internal/graphicsdriver/metal: remove the built-in shaders

Updates #2369
This commit is contained in:
Hajime Hoshi 2022-10-02 19:23:54 +09:00
parent 0b45ca7057
commit 5f7db485f2

View File

@ -18,7 +18,6 @@ import (
"fmt"
"math"
"sort"
"strings"
"unsafe"
"github.com/hajimehoshi/ebiten/v2/internal/cocoa"
@ -29,229 +28,9 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
const source = `#include <metal_stdlib>
#define FILTER_NEAREST {{.FilterNearest}}
#define FILTER_LINEAR {{.FilterLinear}}
#define ADDRESS_CLAMP_TO_ZERO {{.AddressClampToZero}}
#define ADDRESS_REPEAT {{.AddressRepeat}}
#define ADDRESS_UNSAFE {{.AddressUnsafe}}
using namespace metal;
struct VertexIn {
float2 position;
float2 tex;
float4 color;
};
struct VertexOut {
float4 position [[position]];
float2 tex;
float4 color;
};
vertex VertexOut VertexShader(
uint vid [[vertex_id]],
const device VertexIn* vertices [[buffer(0)]],
constant float2& viewport_size [[buffer(1)]]
) {
// In Metal, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
// match. Then, the Y direction must be inverted.
float4x4 projectionMatrix = float4x4(
float4(2.0 / viewport_size.x, 0, 0, 0),
float4(0, -2.0 / viewport_size.y, 0, 0),
float4(0, 0, 1, 0),
float4(-1, 1, 0, 1)
);
VertexIn in = vertices[vid];
VertexOut out = {
.position = projectionMatrix * float4(in.position, 0, 1),
.tex = in.tex,
.color = in.color,
};
return out;
}
float2 EuclideanMod(float2 x, float2 y) {
// Assume that y is always positive.
return x - y * floor(x/y);
}
template<uint8_t address>
float2 AdjustTexelByAddress(float2 p, float4 source_region);
template<>
inline float2 AdjustTexelByAddress<ADDRESS_CLAMP_TO_ZERO>(float2 p, float4 source_region) {
return p;
}
template<>
inline float2 AdjustTexelByAddress<ADDRESS_REPEAT>(float2 p, float4 source_region) {
float2 o = float2(source_region[0], source_region[1]);
float2 size = float2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
return EuclideanMod((p - o), size) + o;
}
template<uint8_t filter, uint8_t address>
struct ColorFromTexel;
constexpr sampler texture_sampler{filter::nearest};
template<>
struct ColorFromTexel<FILTER_NEAREST, ADDRESS_UNSAFE> {
inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region) {
float2 p = v.tex;
return texture.sample(texture_sampler, p);
}
};
template<uint8_t address>
struct ColorFromTexel<FILTER_NEAREST, address> {
inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region) {
float2 p = AdjustTexelByAddress<address>(v.tex, source_region);
if (source_region[0] <= p.x &&
source_region[1] <= p.y &&
p.x < source_region[2] &&
p.y < source_region[3]) {
return texture.sample(texture_sampler, p);
}
return 0.0;
}
};
template<>
struct ColorFromTexel<FILTER_LINEAR, ADDRESS_UNSAFE> {
inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region) {
const float2 texel_size = 1 / source_size;
// Shift 1/512 [texel] to avoid the tie-breaking issue (#1212).
// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
float2 p0 = v.tex - texel_size / 2.0 + (texel_size / 512.0);
float2 p1 = v.tex + texel_size / 2.0 + (texel_size / 512.0);
float4 c0 = texture.sample(texture_sampler, p0);
float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y));
float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y));
float4 c3 = texture.sample(texture_sampler, p1);
float2 rate = fract(p0 * source_size);
return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
}
};
template<uint8_t address>
struct ColorFromTexel<FILTER_LINEAR, address> {
inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region) {
const float2 texel_size = 1 / source_size;
// Shift 1/512 [texel] to avoid the tie-breaking issue (#1212).
// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
float2 p0 = v.tex - texel_size / 2.0 + (texel_size / 512.0);
float2 p1 = v.tex + texel_size / 2.0 + (texel_size / 512.0);
p0 = AdjustTexelByAddress<address>(p0, source_region);
p1 = AdjustTexelByAddress<address>(p1, source_region);
float4 c0 = texture.sample(texture_sampler, p0);
float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y));
float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y));
float4 c3 = texture.sample(texture_sampler, p1);
if (p0.x < source_region[0]) {
c0 = 0;
c2 = 0;
}
if (p0.y < source_region[1]) {
c0 = 0;
c1 = 0;
}
if (source_region[2] <= p1.x) {
c1 = 0;
c3 = 0;
}
if (source_region[3] <= p1.y) {
c2 = 0;
c3 = 0;
}
float2 rate = fract(p0 * source_size);
return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
}
};
template<bool useColorM, uint8_t filter, uint8_t address>
struct FragmentShaderImpl {
inline float4 Do(
VertexOut v,
texture2d<float> texture,
constant float2& source_size,
constant float4x4& color_matrix_body,
constant float4& color_matrix_translation,
constant float4& source_region) {
float4 c = ColorFromTexel<filter, address>().Do(v, texture, source_size, source_region);
if (useColorM) {
c.rgb /= c.a + (1.0 - sign(c.a));
c = (color_matrix_body * c) + color_matrix_translation;
c.rgb *= c.a;
c *= v.color;
c.rgb = min(c.rgb, c.a);
} else {
c *= v.color;
}
return c;
}
};
// Define Foo and FooCp macros to force macro replacement.
// See "6.10.3.1 Argument substitution" in ISO/IEC 9899.
#define FragmentShaderFunc(useColorM, filter, address) \
FragmentShaderFuncCp(useColorM, filter, address)
#define FragmentShaderFuncCp(useColorM, filter, address) \
fragment float4 FragmentShader_##useColorM##_##filter##_##address( \
VertexOut v [[stage_in]], \
texture2d<float> texture [[texture(0)]], \
constant float2& source_size [[buffer(2)]], \
constant float4x4& color_matrix_body [[buffer(3)]], \
constant float4& color_matrix_translation [[buffer(4)]], \
constant float4& source_region [[buffer(5)]]) { \
return FragmentShaderImpl<useColorM, filter, address>().Do( \
v, texture, source_size, color_matrix_body, color_matrix_translation, source_region); \
}
FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO)
FragmentShaderFunc(0, FILTER_LINEAR, ADDRESS_CLAMP_TO_ZERO)
FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_REPEAT)
FragmentShaderFunc(0, FILTER_LINEAR, ADDRESS_REPEAT)
FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_UNSAFE)
FragmentShaderFunc(0, FILTER_LINEAR, ADDRESS_UNSAFE)
FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO)
FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_CLAMP_TO_ZERO)
FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_REPEAT)
FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_REPEAT)
FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_UNSAFE)
FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_UNSAFE)
#undef FragmentShaderFuncName
`
type rpsKey struct {
useColorM bool
filter graphicsdriver.Filter
address graphicsdriver.Address
compositeMode graphicsdriver.CompositeMode
stencilMode stencilMode
screen bool
}
type Graphics struct {
view view
rpss map[rpsKey]mtl.RenderPipelineState
cq mtl.CommandQueue
cb mtl.CommandBuffer
rce mtl.RenderCommandEncoder
@ -546,11 +325,6 @@ func (g *Graphics) Initialize() error {
// Creating *State objects are expensive and reuse them whenever possible.
// See https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
// TODO: Release existing rpss
if g.rpss == nil {
g.rpss = map[rpsKey]mtl.RenderPipelineState{}
}
for _, dss := range g.dsss {
dss.Release()
}
@ -565,96 +339,6 @@ func (g *Graphics) Initialize() error {
g.view.ml.SetOpaque(false)
}
replaces := map[string]string{
"{{.FilterNearest}}": fmt.Sprintf("%d", graphicsdriver.FilterNearest),
"{{.FilterLinear}}": fmt.Sprintf("%d", graphicsdriver.FilterLinear),
"{{.AddressClampToZero}}": fmt.Sprintf("%d", graphicsdriver.AddressClampToZero),
"{{.AddressRepeat}}": fmt.Sprintf("%d", graphicsdriver.AddressRepeat),
"{{.AddressUnsafe}}": fmt.Sprintf("%d", graphicsdriver.AddressUnsafe),
}
src := source
