internal/ui: move convertUniforms to ui.Shader

This is a preparation to use a Kage program as the screen filter.

Update #2046
This commit is contained in:
Hajime Hoshi 2022-08-26 17:03:17 +09:00
parent 7703ab17fc
commit 3b50e57f19
2 changed files with 56 additions and 53 deletions

View File

@ -15,17 +15,27 @@
package ui package ui
import ( import (
"fmt"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/mipmap" "github.com/hajimehoshi/ebiten/v2/internal/mipmap"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/shaderir"
) )
type Shader struct { type Shader struct {
shader *mipmap.Shader shader *mipmap.Shader
uniformNames []string
uniformTypes []shaderir.Type
uniformNameToIndex map[string]int
uniformNameToType map[string]shaderir.Type
} }
func NewShader(ir *shaderir.Program) *Shader { func NewShader(ir *shaderir.Program) *Shader {
return &Shader{ return &Shader{
shader: mipmap.NewShader(ir), shader: mipmap.NewShader(ir),
uniformNames: ir.UniformNames,
uniformTypes: ir.Uniforms,
} }
} }
@ -33,3 +43,46 @@ func (s *Shader) MarkDisposed() {
s.shader.MarkDisposed() s.shader.MarkDisposed()
s.shader = nil s.shader = nil
} }
func (s *Shader) ConvertUniforms(uniforms map[string]interface{}) [][]float32 {
nameToF32s := map[string][]float32{}
for name, v := range uniforms {
switch v := v.(type) {
case float32:
nameToF32s[name] = []float32{v}
case []float32:
nameToF32s[name] = v
default:
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
}
}
if s.uniformNameToIndex == nil {
s.uniformNameToIndex = map[string]int{}
s.uniformNameToType = map[string]shaderir.Type{}
var idx int
for i, n := range s.uniformNames {
if strings.HasPrefix(n, "__") {
continue
}
s.uniformNameToIndex[n] = idx
s.uniformNameToType[n] = s.uniformTypes[i]
idx++
}
}
us := make([][]float32, len(s.uniformNameToIndex))
for name, idx := range s.uniformNameToIndex {
if v, ok := nameToF32s[name]; ok {
us[idx] = v
continue
}
t := s.uniformNameToType[name]
us[idx] = make([]float32, t.FloatCount())
}
// TODO: Panic if uniforms include an invalid name
return us
}

View File

@ -15,11 +15,7 @@
package ebiten package ebiten
import ( import (
"fmt"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/ui" "github.com/hajimehoshi/ebiten/v2/internal/ui"
) )
@ -28,11 +24,6 @@ import (
// For the details about the shader, see https://ebiten.org/documents/shader.html. // For the details about the shader, see https://ebiten.org/documents/shader.html.
type Shader struct { type Shader struct {
shader *ui.Shader shader *ui.Shader
uniformNames []string
uniformTypes []shaderir.Type
uniformNameToIndex map[string]int
uniformNameToType map[string]shaderir.Type
} }
// NewShader compiles a shader program in the shading language Kage, and retruns the result. // NewShader compiles a shader program in the shading language Kage, and retruns the result.
@ -47,8 +38,6 @@ func NewShader(src []byte) (*Shader, error) {
} }
return &Shader{ return &Shader{
shader: ui.NewShader(ir), shader: ui.NewShader(ir),
uniformNames: ir.UniformNames,
uniformTypes: ir.Uniforms,
}, nil }, nil
} }
@ -60,44 +49,5 @@ func (s *Shader) Dispose() {
} }
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 { func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
nameToF32s := map[string][]float32{} return s.shader.ConvertUniforms(uniforms)
for name, v := range uniforms {
switch v := v.(type) {
case float32:
nameToF32s[name] = []float32{v}
case []float32:
nameToF32s[name] = v
default:
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
}
}
if s.uniformNameToIndex == nil {
s.uniformNameToIndex = map[string]int{}
s.uniformNameToType = map[string]shaderir.Type{}
var idx int
for i, n := range s.uniformNames {
if strings.HasPrefix(n, "__") {
continue
}
s.uniformNameToIndex[n] = idx
s.uniformNameToType[n] = s.uniformTypes[i]
idx++
}
}
us := make([][]float32, len(s.uniformNameToIndex))
for name, idx := range s.uniformNameToIndex {
if v, ok := nameToF32s[name]; ok {
us[idx] = v
continue
}
t := s.uniformNameToType[name]
us[idx] = make([]float32, t.FloatCount())
}
// TODO: Panic if uniforms include an invalid name
return us
} }