mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 18:58:54 +01:00
parent
a936ffc032
commit
79e93d3b12
7
.github/workflows/test.yml
vendored
7
.github/workflows/test.yml
vendored
@ -92,15 +92,10 @@ jobs:
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- name: go test
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# TODO: Add more test environments (#1305)
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if: ${{ startsWith(matrix.os, 'ubuntu-') }}
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if: ${{ startsWith(matrix.os, 'ubuntu-') || startsWith(matrix.os, 'windows-') }}
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run: |
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go test -tags=example ${{ !startsWith(matrix.go, '1.15.') && !startsWith(matrix.go, '1.16.') && '-shuffle=on' || '' }} -v ./...
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- name: go test (Windows)
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if: ${{ startsWith(matrix.os, 'windows-') }}
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run: |
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go test -tags=example ${{ !startsWith(matrix.go, '1.15.') && !startsWith(matrix.go, '1.16.') && '-shuffle=on' || '' }} -v ./internal/shader
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- name: go test (Wasm)
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# TODO: Investigate times out on Windows. (#1313)
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if: ${{ !startsWith(matrix.os, 'windows-') && !startsWith(matrix.go, '1.15.') && !startsWith(matrix.go, '1.16.') }}
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13
doc.go
13
doc.go
@ -69,9 +69,16 @@
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// If the specified graphics library is not available, RunGame returns an error.
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// This can take one of the following value:
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//
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// "auto": Ebiten chooses the graphics library automatically. This is the default value.
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// "opengl": OpenGL, OpenGL ES, or WebGL.
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// "metal": Metal. This works only on macOS or iOS.
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// "auto": Ebiten chooses the graphics library automatically. This is the default value.
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// "opengl": OpenGL, OpenGL ES, or WebGL.
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// "directx": DirectX. This works only on Windows.
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// "metal": Metal. This works only on macOS or iOS.
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//
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// `EBITEN_DIRECTX` environment variable specifies various parameters for DirectX.
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// You can specify multiple values separated by a comma. The default value is empty (i.e. no parameters).
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//
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// "warp": Use WARP (i.e. software rendering).
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// "debug": Use a debug layer.
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//
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// Build tags
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//
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2085
internal/graphicsdriver/directx/api_windows.go
Normal file
2085
internal/graphicsdriver/directx/api_windows.go
Normal file
File diff suppressed because it is too large
Load Diff
1709
internal/graphicsdriver/directx/graphics_windows.go
Normal file
1709
internal/graphicsdriver/directx/graphics_windows.go
Normal file
File diff suppressed because it is too large
Load Diff
686
internal/graphicsdriver/directx/pipeline_windows.go
Normal file
686
internal/graphicsdriver/directx/pipeline_windows.go
Normal file
@ -0,0 +1,686 @@
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// Copyright 2022 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package directx
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import (
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"fmt"
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"math"
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"unsafe"
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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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)
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const numDescriptorsPerFrame = 256
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func operationToBlend(c graphicsdriver.Operation, alpha bool) _D3D12_BLEND {
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switch c {
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case graphicsdriver.Zero:
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return _D3D12_BLEND_ZERO
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case graphicsdriver.One:
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return _D3D12_BLEND_ONE
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case graphicsdriver.SrcAlpha:
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return _D3D12_BLEND_SRC_ALPHA
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case graphicsdriver.DstAlpha:
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return _D3D12_BLEND_DEST_ALPHA
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case graphicsdriver.OneMinusSrcAlpha:
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return _D3D12_BLEND_INV_SRC_ALPHA
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case graphicsdriver.OneMinusDstAlpha:
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return _D3D12_BLEND_INV_DEST_ALPHA
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case graphicsdriver.DstColor:
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if alpha {
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return _D3D12_BLEND_DEST_ALPHA
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}
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return _D3D12_BLEND_DEST_COLOR
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default:
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panic(fmt.Sprintf("directx: invalid operation: %d", c))
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}
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}
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type builtinPipelineStatesKey struct {
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useColorM bool
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compositeMode graphicsdriver.CompositeMode
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filter graphicsdriver.Filter
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address graphicsdriver.Address
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stencilMode stencilMode
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screen bool
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}
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func (k *builtinPipelineStatesKey) defs() ([]_D3D_SHADER_MACRO, error) {
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var defs []_D3D_SHADER_MACRO
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defval := []byte("1\x00")
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if k.useColorM {
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name := []byte("USE_COLOR_MATRIX\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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}
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switch k.filter {
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case graphicsdriver.FilterNearest:
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name := []byte("FILTER_NEAREST\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.FilterLinear:
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name := []byte("FILTER_LINEAR\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.FilterScreen:
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name := []byte("FILTER_SCREEN\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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default:
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return nil, fmt.Errorf("directx: invalid filter: %d", k.filter)
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}
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switch k.address {
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case graphicsdriver.AddressUnsafe:
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name := []byte("ADDRESS_UNSAFE\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.AddressClampToZero:
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name := []byte("ADDRESS_CLAMP_TO_ZERO\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.AddressRepeat:
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name := []byte("ADDRESS_REPEAT\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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default:
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return nil, fmt.Errorf("directx: invalid address: %d", k.address)
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}
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// Termination
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defs = append(defs, _D3D_SHADER_MACRO{})
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return defs, nil
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}
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func (k *builtinPipelineStatesKey) source() []byte {
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return []byte(`struct PSInput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float4 color : COLOR;
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};
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cbuffer ShaderParameter : register(b0) {
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float2 viewport_size;
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float2 source_size;
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float4x4 color_matrix_body;
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float4 color_matrix_translation;
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float4 source_region;
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// This member should be the last not to create a new sector.