for k, v := range replaces {
src = strings.Replace(src, k, v, -1)
}
lib, err := g.view.getMTLDevice().MakeLibrary(src, mtl.CompileOptions{})
if err != nil {
return err
}
vs, err := lib.MakeFunction("VertexShader")
if err != nil {
return err
}
for _, screen := range []bool{false, true} {
for _, cm := range []bool{false, true} {
for _, a := range []graphicsdriver.Address{
graphicsdriver.AddressClampToZero,
graphicsdriver.AddressRepeat,
graphicsdriver.AddressUnsafe,
} {
for _, f := range []graphicsdriver.Filter{
graphicsdriver.FilterNearest,
graphicsdriver.FilterLinear,
} {
for c := graphicsdriver.CompositeModeSourceOver; c <= graphicsdriver.CompositeModeMax; c++ {
for _, stencil := range []stencilMode{
prepareStencil,
drawWithStencil,
noStencil,
} {
cmi := 0
if cm {
cmi = 1
}
fs, err := lib.MakeFunction(fmt.Sprintf("FragmentShader_%d_%d_%d", cmi, f, a))
if err != nil {
return err
}
rpld := mtl.RenderPipelineDescriptor{
VertexFunction: vs,
FragmentFunction: fs,
}
if stencil != noStencil {
rpld.StencilAttachmentPixelFormat = mtl.PixelFormatStencil8
}
pix := mtl.PixelFormatRGBA8UNorm
if screen {
pix = g.view.colorPixelFormat()
}
rpld.ColorAttachments[0].PixelFormat = pix
rpld.ColorAttachments[0].BlendingEnabled = true
src, dst := c.Operations()
rpld.ColorAttachments[0].DestinationAlphaBlendFactor = operationToBlendFactor(dst)
rpld.ColorAttachments[0].DestinationRGBBlendFactor = operationToBlendFactor(dst)
rpld.ColorAttachments[0].SourceAlphaBlendFactor = operationToBlendFactor(src)
rpld.ColorAttachments[0].SourceRGBBlendFactor = operationToBlendFactor(src)
if stencil == prepareStencil {
rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskNone
} else {
rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskAll
}
rps, err := g.view.getMTLDevice().MakeRenderPipelineState(rpld)
if err != nil {
return err
}
g.rpss[rpsKey{
screen: screen,
useColorM: cm,
filter: f,
address: a,
compositeMode: c,
stencilMode: stencil,
}] = rps
}
}
}
}
}
}
// The stencil reference value is always 0 (default).
g.dsss[prepareStencil] = g.view.getMTLDevice().MakeDepthStencilState(mtl.DepthStencilDescriptor{
BackFaceStencil: mtl.StencilDescriptor{
@ -795,6 +479,10 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion graph
}
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, colorM graphicsdriver.ColorM, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("metal: shader ID is invalid")
}
dst := g.images[dstID]
if dst.screen {
@ -808,135 +496,95 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
rpss := map[stencilMode]mtl.RenderPipelineState{}
var uniformVars [][]float32
if shaderID == graphicsdriver.InvalidShaderID {
for _, stencil := range []stencilMode{
prepareStencil,
drawWithStencil,
noStencil,
} {
rpss[stencil] = g.rpss[rpsKey{
screen: dst.screen,
useColorM: !colorM.IsIdentity(),
filter: filter,
address: address,
compositeMode: mode,
stencilMode: stencil,
}]
for _, stencil := range []stencilMode{
prepareStencil,
drawWithStencil,
noStencil,
} {
var err error
rpss[stencil], err = g.shaders[shaderID].RenderPipelineState(&g.view, mode, stencil, dst.screen)
if err != nil {
return err
}
}
w, h := dst.internalSize()
sourceSize := []float32{0, 0}
if filter != graphicsdriver.FilterNearest {
w, h := srcs[0].internalSize()
sourceSize[0] = float32(w)
sourceSize[1] = float32(h)
}
var esBody [16]float32
var esTranslate [4]float32
colorM.Elements(esBody[:], esTranslate[:])
uniformVars = [][]float32{
{float32(w), float32(h)},
sourceSize,
esBody[:],
esTranslate[:],
{
srcRegion.X,
srcRegion.Y,
srcRegion.X + srcRegion.Width,
srcRegion.Y + srcRegion.Height,
},
}
} else {
for _, stencil := range []stencilMode{
prepareStencil,
drawWithStencil,
noStencil,
} {
var err error
rpss[stencil], err = g.shaders[shaderID].RenderPipelineState(&g.view, mode, stencil, dst.screen)
if err != nil {
return err
}
uniformVars = make([][]float32, graphics.PreservedUniformVariablesCount+len(uniforms))
// Set the destination texture size.
dw, dh := dst.internalSize()
uniformVars[graphics.TextureDestinationSizeUniformVariableIndex] = []float32{float32(dw), float32(dh)}
// Set the source texture sizes.
