mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2025-01-11 19:48:54 +01:00
internal/graphicscommand: enable to show shader names
This commit is contained in:
parent
393437b8be
commit
46cf09197b
@ -46,7 +46,7 @@ func newGameForUI(game Game, transparent bool) *gameForUI {
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transparent: transparent,
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transparent: transparent,
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}
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}
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s, err := NewShader(builtinshader.ScreenShaderSource)
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s, err := newShader(builtinshader.ScreenShaderSource, "screen")
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err))
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panic(fmt.Sprintf("ebiten: compiling the screen shader failed: %v", err))
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}
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}
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@ -24,12 +24,14 @@ import (
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type Shader struct {
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type Shader struct {
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ir *shaderir.Program
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ir *shaderir.Program
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shader *restorable.Shader
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shader *restorable.Shader
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name string
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}
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}
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func NewShader(ir *shaderir.Program) *Shader {
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func NewShader(ir *shaderir.Program, name string) *Shader {
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// A shader is initialized lazily, and the lock is not needed.
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// A shader is initialized lazily, and the lock is not needed.
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return &Shader{
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return &Shader{
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ir: ir,
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ir: ir,
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name: name,
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}
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}
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}
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}
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@ -45,7 +47,7 @@ func (s *Shader) ensureShader() *restorable.Shader {
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if s.shader != nil {
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if s.shader != nil {
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return s.shader
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return s.shader
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}
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}
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s.shader = restorable.NewShader(s.ir)
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s.shader = restorable.NewShader(s.ir, s.name)
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runtime.SetFinalizer(s, (*Shader).finalize)
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runtime.SetFinalizer(s, (*Shader).finalize)
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return s.shader
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return s.shader
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}
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}
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@ -36,12 +36,12 @@ func TestShaderFillTwice(t *testing.T) {
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is := graphics.QuadIndices()
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is := graphics.QuadIndices()
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dr := image.Rect(0, 0, w, h)
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dr := image.Rect(0, 0, w, h)
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g := ui.Get().GraphicsDriverForTesting()
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g := ui.Get().GraphicsDriverForTesting()
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s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff))
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s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff), "")
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dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s0, nil, graphicsdriver.FillRuleFillAll)
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dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s0, nil, graphicsdriver.FillRuleFillAll)
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// Vertices must be recreated (#1755)
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// Vertices must be recreated (#1755)
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vs = quadVertices(w, h, 0, 0, 1)
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vs = quadVertices(w, h, 0, 0, 1)
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s1 := atlas.NewShader(etesting.ShaderProgramFill(0x80, 0x80, 0x80, 0xff))
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s1 := atlas.NewShader(etesting.ShaderProgramFill(0x80, 0x80, 0x80, 0xff), "")
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dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s1, nil, graphicsdriver.FillRuleFillAll)
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dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s1, nil, graphicsdriver.FillRuleFillAll)
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pix := make([]byte, 4*w*h)
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pix := make([]byte, 4*w*h)
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@ -89,7 +89,7 @@ func TestImageDrawTwice(t *testing.T) {
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}
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}
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func TestGCShader(t *testing.T) {
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func TestGCShader(t *testing.T) {
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s := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff))
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s := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff), "")
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// Use the shader to initialize it.
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// Use the shader to initialize it.
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const w, h = 1, 1
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const w, h = 1, 1
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@ -107,7 +107,12 @@ func (c *drawTrianglesCommand) String() string {
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}
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}
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}
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}
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return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
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shader := fmt.Sprintf("%d", c.shader.id)
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if c.shader.name != "" {
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shader += " (" + c.shader.name + ")"
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}
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return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader: %s", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, shader)
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}
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}
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// Exec executes the drawTrianglesCommand.
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// Exec executes the drawTrianglesCommand.
