ebiten: compile shaders at NewShader

Closes #2035
This commit is contained in:
Hajime Hoshi 2022-04-04 02:15:33 +09:00
parent 02db3bad53
commit 6710808cd1
15 changed files with 261 additions and 237 deletions

View File

@ -497,7 +497,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
offsets[i][1] = -sy + float32(b.Min.Y)
}
i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, convertUniforms(options.Uniforms), options.FillRule == EvenOdd, false)
i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), options.FillRule == EvenOdd, false)
}
// DrawRectShaderOptions represents options for DrawRectShader.
@ -608,7 +608,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
offsets[i][1] = -sy + float32(b.Min.Y)
}
i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, convertUniforms(options.Uniforms), false, canSkipMipmap(options.GeoM, graphicsdriver.FilterNearest))
i.image.DrawTriangles(imgs, vs, is, affine.ColorMIdentity{}, mode, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, sr, offsets, shader.shader, shader.convertUniforms(options.Uniforms), false, canSkipMipmap(options.GeoM, graphicsdriver.FilterNearest))
}
// SubImage returns an image representing the portion of the image p visible through r.
@ -883,18 +883,3 @@ func colorMToScale(colorm affine.ColorM) (newColorM affine.ColorM, r, g, b, a fl
return affine.ColorMIdentity{}, r, g, b, a
}
func convertUniforms(uniforms map[string]interface{}) map[string][]float32 {
us := map[string][]float32{}
for name, v := range uniforms {
switch v := v.(type) {
case float32:
us[name] = []float32{v}
case []float32:
us[name] = v
default:
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
}
}
return us
}

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@ -404,13 +404,13 @@ func (i *Image) processSrc(src *Image) {
// 5: Color G
// 6: Color B
// 7: Color Y
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool) {
backendsM.Lock()
defer backendsM.Unlock()
i.drawTriangles(srcs, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, false)
}
func (i *Image) drawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool, keepOnAtlas bool) {
func (i *Image) drawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, keepOnAtlas bool) {
if i.disposed {
panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
}

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@ -18,15 +18,16 @@ import (
"runtime"
"github.com/hajimehoshi/ebiten/v2/internal/restorable"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Shader struct {
shader *restorable.Shader
}
func NewShader(src []byte) *Shader {
func NewShader(ir *shaderir.Program) *Shader {
s := &Shader{
shader: restorable.NewShader(src),
shader: restorable.NewShader(ir),
}
runtime.SetFinalizer(s, (*Shader).MarkDisposed)
return s

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@ -21,6 +21,7 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Image struct {
@ -228,7 +229,7 @@ func (img *Image) replacePendingPixels(pix []byte, x, y, width, height int) {
// DrawTriangles draws the src image with the given vertices.
//
// Copying vertices and indices is the caller's responsibility.
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool) {
for _, src := range srcs {
if i == src {
panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
@ -272,9 +273,9 @@ type Shader struct {
shader *atlas.Shader
}
func NewShader(src []byte) *Shader {
func NewShader(ir *shaderir.Program) *Shader {
return &Shader{
shader: atlas.NewShader(src),
shader: atlas.NewShader(ir),
}
}

