mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/shaderir/hlsl: refactoring: separate calculation uniform offsets
This commit is contained in:
parent
a41af4528b
commit
5d4a68b0ea
@ -24,6 +24,7 @@ import (
|
|||||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||||
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
|
||||||
)
|
)
|
||||||
|
|
||||||
var inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{
|
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) {
|
func (g *graphics11) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
|
||||||
vsh, psh, offsets, err := compileShader(program)
|
vsh, psh, err := compileShader(program)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
@ -490,7 +491,7 @@ func (g *graphics11) NewShader(program *shaderir.Program) (graphicsdriver.Shader
|
|||||||
graphics: g,
|
graphics: g,
|
||||||
id: g.genNextShaderID(),
|
id: g.genNextShaderID(),
|
||||||
uniformTypes: program.Uniforms,
|
uniformTypes: program.Uniforms,
|
||||||
uniformOffsets: offsets,
|
uniformOffsets: hlsl.CalcUniformMemoryOffsets(program),
|
||||||
vertexShaderBlob: vsh,
|
vertexShaderBlob: vsh,
|
||||||
pixelShaderBlob: psh,
|
pixelShaderBlob: psh,
|
||||||
}
|
}
|
||||||
|
@ -25,6 +25,7 @@ import (
|
|||||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||||
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
|
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
|
||||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||||
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
|
||||||
)
|
)
|
||||||
|
|
||||||
type resourceWithSize struct {
|
type resourceWithSize struct {
|
||||||
@ -1063,7 +1064,7 @@ func (g *graphics12) MaxImageSize() int {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
|
func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
|
||||||
vsh, psh, offsets, err := compileShader(program)
|
vsh, psh, err := compileShader(program)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
@ -1072,7 +1073,7 @@ func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader
|
|||||||
graphics: g,
|
graphics: g,
|
||||||
id: g.genNextShaderID(),
|
id: g.genNextShaderID(),
|
||||||
uniformTypes: program.Uniforms,
|
uniformTypes: program.Uniforms,
|
||||||
uniformOffsets: offsets,
|
uniformOffsets: hlsl.CalcUniformMemoryOffsets(program),
|
||||||
vertexShader: vsh,
|
vertexShader: vsh,
|
||||||
pixelShader: psh,
|
pixelShader: psh,
|
||||||
}
|
}
|
||||||
|
@ -26,8 +26,8 @@ import (
|
|||||||
|
|
||||||
var vertexShaderCache = map[string]*_ID3DBlob{}
|
var vertexShaderCache = map[string]*_ID3DBlob{}
|
||||||
|
|
||||||
func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, uniformOffsets []int, ferr error) {
|
func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, ferr error) {
|
||||||
vs, ps, offsets := hlsl.Compile(program)
|
vs, ps := hlsl.Compile(program)
|
||||||
var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)
|
var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)
|
||||||
|
|
||||||
defer func() {
|
defer func() {
|
||||||
@ -76,10 +76,10 @@ func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, uniformOffse
|
|||||||
})
|
})
|
||||||
|
|
||||||
if err := wg.Wait(); err != nil {
|
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 {
|
func constantBufferSize(uniformTypes []shaderir.Type, uniformOffsets []int) int {
|
||||||
|
@ -188,7 +188,7 @@ func TestCompile(t *testing.T) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if tc.HLSL != nil {
|
if tc.HLSL != nil {
|
||||||
vs, _, _ := hlsl.Compile(s)
|
vs, _ := hlsl.Compile(s)
|
||||||
if got, want := hlslNormalize(vs), hlslNormalize(string(tc.HLSL)); got != want {
|
if got, want := hlslNormalize(vs), hlslNormalize(string(tc.HLSL)); got != want {
|
||||||
compare(t, "HLSL", got, want)
|
compare(t, "HLSL", got, want)
|
||||||
}
|
}
|
||||||
|
@ -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);
|
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) {
|
func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
|
||||||
offsets = calculateMemoryOffsets(p.Uniforms)
|
offsets := CalcUniformMemoryOffsets(p)
|
||||||
|
|
||||||
c := &compileContext{
|
c := &compileContext{
|
||||||
unit: p.Unit,
|
unit: p.Unit,
|
||||||
|
@ -22,7 +22,7 @@ import (
|
|||||||
|
|
||||||
const boundaryInBytes = 16
|
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://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
|
||||||
// https://github.com/microsoft/DirectXShaderCompiler/wiki/Buffer-Packing
|
// https://github.com/microsoft/DirectXShaderCompiler/wiki/Buffer-Packing
|
||||||
|
|
||||||
@ -38,7 +38,7 @@ func calculateMemoryOffsets(uniforms []shaderir.Type) []int {
|
|||||||
|
|
||||||
// TODO: Reorder the variables with packoffset.
|
// TODO: Reorder the variables with packoffset.
|
||||||
// See https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-variable-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 {
|
switch u.Main {
|
||||||
case shaderir.Float:
|
case shaderir.Float:
|
||||||
offsets = append(offsets, head)
|
offsets = append(offsets, head)
|
||||||
|
Loading…
Reference in New Issue
Block a user