mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
all: use uint32 instead of float32 for uniform values
This is a preparation for other types of uniform values. Updates #2305
This commit is contained in:
parent
0db2318a8d
commit
419bb4c1e9
4
image.go
4
image.go
@ -247,7 +247,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, builtinshader.AddressUnsafe, useColorM)
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var uniforms [][]float32
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var uniforms [][]uint32
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if useColorM {
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var body [16]float32
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var translation [4]float32
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@ -476,7 +476,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, address, useColorM)
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var uniforms [][]float32
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var uniforms [][]uint32
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if useColorM {
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var body [16]float32
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var translation [4]float32
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@ -376,13 +376,13 @@ func (i *Image) processSrc(src *Image) {
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// 5: Color G
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// 6: Color B
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// 7: Color Y
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool) {
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backendsM.Lock()
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defer backendsM.Unlock()
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i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, false)
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}
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, keepOnAtlas bool) {
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool, keepOnAtlas bool) {
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if i.disposed {
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panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
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}
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@ -140,7 +140,7 @@ func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
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// DrawTriangles draws the src image with the given vertices.
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//
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// Copying vertices and indices is the caller's responsibility.
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool) {
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for _, src := range srcs {
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if i == src {
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panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
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@ -71,8 +71,8 @@ type commandQueue struct {
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drawTrianglesCommandPool drawTrianglesCommandPool
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float32sBuffer buffer[float32]
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float32SlicesBuffer buffer[[]float32]
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uint32sBuffer buffer[uint32]
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uint32SlicesBuffer buffer[[]uint32]
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}
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// theCommandQueue is the command queue for the current process.
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@ -92,7 +92,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool
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}
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// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
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func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
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func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]uint32, evenOdd bool) {
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if len(indices) > graphics.IndicesCount {
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panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesCount but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesCount: %d", len(indices), graphics.IndicesCount))
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}
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@ -169,8 +169,8 @@ func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
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err = q.flush(graphicsDriver, endFrame)
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})
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if endFrame {
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q.float32sBuffer.reset()
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q.float32SlicesBuffer.reset()
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q.uint32sBuffer.reset()
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q.uint32SlicesBuffer.reset()
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}
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return
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}
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@ -271,7 +271,7 @@ type drawTrianglesCommand struct {
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blend graphicsdriver.Blend
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dstRegions []graphicsdriver.DstRegion
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shader *Shader
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uniforms [][]float32
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uniforms [][]uint32
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evenOdd bool
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}
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@ -342,7 +342,7 @@ func (c *drawTrianglesCommand) setVertices(vertices []float32) {
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
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// with the drawTrianglesCommand c.
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms [][]float32, evenOdd bool) bool {
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms [][]uint32, evenOdd bool) bool {
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if c.shader != shader {
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return false
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}
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@ -586,38 +586,38 @@ func roundUpPower2(x int) int {
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return p2
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}
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func (q *commandQueue) prependPreservedUniforms(uniforms [][]float32, dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, dstRegion, srcRegion graphicsdriver.Region) [][]float32 {
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func (q *commandQueue) prependPreservedUniforms(uniforms [][]uint32, dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, dstRegion, srcRegion graphicsdriver.Region) [][]uint32 {
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origUniforms := uniforms
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uniforms = q.float32SlicesBuffer.alloc(len(origUniforms) + graphics.PreservedUniformVariablesCount)
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uniforms = q.uint32SlicesBuffer.alloc(len(origUniforms) + graphics.PreservedUniformVariablesCount)
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copy(uniforms[graphics.PreservedUniformVariablesCount:], origUniforms)
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// Set the destination texture size.
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dw, dh := dst.InternalSize()
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udstsize := q.float32sBuffer.alloc(2)
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udstsize[0] = float32(dw)
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udstsize[1] = float32(dh)
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udstsize := q.uint32sBuffer.alloc(2)
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udstsize[0] = math.Float32bits(float32(dw))
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udstsize[1] = math.Float32bits(float32(dh))
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uniforms[graphics.TextureDestinationSizeUniformVariableIndex] = udstsize
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// Set the source texture sizes.