140
internal/graphics/shader.go Normal file
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@ -0,0 +1,140 @@
// Copyright 2022 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package graphics
import (
"bytes"
"fmt"
"go/parser"
"go/token"
"github.com/hajimehoshi/ebiten/v2/internal/shader"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
var shaderSuffix string
func init() {
shaderSuffix = `
var __imageDstTextureSize vec2
// imageSrcTextureSize returns the destination image's texture size in pixels.
func imageDstTextureSize() vec2 {
return __imageDstTextureSize
}
`
shaderSuffix += fmt.Sprintf(`
var __textureSizes [%[1]d]vec2
// imageSrcTextureSize returns the source image's texture size in pixels.
// As an image is a part of internal texture, the texture is usually bigger than the image.
// The texture's size is useful when you want to calculate pixels from texels.
func imageSrcTextureSize() vec2 {
return __textureSizes[0]
}
// The unit is the source texture's texel.
var __textureDestinationRegionOrigin vec2
// The unit is the source texture's texel.
var __textureDestinationRegionSize vec2
// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
// The unit is the source texture's texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageDstRegionOnTexture() (vec2, vec2) {
return __textureDestinationRegionOrigin, __textureDestinationRegionSize
}
// The unit is the source texture's texel.
var __textureSourceOffsets [%[2]d]vec2
// The unit is the source texture's texel.
var __textureSourceRegionOrigin vec2
// The unit is the source texture's texel.
var __textureSourceRegionSize vec2
// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
// The unit is the source texture's texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageSrcRegionOnTexture() (vec2, vec2) {
return __textureSourceRegionOrigin, __textureSourceRegionSize
}
`, ShaderImageNum, ShaderImageNum-1)
for i := 0; i < ShaderImageNum; i++ {
pos := "pos"
if i >= 1 {
// Convert the position in texture0's texels to the target texture texels.
pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
}
// __t%d is a special variable for a texture variable.
shaderSuffix += fmt.Sprintf(`
func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
// pos is the position in texels of the source texture (= 0th image's texture).
return texture2D(__t%[1]d, %[2]s)
}
func imageSrc%[1]dAt(pos vec2) vec4 {
// pos is the position in texels of the source texture (= 0th image's texture).
return texture2D(__t%[1]d, %[2]s) *
step(__textureSourceRegionOrigin.x, pos.x) *
(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
step(__textureSourceRegionOrigin.y, pos.y) *
(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
}
`, i, pos)
}
}
func CompileShader(src []byte) (*shaderir.Program, error) {
var buf bytes.Buffer
buf.Write(src)
buf.WriteString(shaderSuffix)
buf.WriteString(`var __projectionMatrix mat4
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
return __projectionMatrix * vec4(position, 0, 1), texCoord, color
}
`)
fs := token.NewFileSet()
f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
if err != nil {
return nil, err
}
const (
vert = "__vertex"
frag = "Fragment"
)
ir, err := shader.Compile(fs, f, vert, frag, ShaderImageNum)
if err != nil {
return nil, err
}
if ir.VertexFunc.Block == nil {
return nil, fmt.Errorf("graphicscommand: vertex shader entry point '%s' is missing", vert)
}
if ir.FragmentFunc.Block == nil {
return nil, fmt.Errorf("graphicscommand: fragment shader entry point '%s' is missing", frag)
}
return ir, nil
}

View File

@ -23,6 +23,7 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/debug"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
// command represents a drawing command.
@ -117,7 +118,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
if len(indices) > graphics.IndicesNum {
panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesNum but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesNum: %d", len(indices), graphics.IndicesNum))
}
@ -294,7 +295,7 @@ type drawTrianglesCommand struct {
dstRegion graphicsdriver.Region
srcRegion graphicsdriver.Region
shader *Shader
uniforms map[string][]float32
uniforms [][]float32
evenOdd bool
}
@ -392,7 +393,6 @@ func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, inde
var shaderID graphicsdriver.ShaderID = graphicsdriver.InvalidShaderID
var imgs [graphics.ShaderImageNum]graphicsdriver.ImageID
var us [][]float32
if c.shader != nil {
shaderID = c.shader.shader.ID()
for i, src := range c.srcs {
@ -402,12 +402,11 @@ func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, inde
}
imgs[i] = src.image.ID()
}
us = c.shader.convertUniforms(c.uniforms)
} else {
imgs[0] = c.srcs[0].image.ID()
}
return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, us, c.evenOdd)
return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, c.uniforms, c.evenOdd)
}
func (c *drawTrianglesCommand) numVertices() int {
@ -428,7 +427,7 @@ func (c *drawTrianglesCommand) addNumIndices(n int) {
// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
// with the drawTrianglesCommand c.
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, vertices []float32, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) bool {
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, vertices []float32, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) bool {
if c.shader != shader {
return false
}
@ -436,16 +435,12 @@ func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs
if len(c.uniforms) != len(uniforms) {
return false
}
for name, v0 := range c.uniforms {
v1, ok := uniforms[name]
if !ok {
for i := range c.uniforms {
if len(c.uniforms[i]) != len(uniforms[i]) {
return false
}
if len(v0) != len(v1) {
return false
}
for i := range v0 {
if v0[i] != v1[i] {
for j := range c.uniforms[i] {
if c.uniforms[i][j] != uniforms[i][j] {
return false
}
}
@ -657,7 +652,7 @@ func (c *newScreenFramebufferImageCommand) Exec(graphicsDriver graphicsdriver.Gr
// newShaderCommand is a command to create a shader.
type newShaderCommand struct {
result *Shader
src []byte
ir *shaderir.Program
}
func (c *newShaderCommand) String() string {
@ -666,18 +661,11 @@ func (c *newShaderCommand) String() string {
// Exec executes a newShaderCommand.
func (c *newShaderCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
ir, err := compileShader(c.src)
if err != nil {
return err
}
s, err := graphicsDriver.NewShader(ir)
s, err := graphicsDriver.NewShader(c.ir)
if err != nil {
return err
}
c.result.shader = s
c.result.uniformNames = ir.UniformNames
c.result.uniformTypes = ir.Uniforms
return nil
}