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// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
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float scale;
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}
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PSInput VSMain(float2 position : POSITION, float2 tex : TEXCOORD, float4 color : COLOR) {
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// In DirectX, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
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// match. Then, the Y direction must be inverted.
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float4x4 projectionMatrix = {
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2.0 / viewport_size.x, 0, 0, -1,
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0, -2.0 / viewport_size.y, 0, 1,
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0, 0, 1, 0,
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0, 0, 0, 1,
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};
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PSInput result;
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result.position = mul(projectionMatrix, float4(position, 0, 1));
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result.texcoord = tex;
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result.color = float4(color.rgb, 1) * color.a;
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return result;
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}
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Texture2D tex : register(t0);
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SamplerState samp : register(s0);
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float euclideanMod(float x, float y) {
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// Assume that y is always positive.
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return x - y * floor(x/y);
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}
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float2 adjustTexelByAddress(float2 p, float4 source_region) {
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#if defined(ADDRESS_CLAMP_TO_ZERO)
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return p;
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#endif
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#if defined(ADDRESS_REPEAT)
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float2 o = float2(source_region[0], source_region[1]);
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float2 size = float2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
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return float2(euclideanMod((p.x - o.x), size.x) + o.x, euclideanMod((p.y - o.y), size.y) + o.y);
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#endif
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#if defined(ADDRESS_UNSAFE)
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return p;
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#endif
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}
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float4 PSMain(PSInput input) : SV_TARGET {
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#if defined(FILTER_NEAREST)
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# if defined(ADDRESS_UNSAFE)
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float4 color = tex.Sample(samp, input.texcoord);
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# else
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float4 color;
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float2 pos = adjustTexelByAddress(input.texcoord, source_region);
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if (source_region[0] <= pos.x &&
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source_region[1] <= pos.y &&
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pos.x < source_region[2] &&
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pos.y < source_region[3]) {
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color = tex.Sample(samp, pos);
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} else {
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color = float4(0, 0, 0, 0);
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}
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# endif // defined(ADDRESS_UNSAFE)
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#endif // defined(FILTER_NEAREST)
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#if defined(FILTER_LINEAR)
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float2 pos = input.texcoord;
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float2 texel_size = 1.0 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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float2 p0 = pos - (texel_size) / 2.0 + (texel_size / 512.0);
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float2 p1 = pos + (texel_size) / 2.0 + (texel_size / 512.0);
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# if !defined(ADDRESS_UNSAFE)
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p0 = adjustTexelByAddress(p0, source_region);
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p1 = adjustTexelByAddress(p1, source_region);
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# endif // !defined(ADDRESS_UNSAFE)
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float4 c0 = tex.Sample(samp, p0);
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float4 c1 = tex.Sample(samp, float2(p1.x, p0.y));
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float4 c2 = tex.Sample(samp, float2(p0.x, p1.y));
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float4 c3 = tex.Sample(samp, p1);
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# if !defined(ADDRESS_UNSAFE)
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if (p0.x < source_region[0]) {
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c0 = float4(0, 0, 0, 0);
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c2 = float4(0, 0, 0, 0);
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}
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if (p0.y < source_region[1]) {
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c0 = float4(0, 0, 0, 0);
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c1 = float4(0, 0, 0, 0);
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}
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if (source_region[2] <= p1.x) {
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c1 = float4(0, 0, 0, 0);
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c3 = float4(0, 0, 0, 0);
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}
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if (source_region[3] <= p1.y) {
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c2 = float4(0, 0, 0, 0);
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c3 = float4(0, 0, 0, 0);
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}
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# endif // !defined(ADDRESS_UNSAFE)
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float2 rate = frac(p0 * source_size);
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float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y);
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#endif // defined(FILTER_LINEAR)
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#if defined(FILTER_SCREEN)
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float2 pos = input.texcoord;
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float2 texel_size = 1.0 / source_size;
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float2 half_scaled_texel_size = texel_size / 2.0 / scale;
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float2 p0 = pos - half_scaled_texel_size + (texel_size / 512.0);
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float2 p1 = pos + half_scaled_texel_size + (texel_size / 512.0);
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float4 c0 = tex.Sample(samp, p0);
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float4 c1 = tex.Sample(samp, float2(p1.x, p0.y));
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float4 c2 = tex.Sample(samp, float2(p0.x, p1.y));
|
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float4 c3 = tex.Sample(samp, p1);
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// Texels must be in the source rect, so it is not necessary to check that like linear filter.
