mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
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
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83ae577c80
commit
4818768965
@ -40,7 +40,7 @@ func run() error {
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if errors.Is(err, exec.ErrNotFound) {
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fmt.Fprintln(os.Stderr, "fxc.exe not found. Please install Windows SDK.")
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fmt.Fprintln(os.Stderr, "See https://learn.microsoft.com/en-us/windows/win32/direct3dtools/fxc for more details.")
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fmt.Fprintln(os.Stderr, "On PowerShell, you can add a path to the PATH environment variable temporarily like:")
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fmt.Fprintln(os.Stderr, "HINT: On PowerShell, you can add a path to the PATH environment variable temporarily like:")
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fmt.Fprintln(os.Stderr)
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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\ }`)
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fmt.Fprintln(os.Stderr)
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@ -61,33 +61,27 @@ func run() error {
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if err != nil {
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return err
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}
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defaultSrc, err := shaderprecomp.NewShaderSource(defaultSrcBytes)
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if err != nil {
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return err
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}
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srcs = append(srcs, defaultSrc)
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srcs = append(srcs, shaderprecomp.NewShaderSource(defaultSrcBytes))
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for _, src := range srcs {
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for i, src := range srcs {
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// Avoid using errgroup.Group.
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// Compiling sources in parallel causes a mixed error message on the console.
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if err := compile(src, tmpdir); err != nil {
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if err := compile(src, i, tmpdir); err != nil {
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return err
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}
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}
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return nil
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}
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func generateHSLSFiles(source *shaderprecomp.ShaderSource, tmpdir string) (vs, ps string, err error) {
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id := source.ID().String()
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vsHLSLFilePath := filepath.Join(tmpdir, id+"_vs.hlsl")
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func generateHSLSFiles(source *shaderprecomp.ShaderSource, index int, tmpdir string) (vs, ps string, err error) {
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vsHLSLFilePath := filepath.Join(tmpdir, fmt.Sprintf("%d_vs.hlsl", index))
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vsf, err := os.Create(vsHLSLFilePath)
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if err != nil {
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return "", "", err
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}
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defer vsf.Close()
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psHLSLFilePath := filepath.Join(tmpdir, id+"_ps.hlsl")
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psHLSLFilePath := filepath.Join(tmpdir, fmt.Sprintf("%d_ps.hlsl", index))
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psf, err := os.Create(psHLSLFilePath)
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if err != nil {
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return "", "", err
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@ -101,17 +95,15 @@ func generateHSLSFiles(source *shaderprecomp.ShaderSource, tmpdir string) (vs, p
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return vsHLSLFilePath, psHLSLFilePath, nil
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}
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func compile(source *shaderprecomp.ShaderSource, tmpdir string) error {
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func compile(source *shaderprecomp.ShaderSource, index int, tmpdir string) error {
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// Generate HLSL files. Make sure this process doesn't have any handlers of the files.
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// Without closing the files, fxc.exe cannot access the files.
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vsHLSLFilePath, psHLSLFilePath, err := generateHSLSFiles(source, tmpdir)
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vsHLSLFilePath, psHLSLFilePath, err := generateHSLSFiles(source, index, tmpdir)
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if err != nil {
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return err
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}
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id := source.ID().String()
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vsFXCFilePath := id + "_vs.fxc"
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vsFXCFilePath := fmt.Sprintf("%d_vs.fxc", index)
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cmd := exec.Command("fxc.exe", "/nologo", "/O3", "/T", shaderprecomp.HLSLVertexShaderProfile, "/E", shaderprecomp.HLSLVertexShaderEntryPoint, "/Fo", vsFXCFilePath, vsHLSLFilePath)
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cmd.Stdout = os.Stdout
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cmd.Stderr = os.Stderr
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@ -119,7 +111,7 @@ func compile(source *shaderprecomp.ShaderSource, tmpdir string) error {
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return err
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}
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psFXCFilePath := id + "_ps.fxc"
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psFXCFilePath := fmt.Sprintf("%d_ps.fxc", index)
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cmd = exec.Command("fxc.exe", "/nologo", "/O3", "/T", shaderprecomp.HLSLPixelShaderProfile, "/E", shaderprecomp.HLSLPixelShaderEntryPoint, "/Fo", psFXCFilePath, psHLSLFilePath)
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cmd.Stdout = os.Stdout
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cmd.Stderr = os.Stderr
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@ -20,6 +20,7 @@
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package main
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import (
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"fmt"
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"os"
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"os/exec"
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"path/filepath"
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@ -46,26 +47,20 @@ func run() error {
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if err != nil {
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return err
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}
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defaultSrc, err := shaderprecomp.NewShaderSource(defaultSrcBytes)
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if err != nil {
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return err
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}
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srcs = append(srcs, defaultSrc)
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srcs = append(srcs, shaderprecomp.NewShaderSource(defaultSrcBytes))
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for _, src := range srcs {
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for i, src := range srcs {
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// Avoid using errgroup.Group.