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usizes := q.float32sBuffer.alloc(2 * len(srcs))
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usizes := q.uint32sBuffer.alloc(2 * len(srcs))
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for i, src := range srcs {
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if src != nil {
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w, h := src.InternalSize()
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usizes[2*i] = float32(w)
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usizes[2*i+1] = float32(h)
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usizes[2*i] = math.Float32bits(float32(w))
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usizes[2*i+1] = math.Float32bits(float32(h))
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}
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}
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uniforms[graphics.TextureSourceSizesUniformVariableIndex] = usizes
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// Set the destination region.
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udstrorig := q.float32sBuffer.alloc(2)
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udstrorig[0] = float32(dstRegion.X) / float32(dw)
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udstrorig[1] = float32(dstRegion.Y) / float32(dh)
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udstrorig := q.uint32sBuffer.alloc(2)
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udstrorig[0] = math.Float32bits(float32(dstRegion.X) / float32(dw))
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udstrorig[1] = math.Float32bits(float32(dstRegion.Y) / float32(dh))
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uniforms[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udstrorig
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udstrsize := q.float32sBuffer.alloc(2)
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udstrsize[0] = float32(dstRegion.Width) / float32(dw)
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udstrsize[1] = float32(dstRegion.Height) / float32(dh)
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udstrsize := q.uint32sBuffer.alloc(2)
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udstrsize[0] = math.Float32bits(float32(dstRegion.Width) / float32(dw))
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udstrsize[1] = math.Float32bits(float32(dstRegion.Height) / float32(dh))
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uniforms[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udstrsize
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if srcs[0] != nil {
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@ -633,41 +633,41 @@ func (q *commandQueue) prependPreservedUniforms(uniforms [][]float32, dst *Image
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}
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// Set the source offsets.
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uoffsets := q.float32sBuffer.alloc(2 * len(offsets))
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uoffsets := q.uint32sBuffer.alloc(2 * len(offsets))
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for i, offset := range offsets {
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uoffsets[2*i] = offset[0]
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uoffsets[2*i+1] = offset[1]
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uoffsets[2*i] = math.Float32bits(offset[0])
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uoffsets[2*i+1] = math.Float32bits(offset[1])
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}
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uniforms[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
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// Set the source region of texture0.
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usrcrorig := q.float32sBuffer.alloc(2)
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usrcrorig[0] = float32(srcRegion.X)
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usrcrorig[1] = float32(srcRegion.Y)
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usrcrorig := q.uint32sBuffer.alloc(2)
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usrcrorig[0] = math.Float32bits(float32(srcRegion.X))
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usrcrorig[1] = math.Float32bits(float32(srcRegion.Y))
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uniforms[graphics.TextureSourceRegionOriginUniformVariableIndex] = usrcrorig
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usrcrsize := q.float32sBuffer.alloc(2)
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usrcrsize[0] = float32(srcRegion.Width)
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usrcrsize[1] = float32(srcRegion.Height)
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usrcrsize := q.uint32sBuffer.alloc(2)
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usrcrsize[0] = math.Float32bits(float32(srcRegion.Width))
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usrcrsize[1] = math.Float32bits(float32(srcRegion.Height))
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uniforms[graphics.TextureSourceRegionSizeUniformVariableIndex] = usrcrsize
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umatrix := q.float32sBuffer.alloc(16)
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umatrix[0] = 2 / float32(dw)
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umatrix := q.uint32sBuffer.alloc(16)
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umatrix[0] = math.Float32bits(2 / float32(dw))
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umatrix[1] = 0
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umatrix[2] = 0
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umatrix[3] = 0
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umatrix[4] = 0
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umatrix[5] = 2 / float32(dh)
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umatrix[5] = math.Float32bits(2 / float32(dh))
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umatrix[6] = 0
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umatrix[7] = 0
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umatrix[8] = 0
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umatrix[9] = 0
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umatrix[10] = 1
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umatrix[10] = math.Float32bits(1)
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umatrix[11] = 0
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umatrix[12] = -1
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umatrix[13] = -1
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umatrix[12] = math.Float32bits(-1)
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umatrix[13] = math.Float32bits(-1)
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umatrix[14] = 0
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umatrix[15] = 1
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umatrix[15] = math.Float32bits(1)
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uniforms[graphics.ProjectionMatrixUniformVariableIndex] = umatrix
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return uniforms
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@ -146,7 +146,7 @@ func (i *Image) InternalSize() (int, int) {
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//
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// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
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// elements for the source image are not used.