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float2 rate_center = float2(1.0, 1.0) - half_scaled_texel_size;
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float2 rate = clamp(((frac(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y);
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#endif // defined(FILTER_SCREEN)
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|
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#if defined(USE_COLOR_MATRIX)
|
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// Un-premultiply alpha.
|
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// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
|
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color.rgb /= color.a + (1.0 - sign(color.a));
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// Apply the color matrix or scale.
|
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color = mul(color_matrix_body, color) + color_matrix_translation;
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// Premultiply alpha
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color.rgb *= color.a;
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// Apply color scale.
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color *= input.color;
|
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// Clamp the output.
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color.rgb = min(color.rgb, color.a);
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return color;
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#elif defined(FILTER_SCREEN)
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return color;
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#else
|
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return input.color * color;
|
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#endif // defined(USE_COLOR_MATRIX)
|
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|
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}`)
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}
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|
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type pipelineStates struct {
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rootSignature *iD3D12RootSignature
|
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|
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cache map[builtinPipelineStatesKey]*iD3D12PipelineState
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|
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// builtinShaders is a set of the built-in vertex/pixel shaders that are never released.
|
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builtinShaders []*iD3DBlob
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|
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shaderDescriptorHeap *iD3D12DescriptorHeap
|
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shaderDescriptorSize uint32
|
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|
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samplerDescriptorHeap *iD3D12DescriptorHeap
|
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|
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constantBuffers [frameCount][]*iD3D12Resource1
|
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}
|
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|
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const numConstantBufferAndSourceTextures = 1 + graphics.ShaderImageNum
|
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|
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func (p *pipelineStates) initialize(device *iD3D12Device) (ferr error) {
|
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// Create a CBV/SRV/UAV descriptor heap.
|
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// 5n+0: constants
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// 5n+m (1<=4): textures
|
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shaderH, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
|
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Type: _D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
||||
NumDescriptors: frameCount * numDescriptorsPerFrame * numConstantBufferAndSourceTextures,
|
||||
Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
|
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NodeMask: 0,
|
||||
})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
p.shaderDescriptorHeap = shaderH
|
||||
defer func() {
|
||||
if ferr != nil {
|
||||
p.shaderDescriptorHeap.Release()
|
||||
p.shaderDescriptorHeap = nil
|
||||
}
|
||||
}()
|
||||
p.shaderDescriptorSize = device.GetDescriptorHandleIncrementSize(_D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
|
||||
|
||||
samplerH, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
|
||||
Type: _D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
|
||||
NumDescriptors: 1,
|
||||
Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
|
||||
NodeMask: 0,
|
||||
})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
p.samplerDescriptorHeap = samplerH
|
||||
|
||||
device.CreateSampler(&_D3D12_SAMPLER_DESC{
|
||||
Filter: _D3D12_FILTER_MIN_MAG_MIP_POINT,
|
||||
AddressU: _D3D12_TEXTURE_ADDRESS_MODE_WRAP,
|
||||
AddressV: _D3D12_TEXTURE_ADDRESS_MODE_WRAP,
|
||||
AddressW: _D3D12_TEXTURE_ADDRESS_MODE_WRAP,
|
||||
ComparisonFunc: _D3D12_COMPARISON_FUNC_NEVER,
|
||||
MinLOD: -math.MaxFloat32,
|
||||
MaxLOD: math.MaxFloat32,
|
||||
}, p.samplerDescriptorHeap.GetCPUDescriptorHandleForHeapStart())
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (p *pipelineStates) builtinGraphicsPipelineState(device *iD3D12Device, key builtinPipelineStatesKey) (*iD3D12PipelineState, error) {
|
||||
state, ok := p.cache[key]
|
||||
if ok {
|
||||
return state, nil
|
||||
}
|
||||
|
||||
defs, err := key.defs()
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
vsh, psh, err := newShader(key.source(), defs)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
// Keep the shaders. These are never released.