usizes := make([]float32, 2*len(srcs))
for i, src := range srcs {
if src != nil {
w, h := src.internalSize()
usizes[2*i] = float32(w)
usizes[2*i+1] = float32(h)
}
}
uniformVars[graphics.TextureSourceSizesUniformVariableIndex] = usizes
uniformVars = make([][]float32, graphics.PreservedUniformVariablesCount+len(uniforms))
// Set the destination region's origin.
udorigin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
uniformVars[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udorigin
// Set the destination texture size.
dw, dh := dst.internalSize()
uniformVars[graphics.TextureDestinationSizeUniformVariableIndex] = []float32{float32(dw), float32(dh)}
// Set the destination region's size.
udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
uniformVars[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
// Set the source texture sizes.
usizes := make([]float32, 2*len(srcs))
for i, src := range srcs {
if src != nil {
w, h := src.internalSize()
usizes[2*i] = float32(w)
usizes[2*i+1] = float32(h)
}
}
uniformVars[graphics.TextureSourceSizesUniformVariableIndex] = usizes
// Set the source offsets.
uoffsets := make([]float32, 2*len(offsets))
for i, offset := range offsets {
uoffsets[2*i] = offset[0]
uoffsets[2*i+1] = offset[1]
}
uniformVars[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
// Set the destination region's origin.
udorigin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
uniformVars[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udorigin
// Set the source region's origin of texture0.
usorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
uniformVars[graphics.TextureSourceRegionOriginUniformVariableIndex] = usorigin
// Set the destination region's size.
udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
uniformVars[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
// Set the source region's size of texture0.
ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
uniformVars[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
// Set the source offsets.
uoffsets := make([]float32, 2*len(offsets))
for i, offset := range offsets {
uoffsets[2*i] = offset[0]
uoffsets[2*i+1] = offset[1]
}
uniformVars[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
uniformVars[graphics.ProjectionMatrixUniformVariableIndex] = []float32{
2 / float32(dw), 0, 0, 0,
0, -2 / float32(dh), 0, 0,
0, 0, 1, 0,
-1, 1, 0, 1,
}
// Set the source region's origin of texture0.
usorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
uniformVars[graphics.TextureSourceRegionOriginUniformVariableIndex] = usorigin
// Set the source region's size of texture0.
ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
uniformVars[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
uniformVars[graphics.ProjectionMatrixUniformVariableIndex] = []float32{
2 / float32(dw), 0, 0, 0,
0, -2 / float32(dh), 0, 0,
0, 0, 1, 0,
-1, 1, 0, 1,
}
// Set the additional uniform variables.
for i, v := range uniforms {
const offset = graphics.PreservedUniformVariablesCount
t := g.shaders[shaderID].ir.Uniforms[offset+i]
switch t.Main {
// Set the additional uniform variables.
for i, v := range uniforms {
const offset = graphics.PreservedUniformVariablesCount
t := g.shaders[shaderID].ir.Uniforms[offset+i]
switch t.Main {
case shaderir.Mat3:
// float3x3 requires 16-byte alignment (#2036).
v1 := make([]float32, 12)
copy(v1[0:3], v[0:3])
copy(v1[4:7], v[3:6])
copy(v1[8:11], v[6:9])
uniformVars[offset+i] = v1
case shaderir.Array:
switch t.Sub[0].Main {
case shaderir.Mat3:
// float3x3 requires 16-byte alignment (#2036).
v1 := make([]float32, 12)
copy(v1[0:3], v[0:3])
copy(v1[4:7], v[3:6])
copy(v1[8:11], v[6:9])
uniformVars[offset+i] = v1
case shaderir.Array:
switch t.Sub[0].Main {
case shaderir.Mat3:
v1 := make([]float32, t.Length*12)
for j := 0; j < t.Length; j++ {
offset0 := j * 9
offset1 := j * 12
copy(v1[offset1:offset1+3], v[offset0:offset0+3])
copy(v1[offset1+4:offset1+7], v[offset0+3:offset0+6])
copy(v1[offset1+8:offset1+11], v[offset0+6:offset0+9])
}
uniformVars[offset+i] = v1
default:
uniformVars[offset+i] = v
v1 := make([]float32, t.Length*12)
for j := 0; j < t.Length; j++ {
offset0 := j * 9
offset1 := j * 12
copy(v1[offset1:offset1+3], v[offset0:offset0+3])
copy(v1[offset1+4:offset1+7], v[offset0+3:offset0+6])
copy(v1[offset1+8:offset1+11], v[offset0+6:offset0+9])
}
uniformVars[offset+i] = v1
default:
uniformVars[offset+i] = v
}
default:
uniformVars[offset+i] = v
}
}