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]uint32, evenOdd bool) {
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for _, src := range srcs {
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if src == nil {
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continue
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@ -1171,7 +1171,7 @@ func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader,
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return s, nil
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms [][]float32, evenOdd bool) error {
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms [][]uint32, evenOdd bool) error {
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if shaderID == graphicsdriver.InvalidShaderID {
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return fmt.Errorf("directx: shader ID is invalid")
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}
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@ -1223,12 +1223,13 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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// In DirectX, 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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const idx = graphics.ProjectionMatrixUniformVariableIndex
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uniforms[idx][1] *= -1
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uniforms[idx][5] *= -1
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uniforms[idx][9] *= -1
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uniforms[idx][13] *= -1
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// Invert the sign bits as float32 values.
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uniforms[idx][1] = uniforms[idx][1] ^ (1 << 31)
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uniforms[idx][5] = uniforms[idx][5] ^ (1 << 31)
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uniforms[idx][9] = uniforms[idx][9] ^ (1 << 31)
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uniforms[idx][13] = uniforms[idx][13] ^ (1 << 31)
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flattenUniforms := shader.uniformsToFloat32s(uniforms)
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flattenUniforms := shader.flattenUniforms(uniforms)
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w, h := dst.internalSize()
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g.needFlushDrawCommandList = true
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@ -1716,11 +1717,11 @@ func (s *Shader) pipelineState(blend graphicsdriver.Blend, stencilMode stencilMo
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return state, nil
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}
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func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
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var fs []float32
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func (s *Shader) flattenUniforms(uniforms [][]uint32) []uint32 {
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var fs []uint32
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for i, u := range uniforms {
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if len(fs) < s.uniformOffsets[i]/4 {
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fs = append(fs, make([]float32, s.uniformOffsets[i]/4-len(fs))...)
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fs = append(fs, make([]uint32, s.uniformOffsets[i]/4-len(fs))...)
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}
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t := s.uniformTypes[i]
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@ -1803,7 +1804,7 @@ func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
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}
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}
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} else {
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fs = append(fs, make([]float32, (t.Length-1)*4+1)...)
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fs = append(fs, make([]uint32, (t.Length-1)*4+1)...)
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}
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case shaderir.Vec2:
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if u != nil {
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@ -1814,7 +1815,7 @@ func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
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}
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}
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} else {
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fs = append(fs, make([]float32, (t.Length-1)*4+2)...)
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fs = append(fs, make([]uint32, (t.Length-1)*4+2)...)
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}
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case shaderir.Vec3:
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if u != nil {
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@ -1825,13 +1826,13 @@ func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
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}
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}
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} else {
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fs = append(fs, make([]float32, (t.Length-1)*4+3)...)
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fs = append(fs, make([]uint32, (t.Length-1)*4+3)...)
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}
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case shaderir.Vec4:
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if u != nil {
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fs = append(fs, u...)
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} else {
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fs = append(fs, make([]float32, t.Length*4)...)
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fs = append(fs, make([]uint32, t.Length*4)...)
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}
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case shaderir.Mat2:
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if u != nil {
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@ -1846,7 +1847,7 @@ func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
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fs = fs[:len(fs)-2]
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}
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} else {
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fs = append(fs, make([]float32, (t.Length-1)*8+6)...)
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fs = append(fs, make([]uint32, (t.Length-1)*8+6)...)
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}
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case shaderir.Mat3:
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if u != nil {
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@ -1862,7 +1863,7 @@ func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
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fs = fs[:len(fs)-1]
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}
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} else {
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fs = append(fs, make([]float32, (t.Length-1)*12+11)...)
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fs = append(fs, make([]uint32, (t.Length-1)*12+11)...)
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}
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case shaderir.Mat4:
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if u != nil {
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@ -1876,7 +1877,7 @@ func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
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)
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}
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} else {
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fs = append(fs, make([]float32, t.Length*16)...)
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fs = append(fs, make([]uint32, t.Length*16)...)