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@ -35,7 +35,7 @@ func init() {
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("graphicscommand: compiling the nearest shader failed: %v", err))
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panic(fmt.Sprintf("graphicscommand: compiling the nearest shader failed: %v", err))
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}
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}
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nearestFilterShader = graphicscommand.NewShader(ir)
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nearestFilterShader = graphicscommand.NewShader(ir, "")
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}
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}
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func TestMain(m *testing.M) {
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func TestMain(m *testing.M) {
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@ -109,7 +109,7 @@ func TestShader(t *testing.T) {
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dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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g := ui.Get().GraphicsDriverForTesting()
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g := ui.Get().GraphicsDriverForTesting()
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s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
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s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff), "")
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dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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pix := make([]byte, 4*w*h)
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pix := make([]byte, 4*w*h)
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@ -31,12 +31,14 @@ type Shader struct {
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shader graphicsdriver.Shader
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shader graphicsdriver.Shader
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ir *shaderir.Program
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ir *shaderir.Program
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id int
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id int
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name string
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}
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}
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func NewShader(ir *shaderir.Program) *Shader {
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func NewShader(ir *shaderir.Program, name string) *Shader {
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s := &Shader{
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s := &Shader{
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ir: ir,
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ir: ir,
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id: genNextShaderID(),
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id: genNextShaderID(),
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name: name,
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}
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}
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c := &newShaderCommand{
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c := &newShaderCommand{
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result: s,
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result: s,
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@ -28,12 +28,14 @@ import (
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type Shader struct {
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type Shader struct {
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shader *graphicscommand.Shader
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shader *graphicscommand.Shader
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ir *shaderir.Program
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ir *shaderir.Program
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name string
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}
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}
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func NewShader(ir *shaderir.Program) *Shader {
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func NewShader(ir *shaderir.Program, name string) *Shader {
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s := &Shader{
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s := &Shader{
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shader: graphicscommand.NewShader(ir),
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shader: graphicscommand.NewShader(ir, name),
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ir: ir,
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ir: ir,
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name: name,
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}
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}
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theImages.addShader(s)
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theImages.addShader(s)
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return s
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return s
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@ -47,7 +49,7 @@ func (s *Shader) Dispose() {
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}
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}
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func (s *Shader) restore() {
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func (s *Shader) restore() {
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s.shader = graphicscommand.NewShader(s.ir)
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s.shader = graphicscommand.NewShader(s.ir, s.name)
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}
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}
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func (s *Shader) Unit() shaderir.Unit {
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func (s *Shader) Unit() shaderir.Unit {
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@ -90,7 +92,7 @@ func init() {
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if err := wg.Wait(); err != nil {
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if err := wg.Wait(); err != nil {
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panic(err)
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panic(err)
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}
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}
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NearestFilterShader = NewShader(nearestIR)
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NearestFilterShader = NewShader(nearestIR, "nearest")
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LinearFilterShader = NewShader(linearIR)
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LinearFilterShader = NewShader(linearIR, "linear")
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clearShader = NewShader(clearIR)
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clearShader = NewShader(clearIR, "clear")
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}
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}
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@ -53,7 +53,7 @@ func TestShader(t *testing.T) {
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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defer img.Dispose()
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defer img.Dispose()
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s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
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s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff), "")
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dr := image.Rect(0, 0, 1, 1)
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dr := image.Rect(0, 0, 1, 1)
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img.DrawTriangles([graphics.ShaderSrcImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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img.DrawTriangles([graphics.ShaderSrcImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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@ -82,7 +82,7 @@ func TestShaderChain(t *testing.T) {
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imgs[0].WritePixels(bytesToManagedBytes([]byte{0xff, 0, 0, 0xff}), image.Rect(0, 0, 1, 1))
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imgs[0].WritePixels(bytesToManagedBytes([]byte{0xff, 0, 0, 0xff}), image.Rect(0, 0, 1, 1))
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s := restorable.NewShader(etesting.ShaderProgramImages(1))
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s := restorable.NewShader(etesting.ShaderProgramImages(1), "")
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for i := 0; i < num-1; i++ {
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for i := 0; i < num-1; i++ {
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dr := image.Rect(0, 0, 1, 1)
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dr := image.Rect(0, 0, 1, 1)