|
||||
p.builtinShaders = append(p.builtinShaders, vsh, psh)
|
||||
|
||||
s, err := p.newPipelineState(device, vsh, psh, key.compositeMode, key.stencilMode, key.screen)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
if p.cache == nil {
|
||||
p.cache = map[builtinPipelineStatesKey]*iD3D12PipelineState{}
|
||||
}
|
||||
p.cache[key] = s
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (p *pipelineStates) useGraphicsPipelineState(device *iD3D12Device, commandList *iD3D12GraphicsCommandList, frameIndex int, pipelineState *iD3D12PipelineState, srcs [graphics.ShaderImageNum]*Image, uniforms []float32) error {
|
||||
idx := len(p.constantBuffers[frameIndex])
|
||||
if idx >= numDescriptorsPerFrame*2 {
|
||||
return fmt.Errorf("directx: too many constant buffers")
|
||||
}
|
||||
|
||||
if cap(p.constantBuffers[frameIndex]) > idx {
|
||||
p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:idx+1]
|
||||
} else {
|
||||
p.constantBuffers[frameIndex] = append(p.constantBuffers[frameIndex], nil)
|
||||
}
|
||||
|
||||
const bufferSizeAlignement = 256
|
||||
bufferSize := uint32(unsafe.Sizeof(float32(0))) * uint32(len(uniforms))
|
||||
if bufferSize > 0 {
|
||||
bufferSize = ((bufferSize-1)/bufferSizeAlignement + 1) * bufferSizeAlignement
|
||||
}
|
||||
|
||||
cb := p.constantBuffers[frameIndex][idx]
|
||||
if cb != nil {
|
||||
if uint32(cb.GetDesc().Width) < bufferSize {
|
||||
p.constantBuffers[frameIndex][idx].Release()
|
||||
p.constantBuffers[frameIndex][idx] = nil
|
||||
cb = nil
|
||||
}
|
||||
}
|
||||
if cb == nil {
|
||||
var err error
|
||||
cb, err = createBuffer(device, uint64(bufferSize), _D3D12_HEAP_TYPE_UPLOAD)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
p.constantBuffers[frameIndex][idx] = cb
|
||||
|
||||
h := p.shaderDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
||||
h.Offset(int32(frameIndex*numDescriptorsPerFrame+numConstantBufferAndSourceTextures*idx), p.shaderDescriptorSize)
|
||||
device.CreateConstantBufferView(&_D3D12_CONSTANT_BUFFER_VIEW_DESC{
|
||||
BufferLocation: cb.GetGPUVirtualAddress(),
|
||||
SizeInBytes: bufferSize,
|
||||
}, h)
|
||||
}
|
||||
|
||||
h := p.shaderDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
||||
h.Offset(int32(frameIndex*numDescriptorsPerFrame+numConstantBufferAndSourceTextures*idx), p.shaderDescriptorSize)
|
||||
for _, src := range srcs {
|
||||
h.Offset(1, p.shaderDescriptorSize)
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
device.CreateShaderResourceView(src.resource(), &_D3D12_SHADER_RESOURCE_VIEW_DESC{
|
||||
Format: _DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
ViewDimension: _D3D12_SRV_DIMENSION_TEXTURE2D,
|
||||
Shader4ComponentMapping: _D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
||||
Texture2D: _D3D12_TEX2D_SRV{
|
||||
MipLevels: 1,
|
||||
},
|
||||
}, h)
|
||||
}
|
||||
|
||||
// Update the constant buffer.
|
||||
m, err := cb.Map(0, &_D3D12_RANGE{0, 0})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
copyFloat32s(m, uniforms)
|
||||
|
||||
if err := cb.Unmap(0, nil); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
commandList.SetPipelineState(pipelineState)
|
||||
|
||||
rs, err := p.ensureRootSignature(device)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
commandList.SetGraphicsRootSignature(rs)
|
||||
|
||||
commandList.SetDescriptorHeaps([]*iD3D12DescriptorHeap{
|
||||
p.shaderDescriptorHeap,
|
||||
p.samplerDescriptorHeap,
|
||||
})
|
||||
|
||||
// Match the indices with rootParams in graphicsPipelineState.
