrawRectShader(w, h, s, op) dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ { for j := 0; j < h; j++ {
for i := 0; i < w; i++ { for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA) got := dst.At(i, j).(color.RGBA)
want := color.RGBA{28, 32, 36, 40} want := color.RGBA{112, 128, 143, 159}
if !sameColors(got, want, 2) { if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
} }
@ -925,9 +933,10 @@ func TestShaderUniformMatrix4Array(t *testing.T) {
s, err := ebiten.NewShader([]byte(`package main s, err := ebiten.NewShader([]byte(`package main
var Mat4 [2]mat4 var Mat4 [2]mat4
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 { func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return Mat4[0] * Mat4[1] * vec4(1) return F * Mat4[0] * Mat4[1] * vec4(1)
} }
`)) `))
if err != nil { if err != nil {
@ -946,13 +955,14 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
25.0 / 256.0, 26.0 / 256.0, 27.0 / 256.0, 28.0 / 256.0, 25.0 / 256.0, 26.0 / 256.0, 27.0 / 256.0, 28.0 / 256.0,
29.0 / 256.0, 30.0 / 256.0, 31.0 / 256.0, 32.0 / 256.0, 29.0 / 256.0, 30.0 / 256.0, 31.0 / 256.0, 32.0 / 256.0,
}, },
"F": float32(4),
} }
dst.DrawRectShader(w, h, s, op) dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ { for j := 0; j < h; j++ {
for i := 0; i < w; i++ { for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA) got := dst.At(i, j).(color.RGBA)
want := color.RGBA{11, 13, 14, 16} want := color.RGBA{44, 50, 56, 62}
if !sameColors(got, want, 2) { if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
} }