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