|
||||
gh := p.shaderDescriptorHeap.GetGPUDescriptorHandleForHeapStart()
|
||||
gh.Offset(int32(frameIndex*numDescriptorsPerFrame+numConstantBufferAndSourceTextures*idx), p.shaderDescriptorSize)
|
||||
commandList.SetGraphicsRootDescriptorTable(0, gh)
|
||||
gh.Offset(1, p.shaderDescriptorSize)
|
||||
commandList.SetGraphicsRootDescriptorTable(1, gh)
|
||||
commandList.SetGraphicsRootDescriptorTable(2, p.samplerDescriptorHeap.GetGPUDescriptorHandleForHeapStart())
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (p *pipelineStates) ensureRootSignature(device *iD3D12Device) (rootSignature *iD3D12RootSignature, ferr error) {
|
||||
if p.rootSignature != nil {
|
||||
return p.rootSignature, nil
|
||||
}
|
||||
|
||||
cbv := _D3D12_DESCRIPTOR_RANGE{
|
||||
RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_CBV, // b0
|
||||
NumDescriptors: 1,
|
||||
BaseShaderRegister: 0,
|
||||
RegisterSpace: 0,
|
||||
OffsetInDescriptorsFromTableStart: _D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
|
||||
}
|
||||
srv := _D3D12_DESCRIPTOR_RANGE{
|
||||
RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SRV, // t0
|
||||
NumDescriptors: graphics.ShaderImageNum,
|
||||
BaseShaderRegister: 0,
|
||||
RegisterSpace: 0,
|
||||
OffsetInDescriptorsFromTableStart: _D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
|
||||
}
|
||||
sampler := _D3D12_DESCRIPTOR_RANGE{
|
||||
RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, // s0
|
||||
NumDescriptors: 1,
|
||||
BaseShaderRegister: 0,
|
||||
RegisterSpace: 0,
|
||||
OffsetInDescriptorsFromTableStart: _D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
|
||||
}
|
||||
|
||||
rootParams := [...]_D3D12_ROOT_PARAMETER{
|
||||
{
|
||||
ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
|
||||
DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{
|
||||
NumDescriptorRanges: 1,
|
||||
pDescriptorRanges: &cbv,
|
||||
},
|
||||
ShaderVisibility: _D3D12_SHADER_VISIBILITY_ALL,
|
||||
},
|
||||
{
|
||||
ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
|
||||
DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{
|
||||
NumDescriptorRanges: 1,
|
||||
pDescriptorRanges: &srv,
|
||||
},
|
||||
ShaderVisibility: _D3D12_SHADER_VISIBILITY_PIXEL,
|
||||
},
|
||||
{
|
||||
ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
|
||||
DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{
|
||||
NumDescriptorRanges: 1,
|
||||
pDescriptorRanges: &sampler,
|
||||
},
|
||||
ShaderVisibility: _D3D12_SHADER_VISIBILITY_PIXEL,
|
||||
},
|
||||
}
|
||||
|
||||
// Create a root signature.
|
||||
sig, err := d3D12SerializeRootSignature(&_D3D12_ROOT_SIGNATURE_DESC{
|
||||
NumParameters: uint32(len(rootParams)),
|
||||
pParameters: &rootParams[0],
|
||||
NumStaticSamplers: 0,
|
||||
pStaticSamplers: nil,
|
||||
Flags: _D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
|
||||
}, _D3D_ROOT_SIGNATURE_VERSION_1_0)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer sig.Release()
|
||||
|
||||
rs, err := device.CreateRootSignature(0, sig.GetBufferPointer(), sig.GetBufferSize())
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer func() {
|
||||
if ferr != nil {
|
||||
rootSignature.Release()
|
||||
}
|
||||
}()
|
||||
|
||||
p.rootSignature = rs
|
||||
|
||||
return p.rootSignature, nil
|
||||
}
|
||||
|
||||
func newShader(source []byte, defs []_D3D_SHADER_MACRO) (vsh, psh *iD3DBlob, ferr error) {
|
||||
// Create a shader
|
||||
v, err := d3DCompile(source, "shader", defs, nil, "VSMain", "vs_5_0", 0, 0)
|
||||
if err != nil {
|
||||
return nil, nil, err
|
||||
}
|
||||
defer func() {
|
||||
if ferr != nil {
|
||||
v.Release()
|
||||
}
|
||||
}()
|
||||
|
||||
p, err := d3DCompile(source, "shader", defs, nil, "PSMain", "ps_5_0", 0, 0)
|
||||
if err != nil {
|
||||
return nil, nil, err
|
||||
}
|
||||
defer func() {
|
||||
if ferr != nil {
|
||||
p.Release()
|
||||
}
|
||||
}()
|
||||
|
||||
return v, p, nil
|
||||
}
|
||||
|
||||