View File

@ -141,7 +141,7 @@ func (i *Image) InternalSize() (int, int) {
//
// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
// elements for the source image are not used.
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, clr affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, clr affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
if shader == nil {
// Fast path for rendering without a shader (#1355).
img := srcs[0]

View File

@ -15,147 +15,19 @@
package graphicscommand
import (
"bytes"
"fmt"
"go/parser"
"go/token"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shader"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
var shaderSuffix string
func init() {
shaderSuffix = `
var __imageDstTextureSize vec2
// imageSrcTextureSize returns the destination image's texture size in pixels.
func imageDstTextureSize() vec2 {
return __imageDstTextureSize
}
`
shaderSuffix += fmt.Sprintf(`
var __textureSizes [%[1]d]vec2
// imageSrcTextureSize returns the source image's texture size in pixels.
// As an image is a part of internal texture, the texture is usually bigger than the image.
// The texture's size is useful when you want to calculate pixels from texels.
func imageSrcTextureSize() vec2 {
return __textureSizes[0]
}
// The unit is the source texture's texel.
var __textureDestinationRegionOrigin vec2
// The unit is the source texture's texel.
var __textureDestinationRegionSize vec2
// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
// The unit is the source texture's texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageDstRegionOnTexture() (vec2, vec2) {
return __textureDestinationRegionOrigin, __textureDestinationRegionSize
}
// The unit is the source texture's texel.
var __textureSourceOffsets [%[2]d]vec2
// The unit is the source texture's texel.
var __textureSourceRegionOrigin vec2
// The unit is the source texture's texel.
var __textureSourceRegionSize vec2
// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
// The unit is the source texture's texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageSrcRegionOnTexture() (vec2, vec2) {
return __textureSourceRegionOrigin, __textureSourceRegionSize
}
`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
for i := 0; i < graphics.ShaderImageNum; i++ {
pos := "pos"
if i >= 1 {
// Convert the position in texture0's texels to the target texture texels.
pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
}
// __t%d is a special variable for a texture variable.
shaderSuffix += fmt.Sprintf(`
func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
// pos is the position in texels of the source texture (= 0th image's texture).
return texture2D(__t%[1]d, %[2]s)
}
func imageSrc%[1]dAt(pos vec2) vec4 {
// pos is the position in texels of the source texture (= 0th image's texture).
return texture2D(__t%[1]d, %[2]s) *
step(__textureSourceRegionOrigin.x, pos.x) *
(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
step(__textureSourceRegionOrigin.y, pos.y) *
(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
}
`, i, pos)
}
}
func compileShader(src []byte) (*shaderir.Program, error) {
var buf bytes.Buffer
buf.Write(src)
buf.WriteString(shaderSuffix)
buf.WriteString(`var __projectionMatrix mat4
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
return __projectionMatrix * vec4(position, 0, 1), texCoord, color
}
`)
fs := token.NewFileSet()
f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
if err != nil {
return nil, err
}
const (
vert = "__vertex"
frag = "Fragment"
)
ir, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
if err != nil {
return nil, err
}
if ir.VertexFunc.Block == nil {
return nil, fmt.Errorf("graphicscommand: vertex shader entry point '%s' is missing", vert)
}
if ir.FragmentFunc.Block == nil {
return nil, fmt.Errorf("graphicscommand: fragment shader entry point '%s' is missing", frag)
}
return ir, nil
}
type Shader struct {
shader graphicsdriver.Shader
uniformNames []string
uniformTypes []shaderir.Type
uniformNameToIndex map[string]int
uniformNameToType map[string]shaderir.Type
}
func NewShader(src []byte) *Shader {
func NewShader(ir *shaderir.Program) *Shader {
s := &Shader{}
c := &newShaderCommand{
result: s,
src: src,
ir: ir,
}
theCommandQueue.Enqueue(c)
return s
@ -167,38 +39,3 @@ func (s *Shader) Dispose() {
}
theCommandQueue.Enqueue(c)
}
func (s *Shader) convertUniforms(uniforms map[string][]float32) [][]float32 {
if s.shader == nil {
panic("graphicscommand: shader is not compiled yet")
}
if s.uniformNameToIndex == nil {
s.uniformNameToIndex = map[string]int{}
s.uniformNameToType = map[string]shaderir.Type{}
var idx int
for i, n := range s.uniformNames {
if strings.HasPrefix(n, "__") {
continue
}
s.uniformNameToIndex[n] = idx
s.uniformNameToType[n] = s.uniformTypes[i]
idx++
}
}
us := make([][]float32, len(s.uniformNameToIndex))
for name, idx := range s.uniformNameToIndex {
if v, ok := uniforms[name]; ok {
us[idx] = v
continue
}
t := s.uniformNameToType[name]
us[idx] = make([]float32, t.FloatNum())
}
// TODO: Panic if uniforms include an invalid name
return us
}

