diff --git a/internal/graphicsdriver/directx/graphics11_windows.go b/internal/graphicsdriver/directx/graphics11_windows.go index 53035b2f6..e77b0cfe0 100644 --- a/internal/graphicsdriver/directx/graphics11_windows.go +++ b/internal/graphicsdriver/directx/graphics11_windows.go @@ -24,6 +24,7 @@ import ( "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" + "github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl" ) var inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{ @@ -481,7 +482,7 @@ func (g *graphics11) MaxImageSize() int { } func (g *graphics11) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) { - vsh, psh, offsets, err := compileShader(program) + vsh, psh, err := compileShader(program) if err != nil { return nil, err } @@ -490,7 +491,7 @@ func (g *graphics11) NewShader(program *shaderir.Program) (graphicsdriver.Shader graphics: g, id: g.genNextShaderID(), uniformTypes: program.Uniforms, - uniformOffsets: offsets, + uniformOffsets: hlsl.CalcUniformMemoryOffsets(program), vertexShaderBlob: vsh, pixelShaderBlob: psh, } diff --git a/internal/graphicsdriver/directx/graphics12_windows.go b/internal/graphicsdriver/directx/graphics12_windows.go index dae2f9c7f..634b5c06d 100644 --- a/internal/graphicsdriver/directx/graphics12_windows.go +++ b/internal/graphicsdriver/directx/graphics12_windows.go @@ -25,6 +25,7 @@ import ( "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" + "github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl" ) type resourceWithSize struct { @@ -1063,7 +1064,7 @@ func (g *graphics12) MaxImageSize() int { } func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) { - vsh, psh, offsets, err := compileShader(program) + vsh, psh, err := compileShader(program) if err != nil { return nil, err } @@ -1072,7 +1073,7 @@ func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader graphics: g, id: g.genNextShaderID(), uniformTypes: program.Uniforms, - uniformOffsets: offsets, + uniformOffsets: hlsl.CalcUniformMemoryOffsets(program), vertexShader: vsh, pixelShader: psh, } diff --git a/internal/graphicsdriver/directx/shader_windows.go b/internal/graphicsdriver/directx/shader_windows.go index cd197e28e..a8003b7a2 100644 --- a/internal/graphicsdriver/directx/shader_windows.go +++ b/internal/graphicsdriver/directx/shader_windows.go @@ -26,8 +26,8 @@ import ( var vertexShaderCache = map[string]*_ID3DBlob{} -func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, uniformOffsets []int, ferr error) { - vs, ps, offsets := hlsl.Compile(program) +func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, ferr error) { + vs, ps := hlsl.Compile(program) var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3) defer func() { @@ -76,10 +76,10 @@ func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, uniformOffse }) if err := wg.Wait(); err != nil { - return nil, nil, nil, err + return nil, nil, err } - return vsh, psh, offsets, nil + return vsh, psh, nil } func constantBufferSize(uniformTypes []shaderir.Type, uniformOffsets []int) int { diff --git a/internal/shader/shader_test.go b/internal/shader/shader_test.go index fd4abaee1..954ba099d 100644 --- a/internal/shader/shader_test.go +++ b/internal/shader/shader_test.go @@ -188,7 +188,7 @@ func TestCompile(t *testing.T) { } if tc.HLSL != nil { - vs, _, _ := hlsl.Compile(s) + vs, _ := hlsl.Compile(s) if got, want := hlslNormalize(vs), hlslNormalize(string(tc.HLSL)); got != want { compare(t, "HLSL", got, want) } diff --git a/internal/shaderir/hlsl/hlsl.go b/internal/shaderir/hlsl/hlsl.go index ca43cad45..22a05e635 100644 --- a/internal/shaderir/hlsl/hlsl.go +++ b/internal/shaderir/hlsl/hlsl.go @@ -86,8 +86,8 @@ float4x4 float4x4FromScalar(float x) { return float4x4(x, 0, 0, 0, 0, x, 0, 0, 0, 0, x, 0, 0, 0, 0, x); }` -func Compile(p *shaderir.Program) (vertexShader, pixelShader string, offsets []int) { - offsets = calculateMemoryOffsets(p.Uniforms) +func Compile(p *shaderir.Program) (vertexShader, pixelShader string) { + offsets := CalcUniformMemoryOffsets(p) c := &compileContext{ unit: p.Unit, diff --git a/internal/shaderir/hlsl/packing.go b/internal/shaderir/hlsl/packing.go index ee28d01ee..217a12576 100644 --- a/internal/shaderir/hlsl/packing.go +++ b/internal/shaderir/hlsl/packing.go @@ -22,7 +22,7 @@ import ( const boundaryInBytes = 16 -func calculateMemoryOffsets(uniforms []shaderir.Type) []int { +func CalcUniformMemoryOffsets(program *shaderir.Program) []int { // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules // https://github.com/microsoft/DirectXShaderCompiler/wiki/Buffer-Packing @@ -38,7 +38,7 @@ func calculateMemoryOffsets(uniforms []shaderir.Type) []int { // TODO: Reorder the variables with packoffset. // See https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-variable-packoffset - for _, u := range uniforms { + for _, u := range program.Uniforms { switch u.Main { case shaderir.Float: offsets = append(offsets, head)