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}
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default:
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panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", t.String()))
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@ -146,7 +146,7 @@ func (p *pipelineStates) initialize(device *_ID3D12Device) (ferr error) {
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return nil
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}
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func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, screen bool, srcs [graphics.ShaderImageCount]*Image, shader *Shader, dstRegions []graphicsdriver.DstRegion, uniforms []float32, blend graphicsdriver.Blend, indexOffset int, evenOdd bool) error {
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func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, screen bool, srcs [graphics.ShaderImageCount]*Image, shader *Shader, dstRegions []graphicsdriver.DstRegion, uniforms []uint32, blend graphicsdriver.Blend, indexOffset int, evenOdd bool) error {
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idx := len(p.constantBuffers[frameIndex])
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if idx >= numDescriptorsPerFrame {
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return fmt.Errorf("directx: too many constant buffers")
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@ -161,7 +161,7 @@ func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D
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}
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const bufferSizeAlignement = 256
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bufferSize := uint32(unsafe.Sizeof(float32(0))) * uint32(len(uniforms))
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bufferSize := uint32(unsafe.Sizeof(uint32(0))) * uint32(len(uniforms))
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if bufferSize > 0 {
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bufferSize = ((bufferSize-1)/bufferSizeAlignement + 1) * bufferSizeAlignement
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}
|
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@ -228,7 +228,7 @@ func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D
|
||||
}
|
||||
|
||||
// Update the constant buffer.
|
||||
copy(unsafe.Slice((*float32)(unsafe.Pointer(m)), len(uniforms)), uniforms)
|
||||
copy(unsafe.Slice((*uint32)(unsafe.Pointer(m)), len(uniforms)), uniforms)
|
||||
|
||||
rs, err := p.ensureRootSignature(device)
|
||||
if err != nil {
|
||||
|
@ -57,7 +57,7 @@ type Graphics interface {
|
||||
NewShader(program *shaderir.Program) (Shader, error)
|
||||
|
||||
// DrawTriangles draws an image onto another image with the given parameters.
|
||||
DrawTriangles(dst ImageID, srcs [graphics.ShaderImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms [][]float32, evenOdd bool) error
|
||||
DrawTriangles(dst ImageID, srcs [graphics.ShaderImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms [][]uint32, evenOdd bool) error
|
||||
}
|
||||
|
||||
// GraphicsNotReady represents that the graphics driver is not ready for recovering from the context lost.
|
||||
|
@ -421,7 +421,7 @@ func (g *Graphics) flushRenderCommandEncoderIfNeeded() {
|
||||
g.lastDst = nil
|
||||
}
|
||||
|
||||
func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs [graphics.ShaderImageCount]*Image, indexOffset int, shader *Shader, uniforms [][]float32, blend graphicsdriver.Blend, evenOdd bool) error {
|
||||
func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs [graphics.ShaderImageCount]*Image, indexOffset int, shader *Shader, uniforms [][]uint32, blend graphicsdriver.Blend, evenOdd bool) error {
|
||||
// When prepareing a stencil buffer, flush the current render command encoder
|
||||
// to make sure the stencil buffer is cleared when loading.
|
||||
// TODO: What about clearing the stencil buffer by vertices?
|
||||
@ -544,7 +544,7 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms [][]float32, evenOdd bool) error {
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms [][]uint32, evenOdd bool) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("metal: shader ID is invalid")
|
||||
}
|
||||
@ -560,24 +560,25 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
srcs[i] = g.images[srcID]
|
||||
}
|
||||
|
||||
uniformVars := make([][]float32, len(uniforms))
|
||||
uniformVars := make([][]uint32, len(uniforms))
|
||||
|
||||
// Set the additional uniform variables.
|
||||
for i, v := range uniforms {
|
||||
if i == graphics.ProjectionMatrixUniformVariableIndex {
|
||||
// In Metal, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
|
||||
// match. Then, the Y direction must be inverted.
|
||||
v[1] *= -1
|
||||
v[5] *= -1
|
||||
v[9] *= -1
|
||||
v[13] *= -1
|
||||
// Invert the sign bits as float32 values.
|
||||
v[1] = v[1] ^ (1 << 31)
|
||||
v[5] = v[5] ^ (1 << 31)
|
||||
v[9] = v[9] ^ (1 << 31)
|
||||
v[13] = v[13] ^ (1 << 31)
|
||||
}
|
||||
|
||||
t := g.shaders[shaderID].ir.Uniforms[i]
|
||||
switch t.Main {
|
||||
case shaderir.Mat3:
|
||||
// float3x3 requires 16-byte alignment (#2036).