View File

@ -22,6 +22,7 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/buffered"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
// Mipmap is a set of buffered.Image sorted by the order of mipmap level.
@ -79,7 +80,7 @@ func (m *Mipmap) At(graphicsDriver graphicsdriver.Graphics, x, y int) (r, g, b,
return m.orig.At(graphicsDriver, x, y)
}
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageNum]*Mipmap, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool, canSkipMipmap bool) {
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageNum]*Mipmap, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
if len(indices) == 0 {
return
}
@ -313,9 +314,9 @@ type Shader struct {
shader *buffered.Shader
}
func NewShader(src []byte) *Shader {
func NewShader(ir *shaderir.Program) *Shader {
return &Shader{
shader: buffered.NewShader(src),
shader: buffered.NewShader(ir),
}
}

View File

@ -76,7 +76,7 @@ type drawTrianglesHistoryItem struct {
dstRegion graphicsdriver.Region
srcRegion graphicsdriver.Region
shader *Shader
uniforms map[string][]float32
uniforms [][]float32
evenOdd bool
}
@ -365,7 +365,7 @@ func (i *Image) ReplacePixels(pixels []byte, mask []byte, x, y, width, height in
// 5: Color G
// 6: Color B
// 7: Color Y
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
if i.priority {
panic("restorable: DrawTriangles cannot be called on a priority image")
}
@ -410,7 +410,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [gra
}
// appendDrawTrianglesHistory appends a draw-image history item to the image.
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string][]float32, evenOdd bool) {
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
if i.stale || i.volatile || i.screen {
return
}

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@ -16,17 +16,18 @@ package restorable
import (
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Shader struct {
shader *graphicscommand.Shader
src []byte
ir *shaderir.Program
}
func NewShader(src []byte) *Shader {
func NewShader(ir *shaderir.Program) *Shader {
s := &Shader{
shader: graphicscommand.NewShader(src),
src: src,
shader: graphicscommand.NewShader(ir),
ir: ir,
}
theImages.addShader(s)
return s
@ -36,9 +37,9 @@ func (s *Shader) Dispose() {
theImages.removeShader(s)
s.shader.Dispose()
s.shader = nil
s.src = nil
s.ir = nil
}
func (s *Shader) restore() {
s.shader = graphicscommand.NewShader(s.src)
s.shader = graphicscommand.NewShader(s.ir)
}