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// Compiling sources in parallel causes a mixed error message on the console.
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if err := compile(src, tmpdir); err != nil {
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if err := compile(src, i, tmpdir); err != nil {
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return err
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}
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}
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return nil
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}
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func compile(source *shaderprecomp.ShaderSource, tmpdir string) error {
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id := source.ID().String()
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metalFilePath := filepath.Join(tmpdir, id+".metal")
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func compile(source *shaderprecomp.ShaderSource, index int, tmpdir string) error {
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metalFilePath := filepath.Join(tmpdir, fmt.Sprintf("%d.metal", index))
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f, err := os.Create(metalFilePath)
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if err != nil {
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@ -80,14 +75,14 @@ func compile(source *shaderprecomp.ShaderSource, tmpdir string) error {
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return err
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}
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irFilePath := filepath.Join(tmpdir, id+".ir")
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irFilePath := filepath.Join(tmpdir, fmt.Sprintf("%d.ir", index))
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cmd := exec.Command("xcrun", "-sdk", "macosx", "metal", "-o", irFilePath, "-c", metalFilePath)
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cmd.Stderr = os.Stderr
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if err := cmd.Run(); err != nil {
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return err
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}
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metallibFilePath := id + ".metallib"
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metallibFilePath := fmt.Sprintf("%d.metallib", index)
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cmd = exec.Command("xcrun", "-sdk", "macosx", "metallib", "-o", metallibFilePath, irFilePath)
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cmd.Stderr = os.Stderr
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if err := cmd.Run(); err != nil {
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@ -29,14 +29,10 @@ var metallibs embed.FS
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func registerPrecompiledShaders() error {
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srcs := shaderprecomp.AppendBuildinShaderSources(nil)
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defaultShaderSource, err := shaderprecomp.NewShaderSource(defaultShaderSourceBytes)
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if err != nil {
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return err
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}
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srcs = append(srcs, defaultShaderSource)
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srcs = append(srcs, shaderprecomp.NewShaderSource(defaultShaderSourceBytes))
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for _, src := range srcs {
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name := src.ID().String() + ".metallib"
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for i, src := range srcs {
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name := fmt.Sprintf("%d.metallib", i)
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lib, err := metallibs.ReadFile("metallib/" + name)
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if err != nil {
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if errors.Is(err, fs.ErrNotExist) {
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@ -31,14 +31,10 @@ var fxcs embed.FS
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func registerPrecompiledShaders() error {
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srcs := shaderprecomp.AppendBuildinShaderSources(nil)
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defaultShaderSource, err := shaderprecomp.NewShaderSource(defaultShaderSourceBytes)
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if err != nil {
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return err
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}
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srcs = append(srcs, defaultShaderSource)
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srcs = append(srcs, shaderprecomp.NewShaderSource(defaultShaderSourceBytes))
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for _, src := range srcs {
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vsname := src.ID().String() + "_vs.fxc"
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for i, src := range srcs {
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vsname := fmt.Sprintf("%d_vs.fxc", i)
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vs, err := fxcs.ReadFile("fxc/" + vsname)
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if err != nil {
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if errors.Is(err, fs.ErrNotExist) {
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@ -48,7 +44,7 @@ func registerPrecompiledShaders() error {
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return err
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}
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psname := src.ID().String() + "_ps.fxc"
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psname := fmt.Sprintf("%d_ps.fxc", i)
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ps, err := fxcs.ReadFile("fxc/" + psname)
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if err != nil {
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if errors.Is(err, fs.ErrNotExist) {
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@ -70,8 +70,8 @@ func (c *precompiledFXCs) get(hash shaderir.SourceHash) ([]byte, []byte) {
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var thePrecompiledFXCs precompiledFXCs
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func RegisterPrecompiledFXCs(hash shaderir.SourceHash, vertex, pixel []byte) {
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thePrecompiledFXCs.put(hash, vertex, pixel)
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func RegisterPrecompiledFXCs(source []byte, vertex, pixel []byte) {
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thePrecompiledFXCs.put(shaderir.CalcSourceHash(source), vertex, pixel)
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}
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var vertexShaderCache = map[string]*_ID3DBlob{}
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@ -51,8 +51,8 @@ func (c *precompiledLibraries) get(hash shaderir.SourceHash) []byte {
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var thePrecompiledLibraries precompiledLibraries
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func RegisterPrecompiledLibrary(hash shaderir.SourceHash, bin []byte) {
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thePrecompiledLibraries.put(hash, bin)
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func RegisterPrecompiledLibrary(source []byte, bin []byte) {
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thePrecompiledLibraries.put(shaderir.CalcSourceHash(source), bin)
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}
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type shaderRpsKey struct {
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@ -18,10 +18,6 @@
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package playstation5
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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func RegisterPrecompiledShaders(hash shaderir.SourceHash, vertex, pixel []byte) {
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func RegisterPrecompiledShaders(source []byte, vertex, pixel []byte) {
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// TODO: Implement this.
