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internal/ui: move convertUniforms to ui.Shader
This is a preparation to use a Kage program as the screen filter. Update #2046
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parent
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commit
3b50e57f19
@ -15,17 +15,27 @@
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package ui
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import (
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"fmt"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type Shader struct {
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shader *mipmap.Shader
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uniformNames []string
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uniformTypes []shaderir.Type
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uniformNameToIndex map[string]int
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uniformNameToType map[string]shaderir.Type
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}
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func NewShader(ir *shaderir.Program) *Shader {
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return &Shader{
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shader: mipmap.NewShader(ir),
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shader: mipmap.NewShader(ir),
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uniformNames: ir.UniformNames,
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uniformTypes: ir.Uniforms,
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}
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}
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@ -33,3 +43,46 @@ func (s *Shader) MarkDisposed() {
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s.shader.MarkDisposed()
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s.shader = nil
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}
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func (s *Shader) ConvertUniforms(uniforms map[string]interface{}) [][]float32 {
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nameToF32s := map[string][]float32{}
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for name, v := range uniforms {
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switch v := v.(type) {
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case float32:
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nameToF32s[name] = []float32{v}
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case []float32:
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nameToF32s[name] = v
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default:
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panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
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}
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}
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if s.uniformNameToIndex == nil {
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s.uniformNameToIndex = map[string]int{}
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s.uniformNameToType = map[string]shaderir.Type{}
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var idx int
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for i, n := range s.uniformNames {
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if strings.HasPrefix(n, "__") {
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continue
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}
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s.uniformNameToIndex[n] = idx
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s.uniformNameToType[n] = s.uniformTypes[i]
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idx++
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}
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}
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us := make([][]float32, len(s.uniformNameToIndex))
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for name, idx := range s.uniformNameToIndex {
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if v, ok := nameToF32s[name]; ok {
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us[idx] = v
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continue
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}
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t := s.uniformNameToType[name]
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us[idx] = make([]float32, t.FloatCount())
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}
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// TODO: Panic if uniforms include an invalid name
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return us
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}
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54
shader.go
54
shader.go
@ -15,11 +15,7 @@
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package ebiten
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import (
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"fmt"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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@ -28,11 +24,6 @@ import (
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// For the details about the shader, see https://ebiten.org/documents/shader.html.
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type Shader struct {
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shader *ui.Shader
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uniformNames []string
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uniformTypes []shaderir.Type
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uniformNameToIndex map[string]int
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uniformNameToType map[string]shaderir.Type
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}
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// NewShader compiles a shader program in the shading language Kage, and retruns the result.
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@ -46,9 +37,7 @@ func NewShader(src []byte) (*Shader, error) {
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return nil, err
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}
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return &Shader{
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shader: ui.NewShader(ir),
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uniformNames: ir.UniformNames,
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uniformTypes: ir.Uniforms,
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shader: ui.NewShader(ir),
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}, nil
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}
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@ -60,44 +49,5 @@ func (s *Shader) Dispose() {
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}
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func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
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nameToF32s := map[string][]float32{}
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for name, v := range uniforms {
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switch v := v.(type) {
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case float32:
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nameToF32s[name] = []float32{v}
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case []float32:
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nameToF32s[name] = v
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default:
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panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
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}
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}
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if s.uniformNameToIndex == nil {
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s.uniformNameToIndex = map[string]int{}
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s.uniformNameToType = map[string]shaderir.Type{}
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var idx int
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for i, n := range s.uniformNames {
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if strings.HasPrefix(n, "__") {
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continue
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}
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s.uniformNameToIndex[n] = idx
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s.uniformNameToType[n] = s.uniformTypes[i]
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idx++
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}
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}
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us := make([][]float32, len(s.uniformNameToIndex))
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for name, idx := range s.uniformNameToIndex {
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if v, ok := nameToF32s[name]; ok {
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us[idx] = v
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continue
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}
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t := s.uniformNameToType[name]
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us[idx] = make([]float32, t.FloatCount())
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}
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// TODO: Panic if uniforms include an invalid name
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return us
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return s.shader.ConvertUniforms(uniforms)
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}
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