|
||||
v1 := make([]float32, 12)
|
||||
v1 := make([]uint32, 12)
|
||||
copy(v1[0:3], v[0:3])
|
||||
copy(v1[4:7], v[3:6])
|
||||
copy(v1[8:11], v[6:9])
|
||||
@ -585,7 +586,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
case shaderir.Array:
|
||||
switch t.Sub[0].Main {
|
||||
case shaderir.Mat3:
|
||||
v1 := make([]float32, t.Length*12)
|
||||
v1 := make([]uint32, t.Length*12)
|
||||
for j := 0; j < t.Length; j++ {
|
||||
offset0 := j * 9
|
||||
offset1 := j * 12
|
||||
|
@ -180,7 +180,7 @@ func (g *Graphics) uniformVariableName(idx int) string {
|
||||
return name
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms [][]float32, evenOdd bool) error {
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms [][]uint32, evenOdd bool) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("opengl: shader ID is invalid")
|
||||
}
|
||||
@ -213,10 +213,11 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
// In OpenGL, the NDC's Y direction is upward, so flip the Y direction for the final framebuffer.
|
||||
if destination.screen {
|
||||
const idx = graphics.ProjectionMatrixUniformVariableIndex
|
||||
g.uniformVars[idx].value[1] *= -1
|
||||
g.uniformVars[idx].value[5] *= -1
|
||||
g.uniformVars[idx].value[9] *= -1
|
||||
g.uniformVars[idx].value[13] *= -1
|
||||
// Invert the sign bits as float32 values.
|
||||
g.uniformVars[idx].value[1] = g.uniformVars[idx].value[1] ^ (1 << 31)
|
||||
g.uniformVars[idx].value[5] = g.uniformVars[idx].value[5] ^ (1 << 31)
|
||||
g.uniformVars[idx].value[9] = g.uniformVars[idx].value[9] ^ (1 << 31)
|
||||
g.uniformVars[idx].value[13] = g.uniformVars[idx].value[13] ^ (1 << 31)
|
||||
}
|
||||
|
||||
var imgs [graphics.ShaderImageCount]textureVariable
|
||||
|
@ -17,6 +17,7 @@ package opengl
|
||||
import (
|
||||
"fmt"
|
||||
"runtime"
|
||||
"unsafe"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
@ -122,7 +123,7 @@ type openGLState struct {
|
||||
elementArrayBuffer buffer
|
||||
|
||||
lastProgram program
|
||||
lastUniforms map[string][]float32
|
||||
lastUniforms map[string][]uint32
|
||||
lastActiveTexture int
|
||||
}
|
||||
|
||||
@ -164,8 +165,8 @@ func (s *openGLState) reset(context *context) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
// areSameFloat32Array returns a boolean indicating if a and b are deeply equal.
|
||||
func areSameFloat32Array(a, b []float32) bool {
|
||||
// areSameUint32Array returns a boolean indicating if a and b are deeply equal.
|
||||
func areSameUint32Array(a, b []uint32) bool {
|
||||
if len(a) != len(b) {
|
||||
return false
|
||||
}
|
||||
@ -179,7 +180,7 @@ func areSameFloat32Array(a, b []float32) bool {
|
||||
|
||||
type uniformVariable struct {
|
||||
name string
|
||||
value []float32
|
||||
value []uint32
|
||||
typ shaderir.Type
|
||||
}
|
||||
|
||||
@ -230,12 +231,12 @@ func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textu
|
||||
}
|
||||
|
||||
cached, ok := g.state.lastUniforms[u.name]
|
||||
if ok && areSameFloat32Array(cached, u.value) {
|
||||
if ok && areSameUint32Array(cached, u.value) {
|
||||
continue
|
||||
}
|
||||
g.context.uniformFloats(program, u.name, u.value, u.typ)
|
||||
g.context.uniformFloats(program, u.name, uint32sToFloat32s(u.value), u.typ)
|
||||
if g.state.lastUniforms == nil {
|
||||
g.state.lastUniforms = map[string][]float32{}
|
||||
g.state.lastUniforms = map[string][]uint32{}
|
||||
}
|
||||
g.state.lastUniforms[u.name] = u.value
|
||||
}
|
||||
@ -279,3 +280,7 @@ loop:
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func uint32sToFloat32s(s []uint32) []float32 {
|
||||
return unsafe.Slice((*float32)(unsafe.Pointer(&s[0])), len(s))
|
||||
}
|
||||
|