func (p *pipelineStates) newPipelineState(device *iD3D12Device, vsh, psh *iD3DBlob, compositeMode graphicsdriver.CompositeMode, stencilMode stencilMode, screen bool) (state *iD3D12PipelineState, ferr error) {
|
||||
rootSignature, err := p.ensureRootSignature(device)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer func() {
|
||||
if ferr != nil {
|
||||
rootSignature.Release()
|
||||
}
|
||||
}()
|
||||
|
||||
depthStencilDesc := _D3D12_DEPTH_STENCIL_DESC{
|
||||
DepthEnable: 0,
|
||||
DepthWriteMask: _D3D12_DEPTH_WRITE_MASK_ALL,
|
||||
DepthFunc: _D3D12_COMPARISON_FUNC_LESS,
|
||||
StencilEnable: 0,
|
||||
StencilReadMask: _D3D12_DEFAULT_STENCIL_READ_MASK,
|
||||
StencilWriteMask: _D3D12_DEFAULT_STENCIL_WRITE_MASK,
|
||||
FrontFace: _D3D12_DEPTH_STENCILOP_DESC{
|
||||
StencilFailOp: _D3D12_STENCIL_OP_KEEP,
|
||||
StencilDepthFailOp: _D3D12_STENCIL_OP_KEEP,
|
||||
StencilPassOp: _D3D12_STENCIL_OP_KEEP,
|
||||
StencilFunc: _D3D12_COMPARISON_FUNC_ALWAYS,
|
||||
},
|
||||
BackFace: _D3D12_DEPTH_STENCILOP_DESC{
|
||||
StencilFailOp: _D3D12_STENCIL_OP_KEEP,
|
||||
StencilDepthFailOp: _D3D12_STENCIL_OP_KEEP,
|
||||
StencilPassOp: _D3D12_STENCIL_OP_KEEP,
|
||||
StencilFunc: _D3D12_COMPARISON_FUNC_ALWAYS,
|
||||
},
|
||||
}
|
||||
writeMask := uint8(_D3D12_COLOR_WRITE_ENABLE_ALL)
|
||||
|
||||
switch stencilMode {
|
||||
case prepareStencil:
|
||||
depthStencilDesc.StencilEnable = 1
|
||||
depthStencilDesc.FrontFace.StencilPassOp = _D3D12_STENCIL_OP_INVERT
|
||||
depthStencilDesc.BackFace.StencilPassOp = _D3D12_STENCIL_OP_INVERT
|
||||
writeMask = 0
|
||||
case drawWithStencil:
|
||||
depthStencilDesc.StencilEnable = 1
|
||||
depthStencilDesc.FrontFace.StencilFunc = _D3D12_COMPARISON_FUNC_NOT_EQUAL
|
||||
depthStencilDesc.BackFace.StencilFunc = _D3D12_COMPARISON_FUNC_NOT_EQUAL
|
||||
}
|
||||
|
||||
rtvFormat := _DXGI_FORMAT_R8G8B8A8_UNORM
|
||||
if screen {
|
||||
rtvFormat = _DXGI_FORMAT_B8G8R8A8_UNORM
|
||||
}
|
||||
|
||||
// Create a pipeline state.
|
||||
srcOp, dstOp := compositeMode.Operations()
|
||||
psoDesc := _D3D12_GRAPHICS_PIPELINE_STATE_DESC{
|
||||
pRootSignature: rootSignature,
|
||||
VS: _D3D12_SHADER_BYTECODE{
|
||||
pShaderBytecode: vsh.GetBufferPointer(),
|
||||
BytecodeLength: vsh.GetBufferSize(),
|
||||
},
|
||||
PS: _D3D12_SHADER_BYTECODE{
|
||||
pShaderBytecode: psh.GetBufferPointer(),
|
||||
BytecodeLength: psh.GetBufferSize(),
|
||||
},
|
||||
BlendState: _D3D12_BLEND_DESC{
|
||||
AlphaToCoverageEnable: 0,
|
||||
IndependentBlendEnable: 0,
|
||||
RenderTarget: [8]_D3D12_RENDER_TARGET_BLEND_DESC{
|
||||
{
|
||||
BlendEnable: 1,
|
||||
LogicOpEnable: 0,
|
||||
SrcBlend: operationToBlend(srcOp, false),
|
||||
DestBlend: operationToBlend(dstOp, false),
|
||||
BlendOp: _D3D12_BLEND_OP_ADD,
|
||||
SrcBlendAlpha: operationToBlend(srcOp, true),
|
||||
DestBlendAlpha: operationToBlend(dstOp, true),
|
||||
BlendOpAlpha: _D3D12_BLEND_OP_ADD,
|
||||
LogicOp: _D3D12_LOGIC_OP_NOOP,
|
||||
RenderTargetWriteMask: writeMask,
|
||||
},
|
||||
},
|
||||
},
|
||||
SampleMask: math.MaxUint32,
|
||||
RasterizerState: _D3D12_RASTERIZER_DESC{
|
||||
FillMode: _D3D12_FILL_MODE_SOLID,
|
||||
CullMode: _D3D12_CULL_MODE_NONE,
|
||||
FrontCounterClockwise: 0,
|
||||
DepthBias: _D3D12_DEFAULT_DEPTH_BIAS,
|
||||
DepthBiasClamp: _D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
|
||||
SlopeScaledDepthBias: _D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
|
||||
DepthClipEnable: 0,
|
||||
MultisampleEnable: 0,
|
||||
AntialiasedLineEnable: 0,
|
||||
ForcedSampleCount: 0,
|
||||
ConservativeRaster: _D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
|
||||
},
|
||||
DepthStencilState: depthStencilDesc,
|
||||
InputLayout: _D3D12_INPUT_LAYOUT_DESC{
|
||||
pInputElementDescs: &inputElementDescs[0],
|
||||
NumElements: uint32(len(inputElementDescs)),
|
||||
},
|
||||
PrimitiveTopologyType: _D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
|
||||
NumRenderTargets: 1,
|
||||
RTVFormats: [8]_DXGI_FORMAT{
|
||||
rtvFormat,
|
