shaderprecomp: remove ShaderSourceID

`ShaderSourceID` was confusing as there was no guarantee the same ID is
used for the same source if Ebitengine versions are different.

`ShaderSource` should be kept as the built-in shader contents should not
be exposed.

Updates #2861
Closes #2999
This commit is contained in:
Hajime Hoshi 2024-05-26 22:58:12 +09:00
parent 83ae577c80
commit 4818768965
11 changed files with 37 additions and 92 deletions

View File

@ -40,7 +40,7 @@ func run() error {
if errors.Is(err, exec.ErrNotFound) {
fmt.Fprintln(os.Stderr, "fxc.exe not found. Please install Windows SDK.")
fmt.Fprintln(os.Stderr, "See https://learn.microsoft.com/en-us/windows/win32/direct3dtools/fxc for more details.")
fmt.Fprintln(os.Stderr, "On PowerShell, you can add a path to the PATH environment variable temporarily like:")
fmt.Fprintln(os.Stderr, "HINT: On PowerShell, you can add a path to the PATH environment variable temporarily like:")
fmt.Fprintln(os.Stderr)
fmt.Fprintln(os.Stderr, ` & (Get-Process -Id $PID).Path { $env:PATH="C:\Program Files (x86)\Windows Kits\10\bin\10.0.22621.0\x64;"+$env:PATH; go generate .\examples\shaderprecomp\fxc\ }`)
fmt.Fprintln(os.Stderr)
@ -61,33 +61,27 @@ func run() error {
if err != nil {
return err
}
defaultSrc, err := shaderprecomp.NewShaderSource(defaultSrcBytes)
if err != nil {
return err
}
srcs = append(srcs, defaultSrc)
srcs = append(srcs, shaderprecomp.NewShaderSource(defaultSrcBytes))
for _, src := range srcs {
for i, src := range srcs {
// Avoid using errgroup.Group.
// Compiling sources in parallel causes a mixed error message on the console.
if err := compile(src, tmpdir); err != nil {
if err := compile(src, i, tmpdir); err != nil {
return err
}
}
return nil
}
func generateHSLSFiles(source *shaderprecomp.ShaderSource, tmpdir string) (vs, ps string, err error) {
id := source.ID().String()
vsHLSLFilePath := filepath.Join(tmpdir, id+"_vs.hlsl")
func generateHSLSFiles(source *shaderprecomp.ShaderSource, index int, tmpdir string) (vs, ps string, err error) {
vsHLSLFilePath := filepath.Join(tmpdir, fmt.Sprintf("%d_vs.hlsl", index))
vsf, err := os.Create(vsHLSLFilePath)
if err != nil {
return "", "", err
}
defer vsf.Close()
psHLSLFilePath := filepath.Join(tmpdir, id+"_ps.hlsl")
psHLSLFilePath := filepath.Join(tmpdir, fmt.Sprintf("%d_ps.hlsl", index))
psf, err := os.Create(psHLSLFilePath)
if err != nil {
return "", "", err
@ -101,17 +95,15 @@ func generateHSLSFiles(source *shaderprecomp.ShaderSource, tmpdir string) (vs, p
return vsHLSLFilePath, psHLSLFilePath, nil
}
func compile(source *shaderprecomp.ShaderSource, tmpdir string) error {
func compile(source *shaderprecomp.ShaderSource, index int, tmpdir string) error {
// Generate HLSL files. Make sure this process doesn't have any handlers of the files.
// Without closing the files, fxc.exe cannot access the files.
vsHLSLFilePath, psHLSLFilePath, err := generateHSLSFiles(source, tmpdir)
vsHLSLFilePath, psHLSLFilePath, err := generateHSLSFiles(source, index, tmpdir)
if err != nil {
return err
}
id := source.ID().String()
vsFXCFilePath := id + "_vs.fxc"
vsFXCFilePath := fmt.Sprintf("%d_vs.fxc", index)
cmd := exec.Command("fxc.exe", "/nologo", "/O3", "/T", shaderprecomp.HLSLVertexShaderProfile, "/E", shaderprecomp.HLSLVertexShaderEntryPoint, "/Fo", vsFXCFilePath, vsHLSLFilePath)
cmd.Stdout = os.Stdout
cmd.Stderr = os.Stderr
@ -119,7 +111,7 @@ func compile(source *shaderprecomp.ShaderSource, tmpdir string) error {
return err
}
psFXCFilePath := id + "_ps.fxc"
psFXCFilePath := fmt.Sprintf("%d_ps.fxc", index)
cmd = exec.Command("fxc.exe", "/nologo", "/O3", "/T", shaderprecomp.HLSLPixelShaderProfile, "/E", shaderprecomp.HLSLPixelShaderEntryPoint, "/Fo", psFXCFilePath, psHLSLFilePath)
cmd.Stdout = os.Stdout
cmd.Stderr = os.Stderr

