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internal/graphicsdriver/metal: invert Y at the vertex shader
Instead of using a negative height in the viewport, invert the Y direction at the vertex shader. This is a little more readable as a negative height is hacky. This is a preparation for DirectX 12. DirectX 12's coodination system is very similar to Metal, but doesn't treat a negative height in its viewport unfortunately. Updates #1007
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@ -55,6 +55,7 @@ type Graphics interface {
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SetVsyncEnabled(enabled bool)
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SetFullscreen(fullscreen bool)
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FramebufferYDirection() YDirection
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NDCYDirection() YDirection
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NeedsRestoring() bool
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NeedsClearingScreen() bool
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IsGL() bool
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@ -72,11 +72,13 @@ vertex VertexOut VertexShader(
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const device VertexIn* vertices [[buffer(0)]],
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constant float2& viewport_size [[buffer(1)]]
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) {
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// In Metal, 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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float4x4 projectionMatrix = float4x4(
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float4(2.0 / viewport_size.x, 0, 0, 0),
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float4(0, 2.0 / viewport_size.y, 0, 0),
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float4(0, -2.0 / viewport_size.y, 0, 0),
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float4(0, 0, 1, 0),
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float4(-1, -1, 0, 1)
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float4(-1, 1, 0, 1)
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);
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VertexIn in = vertices[vid];
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@ -829,14 +831,12 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion graph
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g.rce.SetRenderPipelineState(rps)
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// In Metal, 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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w, h := dst.internalSize()
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g.rce.SetViewport(mtl.Viewport{
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OriginX: 0,
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OriginY: float64(h),
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OriginY: 0,
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Width: float64(w),
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Height: -float64(h),
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Height: float64(h),
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ZNear: -1,
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ZFar: 1,
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})
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@ -1051,6 +1051,10 @@ func (g *Graphics) FramebufferYDirection() graphicsdriver.YDirection {
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return graphicsdriver.Downward
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}
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func (g *Graphics) NDCYDirection() graphicsdriver.YDirection {
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return graphicsdriver.Upward
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}
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func (g *Graphics) NeedsRestoring() bool {
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return false
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}
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@ -385,6 +385,10 @@ func (g *Graphics) FramebufferYDirection() graphicsdriver.YDirection {
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return graphicsdriver.Upward
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}
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func (g *Graphics) NDCYDirection() graphicsdriver.YDirection {
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return graphicsdriver.Upward
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}
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func (g *Graphics) NeedsRestoring() bool {
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return g.context.needsRestoring()
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}
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@ -67,3 +67,7 @@ const (
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WindowResizingModeOnlyFullscreenEnabled
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WindowResizingModeEnabled
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)
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func NeedsInvertY() bool {
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return graphics().FramebufferYDirection() != graphics().NDCYDirection()
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}
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35
shader.go
35
shader.go
@ -26,6 +26,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
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"github.com/hajimehoshi/ebiten/v2/internal/shader"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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var shaderSuffix string
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@ -105,17 +106,6 @@ func imageSrc%[1]dAt(pos vec2) vec4 {
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}
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`, i, pos)
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}
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shaderSuffix += `
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return mat4(
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2/__imageDstTextureSize.x, 0, 0, 0,
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0, 2/__imageDstTextureSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1), texCoord, color
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}
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`
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}
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// Shader represents a compiled shader program.
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@ -136,6 +126,29 @@ func NewShader(src []byte) (*Shader, error) {
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var buf bytes.Buffer
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buf.Write(src)
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buf.WriteString(shaderSuffix)
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if ui.NeedsInvertY() {
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buf.WriteString(`
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return mat4(
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2/__imageDstTextureSize.x, 0, 0, 0,
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0, -2/__imageDstTextureSize.y, 0, 0,
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0, 0, 1, 0,
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-1, 1, 0, 1,
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) * vec4(position, 0, 1), texCoord, color
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}
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`)
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} else {
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buf.WriteString(`
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return mat4(
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2/__imageDstTextureSize.x, 0, 0, 0,
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0, 2/__imageDstTextureSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1), texCoord, color
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}
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`)
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}
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fs := token.NewFileSet()
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f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
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