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imgs[i+1].DrawTriangles([graphics.ShaderSrcImageCount]*restorable.Image{imgs[i]}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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imgs[i+1].DrawTriangles([graphics.ShaderSrcImageCount]*restorable.Image{imgs[i]}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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@ -115,7 +115,7 @@ func TestShaderMultipleSources(t *testing.T) {
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dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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s := restorable.NewShader(etesting.ShaderProgramImages(3))
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s := restorable.NewShader(etesting.ShaderProgramImages(3), "")
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dr := image.Rect(0, 0, 1, 1)
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dr := image.Rect(0, 0, 1, 1)
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dst.DrawTriangles(srcs, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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dst.DrawTriangles(srcs, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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@ -147,7 +147,7 @@ func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
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dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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s := restorable.NewShader(etesting.ShaderProgramImages(3))
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s := restorable.NewShader(etesting.ShaderProgramImages(3), "")
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dr := image.Rect(0, 0, 1, 1)
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dr := image.Rect(0, 0, 1, 1)
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srcRegions := [graphics.ShaderSrcImageCount]image.Rectangle{
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srcRegions := [graphics.ShaderSrcImageCount]image.Rectangle{
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image.Rect(0, 0, 1, 1),
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image.Rect(0, 0, 1, 1),
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@ -177,7 +177,7 @@ func TestShaderDispose(t *testing.T) {
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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defer img.Dispose()
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defer img.Dispose()
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s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
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s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff), "")
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dr := image.Rect(0, 0, 1, 1)
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dr := image.Rect(0, 0, 1, 1)
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img.DrawTriangles([graphics.ShaderSrcImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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img.DrawTriangles([graphics.ShaderSrcImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
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@ -32,9 +32,9 @@ type Shader struct {
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uniformUint32Count int
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uniformUint32Count int
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}
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}
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func NewShader(ir *shaderir.Program) *Shader {
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func NewShader(ir *shaderir.Program, name string) *Shader {
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return &Shader{
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return &Shader{
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shader: atlas.NewShader(ir),
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shader: atlas.NewShader(ir, name),
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uniformNames: ir.UniformNames[graphics.PreservedUniformVariablesCount:],
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uniformNames: ir.UniformNames[graphics.PreservedUniformVariablesCount:],
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uniformTypes: ir.Uniforms[graphics.PreservedUniformVariablesCount:],
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uniformTypes: ir.Uniforms[graphics.PreservedUniformVariablesCount:],
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}
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}
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24
shader.go
24
shader.go
@ -38,12 +38,16 @@ type Shader struct {
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//
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//
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// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
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// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
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func NewShader(src []byte) (*Shader, error) {
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func NewShader(src []byte) (*Shader, error) {
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return newShader(src, "")
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}
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func newShader(src []byte, name string) (*Shader, error) {
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ir, err := graphics.CompileShader(src)
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ir, err := graphics.CompileShader(src)
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if err != nil {
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if err != nil {
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return nil, err
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return nil, err
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}
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}
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return &Shader{
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return &Shader{
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shader: ui.NewShader(ir),
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shader: ui.NewShader(ir, name),
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unit: ir.Unit,
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unit: ir.Unit,
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}, nil
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}, nil
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}
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}
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@ -108,7 +112,23 @@ func builtinShader(filter builtinshader.Filter, address builtinshader.Address, u
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}
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}
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} else {
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} else {
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src := builtinshader.ShaderSource(filter, address, useColorM)
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src := builtinshader.ShaderSource(filter, address, useColorM)
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s, err := NewShader(src)
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var name string
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switch filter {
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case builtinshader.FilterNearest:
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name = "nearest"
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case builtinshader.FilterLinear:
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name = "linear"
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}
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switch address {
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case builtinshader.AddressClampToZero:
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name += "-clamptozero"
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case builtinshader.AddressRepeat:
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name += "-repeat"
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}
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if useColorM {
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name += "-colorm"
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}
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s, err := newShader(src, name)
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if err != nil {
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if err != nil {
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panic(fmt.Sprintf("ebiten: NewShader for a built-in shader failed: %v", err))
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panic(fmt.Sprintf("ebiten: NewShader for a built-in shader failed: %v", err))
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}
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}
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