View File

@ -20,6 +20,7 @@
package main
import (
"fmt"
"os"
"os/exec"
"path/filepath"
@ -46,26 +47,20 @@ func run() error {
if err != nil {
return err
}
defaultSrc, err := shaderprecomp.NewShaderSource(defaultSrcBytes)
if err != nil {
return err
}
srcs = append(srcs, defaultSrc)
srcs = append(srcs, shaderprecomp.NewShaderSource(defaultSrcBytes))
for _, src := range srcs {
for i, src := range srcs {
// Avoid using errgroup.Group.
// Compiling sources in parallel causes a mixed error message on the console.
if err := compile(src, tmpdir); err != nil {
if err := compile(src, i, tmpdir); err != nil {
return err
}
}
return nil
}
func compile(source *shaderprecomp.ShaderSource, tmpdir string) error {
id := source.ID().String()
metalFilePath := filepath.Join(tmpdir, id+".metal")
func compile(source *shaderprecomp.ShaderSource, index int, tmpdir string) error {
metalFilePath := filepath.Join(tmpdir, fmt.Sprintf("%d.metal", index))
f, err := os.Create(metalFilePath)
if err != nil {
@ -80,14 +75,14 @@ func compile(source *shaderprecomp.ShaderSource, tmpdir string) error {
return err
}
irFilePath := filepath.Join(tmpdir, id+".ir")
irFilePath := filepath.Join(tmpdir, fmt.Sprintf("%d.ir", index))
cmd := exec.Command("xcrun", "-sdk", "macosx", "metal", "-o", irFilePath, "-c", metalFilePath)
cmd.Stderr = os.Stderr
if err := cmd.Run(); err != nil {
return err
}
metallibFilePath := id + ".metallib"
metallibFilePath := fmt.Sprintf("%d.metallib", index)
cmd = exec.Command("xcrun", "-sdk", "macosx", "metallib", "-o", metallibFilePath, irFilePath)
cmd.Stderr = os.Stderr
if err := cmd.Run(); err != nil {

View File

@ -29,14 +29,10 @@ var metallibs embed.FS
func registerPrecompiledShaders() error {
srcs := shaderprecomp.AppendBuildinShaderSources(nil)
defaultShaderSource, err := shaderprecomp.NewShaderSource(defaultShaderSourceBytes)
if err != nil {
return err
}
srcs = append(srcs, defaultShaderSource)
srcs = append(srcs, shaderprecomp.NewShaderSource(defaultShaderSourceBytes))
for _, src := range srcs {
name := src.ID().String() + ".metallib"
for i, src := range srcs {
name := fmt.Sprintf("%d.metallib", i)
lib, err := metallibs.ReadFile("metallib/" + name)
if err != nil {
if errors.Is(err, fs.ErrNotExist) {

View File

@ -31,14 +31,10 @@ var fxcs embed.FS
func registerPrecompiledShaders() error {
srcs := shaderprecomp.AppendBuildinShaderSources(nil)
defaultShaderSource, err := shaderprecomp.NewShaderSource(defaultShaderSourceBytes)
if err != nil {
return err
}
srcs = append(srcs, defaultShaderSource)
srcs = append(srcs, shaderprecomp.NewShaderSource(defaultShaderSourceBytes))
for _, src := range srcs {
vsname := src.ID().String() + "_vs.fxc"
for i, src := range srcs {
vsname := fmt.Sprintf("%d_vs.fxc", i)
vs, err := fxcs.ReadFile("fxc/" + vsname)
if err != nil {
if errors.Is(err, fs.ErrNotExist) {
@ -48,7 +44,7 @@ func registerPrecompiledShaders() error {
return err
}
psname := src.ID().String() + "_ps.fxc"
psname := fmt.Sprintf("%d_ps.fxc", i)
ps, err := fxcs.ReadFile("fxc/" + psname)
if err != nil {
if errors.Is(err, fs.ErrNotExist) {

