internal/graphicsdriver/metal: Refactoring: Unify two drawTriangles* functions

This commit is contained in:
Hajime Hoshi 2021-07-02 00:25:09 +09:00
parent ff2dd6fe7e
commit 6b95dd0d4d

View File

@ -684,19 +684,17 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion drive
return nil
}
func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
if shader == driver.InvalidShaderID {
return g.drawTrianglesWithDefaultShader(dstID, srcIDs[0], indexLen, indexOffset, mode, colorM, filter, address, dstRegion, srcRegion)
}
return g.drawTrianglesWithShader(dstID, srcIDs, offsets, shader, indexLen, indexOffset, mode, dstRegion, srcRegion, uniforms)
}
func (g *Graphics) drawTrianglesWithDefaultShader(dstID, srcID driver.ImageID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region) error {
func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shaderID driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
dst := g.images[dstID]
srcs := [graphics.ShaderImageNum]*Image{g.images[srcID]}
var srcs [graphics.ShaderImageNum]*Image
for i, srcID := range srcIDs {
srcs[i] = g.images[srcID]
}
var rps mtl.RenderPipelineState
var uniformVars []interface{}
if shaderID == driver.InvalidShaderID {
if dst.screen && filter == driver.FilterScreen {
rps = g.screenRPS
} else {
@ -721,7 +719,7 @@ func (g *Graphics) drawTrianglesWithDefaultShader(dstID, srcID driver.ImageID, i
if filter == driver.FilterScreen {
scale = float32(dst.width) / float32(srcs[0].width)
}
uniforms := []interface{}{
uniformVars = []interface{}{
[]float32{float32(w), float32(h)},
sourceSize,
esBody,
@ -734,7 +732,62 @@ func (g *Graphics) drawTrianglesWithDefaultShader(dstID, srcID driver.ImageID, i
srcRegion.Y + srcRegion.Height,
},
}
if err := g.draw(rps, dst, dstRegion, srcs, indexLen, indexOffset, uniforms); err != nil {
} else {
var err error
rps, err = g.shaders[shaderID].RenderPipelineState(g.view.getMTLDevice(), mode)
if err != nil {
return err
}
uniformVars = make([]interface{}, graphics.PreservedUniformVariablesNum+len(uniforms))
// Set the destination texture size.
dw, dh := dst.internalSize()
uniformVars[graphics.DestinationTextureSizeUniformVariableIndex] = []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.TextureSizesUniformVariableIndex] = usizes
// 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 region's size.
udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
uniformVars[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
// 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 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
// Set the additional uniform variables.
for i, v := range uniforms {
const offset = graphics.PreservedUniformVariablesNum
uniformVars[offset+i] = v
}
}
if err := g.draw(rps, dst, dstRegion, srcs, indexLen, indexOffset, uniformVars); err != nil {
return err
}
return nil
@ -936,69 +989,3 @@ func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) {
}
bce.EndEncoding()
}
func (g *Graphics) drawTrianglesWithShader(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
dst := g.images[dstID]
var srcs [graphics.ShaderImageNum]*Image
for i, srcID := range srcIDs {
srcs[i] = g.images[srcID]
}
rps, err := g.shaders[shader].RenderPipelineState(g.view.getMTLDevice(), mode)
if err != nil {
return err
}
us := make([]interface{}, graphics.PreservedUniformVariablesNum+len(uniforms))
// Set the destination texture size.
dw, dh := dst.internalSize()
us[graphics.DestinationTextureSizeUniformVariableIndex] = []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)
}
}
us[graphics.TextureSizesUniformVariableIndex] = usizes
// Set the destination region's origin.
udorigin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
us[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udorigin
// Set the destination region's size.
udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
us[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
// 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]
}
us[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
// Set the source region's origin of texture0.
usorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
us[graphics.TextureSourceRegionOriginUniformVariableIndex] = usorigin
// Set the source region's size of texture0.
ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
us[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
// Set the additional uniform variables.
for i, v := range uniforms {
const offset = graphics.PreservedUniformVariablesNum
us[offset+i] = v
}
if err := g.draw(rps, dst, dstRegion, srcs, indexLen, indexOffset, us); err != nil {
return err
}
return nil
}