||||
},
|
||||
DSVFormat: _DXGI_FORMAT_D24_UNORM_S8_UINT,
|
||||
SampleDesc: _DXGI_SAMPLE_DESC{
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
}
|
||||
|
||||
s, err := device.CreateGraphicsPipelineState(&psoDesc)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (p *pipelineStates) releaseConstantBuffers(frameIndex int) {
|
||||
for i := range p.constantBuffers[frameIndex] {
|
||||
p.constantBuffers[frameIndex][i].Release()
|
||||
p.constantBuffers[frameIndex][i] = nil
|
||||
}
|
||||
p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0]
|
||||
}
|
||||
|
||||
func (p *pipelineStates) resetConstantBuffers(frameIndex int) {
|
||||
p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0]
|
||||
}
|
@ -54,6 +54,7 @@ type Graphics interface {
|
||||
NeedsRestoring() bool
|
||||
NeedsClearingScreen() bool
|
||||
IsGL() bool
|
||||
IsDirectX() bool
|
||||
HasHighPrecisionFloat() bool
|
||||
MaxImageSize() int
|
||||
|
||||
|
@ -1046,6 +1046,10 @@ func (g *Graphics) IsGL() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *Graphics) IsDirectX() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *Graphics) HasHighPrecisionFloat() bool {
|
||||
return true
|
||||
}
|
||||
|
@ -392,6 +392,10 @@ func (g *Graphics) IsGL() bool {
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *Graphics) IsDirectX() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *Graphics) HasHighPrecisionFloat() bool {
|
||||
return g.context.hasHighPrecisionFloat()
|
||||
}
|
||||
|
@ -61,7 +61,18 @@ func (c *contextImpl) updateFrame(graphicsDriver graphicsdriver.Graphics, outsid
|
||||
}
|
||||
|
||||
func (c *contextImpl) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
|
||||
return c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor)
|
||||
n := 1
|
||||
if graphicsDriver.IsDirectX() {
|
||||
// On DirectX, both framebuffers in the swap chain should be updated.
|
||||
// Or, the rendering result becomes unexpected when the window is resized.
|
||||
n = 2
|
||||
}
|
||||
for i := 0; i < n; i++ {
|
||||
if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *contextImpl) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64) error {
|
||||
|
@ -811,19 +811,6 @@ event:
|
||||
}
|
||||
|
||||
func (u *userInterfaceImpl) init() error {
|
||||
g, err := chooseGraphicsDriver(&graphicsDriverGetterImpl{})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
u.graphicsDriver = g
|
||||
if u.graphicsDriver.IsGL() {
|
||||
glfw.WindowHint(glfw.ClientAPI, glfw.OpenGLAPI)
|
||||
glfw.WindowHint(glfw.ContextVersionMajor, 2)
|
||||
glfw.WindowHint(glfw.ContextVersionMinor, 1)
|
||||
} else {
|
||||
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
|
||||
}
|
||||
|
||||
glfw.WindowHint(glfw.AutoIconify, glfw.False)
|
||||
|
||||
decorated := glfw.False
|
||||
@ -832,13 +819,30 @@ func (u *userInterfaceImpl) init() error {
|
||||
}
|
||||
glfw.WindowHint(glfw.Decorated, decorated)
|
||||
|
||||
transparent := glfw.False
|
||||
if u.isInitScreenTransparent() {
|
||||
transparent = glfw.True
|
||||
transparent := u.isInitScreenTransparent()
|
||||
glfwTransparent := glfw.False
|
||||
if transparent {
|
||||
glfwTransparent = glfw.True
|
||||
}
|
||||
glfw.WindowHint(glfw.TransparentFramebuffer, transparent)
|
||||
glfw.WindowHint(glfw.TransparentFramebuffer, glfwTransparent)
|
||||
|
||||
g, err := chooseGraphicsDriver(&graphicsDriverGetterImpl{
|
||||
transparent: transparent,
|
||||
})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
u.graphicsDriver = g
|
||||
u.graphicsDriver.SetTransparent(u.isInitScreenTransparent())
|
||||
|
||||
if u.graphicsDriver.IsGL() {
|
||||
glfw.WindowHint(glfw.ClientAPI, glfw.OpenGLAPI)
|
||||
glfw.WindowHint(glfw.ContextVersionMajor, 2)
|
||||
glfw.WindowHint(glfw.ContextVersionMinor, 1)
|
||||
} else {
|
||||
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)
|
||||
}
|
||||
|
||||
// Before creating a window, set it unresizable no matter what u.isInitWindowResizable() is (#1987).