View File

@ -70,8 +70,8 @@ func (c *precompiledFXCs) get(hash shaderir.SourceHash) ([]byte, []byte) {
var thePrecompiledFXCs precompiledFXCs
func RegisterPrecompiledFXCs(hash shaderir.SourceHash, vertex, pixel []byte) {
thePrecompiledFXCs.put(hash, vertex, pixel)
func RegisterPrecompiledFXCs(source []byte, vertex, pixel []byte) {
thePrecompiledFXCs.put(shaderir.CalcSourceHash(source), vertex, pixel)
}
var vertexShaderCache = map[string]*_ID3DBlob{}

View File

@ -51,8 +51,8 @@ func (c *precompiledLibraries) get(hash shaderir.SourceHash) []byte {
var thePrecompiledLibraries precompiledLibraries
func RegisterPrecompiledLibrary(hash shaderir.SourceHash, bin []byte) {
thePrecompiledLibraries.put(hash, bin)
func RegisterPrecompiledLibrary(source []byte, bin []byte) {
thePrecompiledLibraries.put(shaderir.CalcSourceHash(source), bin)
}
type shaderRpsKey struct {

View File

@ -18,10 +18,6 @@
package playstation5
import (
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
func RegisterPrecompiledShaders(hash shaderir.SourceHash, vertex, pixel []byte) {
func RegisterPrecompiledShaders(source []byte, vertex, pixel []byte) {
// TODO: Implement this.
}

View File

@ -16,8 +16,6 @@ package shaderprecomp
import (
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
// AppendBuildinShaderSources appends all the built-in shader sources to the given slice.
@ -27,11 +25,7 @@ import (
// AppendBuildinShaderSources is concurrent-safe.
func AppendBuildinShaderSources(sources []*ShaderSource) []*ShaderSource {
for _, s := range builtinshader.AppendShaderSources(nil) {
src, err := NewShaderSource(s)
if err != nil {
panic(err)
}
sources = append(sources, src)
sources = append(sources, NewShaderSource(s))
}
return sources
}
@ -39,32 +33,11 @@ func AppendBuildinShaderSources(sources []*ShaderSource) []*ShaderSource {
// ShaderSource is an object encapsulating a shader source code.
type ShaderSource struct {
source []byte
id ShaderSourceID
}
// NewShaderSource creates a new ShaderSource object from the given source code.
func NewShaderSource(source []byte) (*ShaderSource, error) {
hash, err := graphics.CalcSourceHash(source)
if err != nil {
return nil, err
}
func NewShaderSource(source []byte) *ShaderSource {
return &ShaderSource{
source: source,
id: ShaderSourceID(hash),
}, nil
}
// ID returns a unique identifier for the shader source.
// The ShaderSourceID value must be the same for the same shader source and the same Ebitengine version.
// There is no guarantee that the ShaderSourceID value is the same between different Ebitengine versions.
func (s *ShaderSource) ID() ShaderSourceID {
return s.id
}
// ShaderSourceID is a uniuqe identifier for a shader source.
type ShaderSourceID [16]byte
// String returns a string representation of the shader source ID.
func (s ShaderSourceID) String() string {
return shaderir.SourceHash(s).String()
}
}

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@ -21,7 +21,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
)
@ -45,5 +44,5 @@ func CompileToMSL(w io.Writer, source *ShaderSource) error {
//
// RegisterMetalLibrary is concurrent-safe.
func RegisterMetalLibrary(source *ShaderSource, library []byte) {
metal.RegisterPrecompiledLibrary(shaderir.SourceHash(source.ID()), library)
metal.RegisterPrecompiledLibrary(source.source, library)
}

View File

@ -21,7 +21,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/playstation5"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/pssl"
)
@ -47,5 +46,5 @@ func CompileToPSSL(vertexWriter, pixelWriter io.Writer, source *ShaderSource) er
//
// RegisterPlayStationShaders is concurrent-safe.
func RegisterPlayStationShaders(source *ShaderSource, vertexShader, pixelShader []byte) {
playstation5.RegisterPrecompiledShaders(shaderir.SourceHash(source.ID()), vertexShader, pixelShader)
playstation5.RegisterPrecompiledShaders(source.source, vertexShader, pixelShader)
}

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@ -21,7 +21,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/directx"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
)
@ -63,5 +62,5 @@ func CompileToHLSL(vertexWriter, pixelWriter io.Writer, source *ShaderSource) er
//
// RegisterFXCs is concurrent-safe.
func RegisterFXCs(source *ShaderSource, vertexFXC, pixelFXC []byte) {
directx.RegisterPrecompiledFXCs(shaderir.SourceHash(source.ID()), vertexFXC, pixelFXC)
directx.RegisterPrecompiledFXCs(source.source, vertexFXC, pixelFXC)
}