@ -65,7 +65,7 @@ func (m *Mipmap) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byt
|
||||
return m.orig.ReadPixels(graphicsDriver, pixels, x, y, width, height)
|
||||
}
|
||||
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool, canSkipMipmap bool) {
|
||||
if len(indices) == 0 {
|
||||
return
|
||||
}
|
||||
|
@ -80,7 +80,7 @@ type drawTrianglesHistoryItem struct {
|
||||
dstRegion graphicsdriver.Region
|
||||
srcRegion graphicsdriver.Region
|
||||
shader *Shader
|
||||
uniforms [][]float32
|
||||
uniforms [][]uint32
|
||||
evenOdd bool
|
||||
}
|
||||
|
||||
@ -365,7 +365,7 @@ func (i *Image) WritePixels(pixels []byte, x, y, width, height int) {
|
||||
// 5: Color G
|
||||
// 6: Color B
|
||||
// 7: Color Y
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]uint32, evenOdd bool) {
|
||||
if i.priority {
|
||||
panic("restorable: DrawTriangles cannot be called on a priority image")
|
||||
}
|
||||
@ -403,7 +403,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
|
||||
}
|
||||
|
||||
// appendDrawTrianglesHistory appends a draw-image history item to the image.
|
||||
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
|
||||
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]uint32, evenOdd bool) {
|
||||
if i.stale || !i.needsRestoring() {
|
||||
return
|
||||
}
|
||||
|
@ -454,7 +454,7 @@ func (p *Program) reachableUniformVariablesFromBlock(block *Block) []int {
|
||||
return is
|
||||
}
|
||||
|
||||
func (p *Program) FilterUniformVariables(uniforms [][]float32) {
|
||||
func (p *Program) FilterUniformVariables(uniforms [][]uint32) {
|
||||
if p.reachableUniforms == nil {
|
||||
p.reachableUniforms = map[int]struct{}{}
|
||||
for _, i := range p.reachableUniformVariablesFromBlock(p.VertexFunc.Block) {
|
||||
|
@ -75,7 +75,7 @@ func (i *Image) MarkDisposed() {
|
||||
i.drawCallback = nil
|
||||
}
|
||||
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool, antialias bool) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
|
||||
if i.drawCallback != nil {
|
||||
i.drawCallback()
|
||||
}
|
||||
|
@ -16,6 +16,7 @@ package ui
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math"
|
||||
"strings"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
|
||||
@ -44,14 +45,18 @@ func (s *Shader) MarkDisposed() {
|
||||
s.shader = nil
|
||||
}
|
||||
|
||||
func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]float32 {
|
||||
nameToF32s := map[string][]float32{}
|
||||
func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]uint32 {
|
||||
nameToU32s := map[string][]uint32{}
|
||||
for name, v := range uniforms {
|
||||
switch v := v.(type) {
|
||||
case float32:
|
||||
nameToF32s[name] = []float32{v}
|
||||
nameToU32s[name] = []uint32{math.Float32bits(v)}
|
||||
case []float32:
|
||||
nameToF32s[name] = v
|
||||
u32s := make([]uint32, len(v))
|
||||
for i := range v {
|
||||
u32s[i] = math.Float32bits(v[i])
|
||||
}
|
||||
nameToU32s[name] = u32s
|
||||
default:
|
||||
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
|
||||
}
|
||||
@ -72,14 +77,14 @@ func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]float32 {
|
||||
}
|
||||
}
|
||||
|
||||
us := make([][]float32, len(s.uniformNameToIndex))
|
||||
us := make([][]uint32, len(s.uniformNameToIndex))
|
||||
for name, idx := range s.uniformNameToIndex {
|
||||
if v, ok := nameToF32s[name]; ok {
|
||||
if v, ok := nameToU32s[name]; ok {
|
||||
us[idx] = v
|
||||
continue
|
||||
}
|
||||
t := s.uniformNameToType[name]
|
||||
us[idx] = make([]float32, t.FloatCount())
|
||||
us[idx] = make([]uint32, t.FloatCount())
|
||||
}
|
||||
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
|
Loading…
Reference in New Issue
Block a user