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}
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@ -16,8 +16,6 @@ package shaderprecomp
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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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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// AppendBuildinShaderSources appends all the built-in shader sources to the given slice.
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@ -27,11 +25,7 @@ import (
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// AppendBuildinShaderSources is concurrent-safe.
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func AppendBuildinShaderSources(sources []*ShaderSource) []*ShaderSource {
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for _, s := range builtinshader.AppendShaderSources(nil) {
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src, err := NewShaderSource(s)
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if err != nil {
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panic(err)
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}
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sources = append(sources, src)
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sources = append(sources, NewShaderSource(s))
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}
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return sources
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}
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@ -39,32 +33,11 @@ func AppendBuildinShaderSources(sources []*ShaderSource) []*ShaderSource {
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// ShaderSource is an object encapsulating a shader source code.
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type ShaderSource struct {
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source []byte
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id ShaderSourceID
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}
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// NewShaderSource creates a new ShaderSource object from the given source code.
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func NewShaderSource(source []byte) (*ShaderSource, error) {
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hash, err := graphics.CalcSourceHash(source)
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if err != nil {
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return nil, err
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}
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func NewShaderSource(source []byte) *ShaderSource {
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return &ShaderSource{
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source: source,
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id: ShaderSourceID(hash),
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}, nil
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}
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// ID returns a unique identifier for the shader source.
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// The ShaderSourceID value must be the same for the same shader source and the same Ebitengine version.
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// There is no guarantee that the ShaderSourceID value is the same between different Ebitengine versions.
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func (s *ShaderSource) ID() ShaderSourceID {
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return s.id
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}
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// ShaderSourceID is a uniuqe identifier for a shader source.
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type ShaderSourceID [16]byte
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// String returns a string representation of the shader source ID.
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func (s ShaderSourceID) String() string {
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return shaderir.SourceHash(s).String()
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}
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}
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@ -21,7 +21,6 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
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)
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@ -45,5 +44,5 @@ func CompileToMSL(w io.Writer, source *ShaderSource) error {
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//
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// RegisterMetalLibrary is concurrent-safe.
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func RegisterMetalLibrary(source *ShaderSource, library []byte) {
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metal.RegisterPrecompiledLibrary(shaderir.SourceHash(source.ID()), library)
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metal.RegisterPrecompiledLibrary(source.source, library)
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}
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@ -21,7 +21,6 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/playstation5"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/pssl"
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)
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@ -47,5 +46,5 @@ func CompileToPSSL(vertexWriter, pixelWriter io.Writer, source *ShaderSource) er
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//
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// RegisterPlayStationShaders is concurrent-safe.
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func RegisterPlayStationShaders(source *ShaderSource, vertexShader, pixelShader []byte) {
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playstation5.RegisterPrecompiledShaders(shaderir.SourceHash(source.ID()), vertexShader, pixelShader)
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playstation5.RegisterPrecompiledShaders(source.source, vertexShader, pixelShader)
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}
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@ -21,7 +21,6 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/directx"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
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)
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@ -63,5 +62,5 @@ func CompileToHLSL(vertexWriter, pixelWriter io.Writer, source *ShaderSource) er
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//
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// RegisterFXCs is concurrent-safe.
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func RegisterFXCs(source *ShaderSource, vertexFXC, pixelFXC []byte) {
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directx.RegisterPrecompiledFXCs(shaderir.SourceHash(source.ID()), vertexFXC, pixelFXC)
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directx.RegisterPrecompiledFXCs(source.source, vertexFXC, pixelFXC)
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}
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