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@ -17,20 +17,27 @@ package testing
import (
"fmt"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
// ShaderProgramFill returns a shader source to fill the frambuffer.
func ShaderProgramFill(r, g, b, a byte) []byte {
return []byte(fmt.Sprintf(`package main
func ShaderProgramFill(r, g, b, a byte) *shaderir.Program {
ir, err := graphics.CompileShader([]byte(fmt.Sprintf(`package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(%0.9f, %0.9f, %0.9f, %0.9f)
}
`, float64(r)/0xff, float64(g)/0xff, float64(b)/0xff, float64(a)/0xff))
`, float64(r)/0xff, float64(g)/0xff, float64(b)/0xff, float64(a)/0xff)))
if err != nil {
panic(err)
}
return ir
}
// ShaderProgramImages returns a shader source to render the frambuffer with the given images.
func ShaderProgramImages(numImages int) []byte {
func ShaderProgramImages(numImages int) *shaderir.Program {
if numImages <= 0 {
panic("testing: numImages must be >= 1")
}
@ -40,10 +47,14 @@ func ShaderProgramImages(numImages int) []byte {
exprs = append(exprs, fmt.Sprintf("imageSrc%dUnsafeAt(texCoord)", i))
}
return []byte(fmt.Sprintf(`package main
ir, err := graphics.CompileShader([]byte(fmt.Sprintf(`package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return %s
}
`, strings.Join(exprs, " + ")))
`, strings.Join(exprs, " + "))))
if err != nil {
panic(err)
}
return ir
}

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@ -59,7 +59,7 @@ func (i *Image) MarkDisposed() {
i.mipmap = nil
}
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string][]float32, evenOdd bool, canSkipMipmap bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
var srcMipmaps [graphics.ShaderImageNum]*mipmap.Mipmap
for i, src := range srcs {
if src == nil {

View File

@ -16,15 +16,16 @@ package ui
import (
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Shader struct {
shader *mipmap.Shader
}
func NewShader(src []byte) *Shader {
func NewShader(ir *shaderir.Program) *Shader {
return &Shader{
shader: mipmap.NewShader(src),
shader: mipmap.NewShader(ir),
}
}

View File

@ -15,6 +15,11 @@
package ebiten
import (
"fmt"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
@ -23,17 +28,27 @@ import (
// For the details about the shader, see https://ebiten.org/documents/shader.html.
type Shader struct {
shader *ui.Shader
uniformNames []string
uniformTypes []shaderir.Type
uniformNameToIndex map[string]int
uniformNameToType map[string]shaderir.Type
}
// NewShader compiles a shader program in the shading language Kage, and retruns the result.
//
// As of v2.3.0, the error value is always nil, and
// the actual complation happens lazily after the main loop starts.
// If the compilation fails, NewShader returns an error.
//
// For the details about the shader, see https://ebiten.org/documents/shader.html.
func NewShader(src []byte) (*Shader, error) {
ir, err := graphics.CompileShader(src)
if err != nil {
return nil, err
}
return &Shader{
shader: ui.NewShader(src),
shader: ui.NewShader(ir),
uniformNames: ir.UniformNames,
uniformTypes: ir.Uniforms,
}, nil
}
@ -43,3 +58,46 @@ func (s *Shader) Dispose() {
s.shader.MarkDisposed()
s.shader = nil
}
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
nameToF32s := map[string][]float32{}
for name, v := range uniforms {
switch v := v.(type) {
case float32:
nameToF32s[name] = []float32{v}
case []float32:
nameToF32s[name] = v
default:
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
}
}
if s.uniformNameToIndex == nil {
s.uniformNameToIndex = map[string]int{}
s.uniformNameToType = map[string]shaderir.Type{}
var idx int
for i, n := range s.uniformNames {
if strings.HasPrefix(n, "__") {
continue
}
s.uniformNameToIndex[n] = idx
s.uniformNameToType[n] = s.uniformTypes[i]
idx++
}
}
us := make([][]float32, len(s.uniformNameToIndex))
for name, idx := range s.uniformNameToIndex {
if v, ok := nameToF32s[name]; ok {
us[idx] = v
continue
}
t := s.uniformNameToType[name]
us[idx] = make([]float32, t.FloatNum())
}
// TODO: Panic if uniforms include an invalid name
return us
}