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Update hlsl
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parent
280cc1a732
commit
4536fadebe
@ -22,7 +22,6 @@ import (
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"regexp"
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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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)
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@ -89,6 +88,7 @@ float4x4 float4x4FromScalar(float x) {
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func Compile(p *shaderir.Program) (vertexShader, pixelShader string, offsets []int) {
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offsets = calculateMemoryOffsets(p.Uniforms)
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p = adjustProgram(p)
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c := &compileContext{
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unit: p.Unit,
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@ -193,7 +193,7 @@ func Compile(p *shaderir.Program) (vertexShader, pixelShader string, offsets []i
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pslines = append(pslines, "")
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pslines = append(pslines, "struct PS_OUTPUT")
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pslines = append(pslines, "{")
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for i := 0; i < graphics.ShaderDstImageCount; i++ {
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for i := 0; i < p.ColorsOutCount; i++ {
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pslines = append(pslines, fmt.Sprintf("\tfloat4 Color%d: SV_Target%d;", i, i))
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}
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pslines = append(pslines, "};")
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@ -404,6 +404,9 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
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}
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var lines []string
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for i := range block.LocalVars {
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lines = append(lines, c.initVariable(p, topBlock, block, block.LocalVarIndexOffset+i, true, level)...)
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}
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var expr func(e *shaderir.Expr) string
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expr = func(e *shaderir.Expr) string {
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@ -510,8 +513,7 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
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case shaderir.Assign:
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lhs := s.Exprs[0]
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rhs := s.Exprs[1]
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isOutput := strings.HasPrefix(expr(&lhs), "output.Color")
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if !isOutput && lhs.Type == shaderir.LocalVariable {
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if lhs.Type == shaderir.LocalVariable {
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if t := p.LocalVariableType(topBlock, block, lhs.Index); t.Main == shaderir.Array {
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for i := 0; i < t.Length; i++ {
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lines = append(lines, fmt.Sprintf("%[1]s%[2]s[%[3]d] = %[4]s[%[3]d];", idt, expr(&lhs), i, expr(&rhs)))
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@ -572,14 +574,18 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
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switch {
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case topBlock == p.VertexFunc.Block:
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lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, vsOut))
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case len(s.Exprs) == 0:
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case topBlock == p.FragmentFunc.Block:
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// Call to the pseudo fragment func based on out parameters
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lines = append(lines, idt+expr(&s.Exprs[0])+";")
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lines = append(lines, idt+"return output;")
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case len(s.Exprs) == 0:
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lines = append(lines, idt+"return;")
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default:
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lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, expr(&s.Exprs[0])))
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}
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case shaderir.Discard:
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// 'discard' is invoked only in the fragment shader entry point.
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lines = append(lines, idt+"discard;", idt+"return float4(0.0, 0.0, 0.0, 0.0);")
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lines = append(lines, idt+"discard;")
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default:
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lines = append(lines, fmt.Sprintf("%s?(unexpected stmt: %d)", idt, s.Type))
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}
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@ -587,3 +593,90 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
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return lines
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}
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func adjustProgram(p *shaderir.Program) *shaderir.Program {
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if p.FragmentFunc.Block == nil {
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return p
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}
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// Shallow-clone the program in order not to modify p itself.
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newP := *p
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// Create a new slice not to affect the original p.
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newP.Funcs = make([]shaderir.Func, len(p.Funcs))
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copy(newP.Funcs, p.Funcs)
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// Create a new function whose body is the same is the fragment shader's entry point.
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// The entry point will call this.
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// This indirect call is needed for these issues:
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// - Assignment to gl_FragColor doesn't work (#2245)
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// - There are some odd compilers that don't work with early returns and gl_FragColor (#2247)
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// Determine a unique index of the new function.
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var funcIdx int
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for _, f := range newP.Funcs {
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if funcIdx <= f.Index {
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funcIdx = f.Index + 1
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}
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}
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// For parameters of a fragment func, see the comment in internal/shaderir/program.go.
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inParams := make([]shaderir.Type, 1+len(newP.Varyings))
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inParams[0] = shaderir.Type{
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Main: shaderir.Vec4, // gl_FragCoord
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}
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copy(inParams[1:], newP.Varyings)
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// Out parameters of a fragment func are colors
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outParams := make([]shaderir.Type, p.ColorsOutCount)
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for i := range outParams {
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outParams[i] = shaderir.Type{
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Main: shaderir.Vec4,
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}
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}
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newP.FragmentFunc.Block.LocalVarIndexOffset += (p.ColorsOutCount - 1)
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newP.Funcs = append(newP.Funcs, shaderir.Func{
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Index: funcIdx,
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InParams: inParams,
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OutParams: outParams,
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Block: newP.FragmentFunc.Block,
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})
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// Create an AST to call the new function.
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call := []shaderir.Expr{
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{
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Type: shaderir.FunctionExpr,
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Index: funcIdx,
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},
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}
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for i := 0; i < 1+len(newP.Varyings)+p.ColorsOutCount; i++ {
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call = append(call, shaderir.Expr{
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Type: shaderir.LocalVariable,
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Index: i,
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})
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}
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// Replace the entry point with just calling the new function.
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stmts := []shaderir.Stmt{
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{
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// Return: This will be replaced with assignment to gl_FragColor.
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Type: shaderir.Return,
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Exprs: []shaderir.Expr{
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// The function call
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{
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Type: shaderir.Call,
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Exprs: call,
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},
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},
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},
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}
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newP.FragmentFunc = shaderir.FragmentFunc{
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Block: &shaderir.Block{
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LocalVars: nil,
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LocalVarIndexOffset: 1 + len(newP.Varyings) + 1,
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Stmts: stmts,
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},
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}
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return &newP
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}
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