|
||||
// Making the window resizable here doesn't work correctly when switching to enable resizing.
|
||||
resizable := glfw.False
|
||||
|
@ -232,7 +232,9 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
|
||||
)
|
||||
|
||||
type graphicsDriverGetterImpl struct{}
|
||||
type graphicsDriverGetterImpl struct {
|
||||
transparent bool
|
||||
}
|
||||
|
||||
func (g *graphicsDriverGetterImpl) getAuto() graphicsdriver.Graphics {
|
||||
if m := g.getMetal(); m != nil {
|
||||
|
@ -31,7 +31,9 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
|
||||
)
|
||||
|
||||
type graphicsDriverGetterImpl struct{}
|
||||
type graphicsDriverGetterImpl struct {
|
||||
transparent bool
|
||||
}
|
||||
|
||||
func (g *graphicsDriverGetterImpl) getAuto() graphicsdriver.Graphics {
|
||||
return g.getOpenGL()
|
||||
|
@ -26,12 +26,18 @@ import (
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/directx"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
|
||||
)
|
||||
|
||||
type graphicsDriverGetterImpl struct{}
|
||||
type graphicsDriverGetterImpl struct {
|
||||
transparent bool
|
||||
}
|
||||
|
||||
func (g *graphicsDriverGetterImpl) getAuto() graphicsdriver.Graphics {
|
||||
if d := g.getDirectX(); d != nil {
|
||||
return d
|
||||
}
|
||||
return g.getOpenGL()
|
||||
}
|
||||
|
||||
@ -42,7 +48,13 @@ func (*graphicsDriverGetterImpl) getOpenGL() graphicsdriver.Graphics {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (*graphicsDriverGetterImpl) getDirectX() graphicsdriver.Graphics {
|
||||
func (g *graphicsDriverGetterImpl) getDirectX() graphicsdriver.Graphics {
|
||||
if g.transparent {
|
||||
return nil
|
||||
}
|
||||
if d := directx.Get(); d != nil {
|
||||
return d
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
|
@ -17,6 +17,7 @@ package ebiten_test
|
||||
import (
|
||||
"image"
|
||||
"image/color"
|
||||
"math"
|
||||
"testing"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
@ -654,3 +655,74 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestShaderTextureAt(t *testing.T) {
|
||||
const w, h = 16, 16
|
||||
|
||||
src := ebiten.NewImage(w, h)
|
||||
src.Fill(color.RGBA{0x10, 0x20, 0x30, 0xff})
|
||||
|
||||
dst := ebiten.NewImage(w, h)
|
||||
s, err := ebiten.NewShader([]byte(`package main
|
||||
|
||||
func textureAt(uv vec2) vec4 {
|
||||
return imageSrc0UnsafeAt(uv)
|
||||
}
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
return textureAt(texCoord)
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
op := &ebiten.DrawRectShaderOptions{}
|
||||
op.Images[0] = src
|
||||
dst.DrawRectShader(w, h, s, op)
|
||||
|
||||
for j := 0; j < h; j++ {
|
||||
for i := 0; i < w; i++ {
|
||||
got := dst.At(i, j).(color.RGBA)
|
||||
want := color.RGBA{0x10, 0x20, 0x30, 0xff}
|
||||
if !sameColors(got, want, 2) {
|
||||
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestShaderAtan2(t *testing.T) {
|
||||
const w, h = 16, 16
|
||||
|
||||
src := ebiten.NewImage(w, h)
|
||||
src.Fill(color.RGBA{0x10, 0x20, 0x30, 0xff})
|
||||
|
||||
dst := ebiten.NewImage(w, h)
|
||||
s, err := ebiten.NewShader([]byte(`package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
y := vec4(1, 1, 1, 1)
|
||||
x := vec4(1, 1, 1, 1)
|
||||
return atan2(y, x)
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
op := &ebiten.DrawRectShaderOptions{}
|
||||
op.Images[0] = src
|
||||
dst.DrawRectShader(w, h, s, op)
|
||||
|
||||
for j := 0; j < h; j++ {
|
||||
for i := 0; i < w; i++ {
|
||||
got := dst.At(i, j).(color.RGBA)
|
||||
v := byte(math.Floor(0xff * math.Pi / 4))
|
||||
want := color.RGBA{v, v, v, v}
|
||||
if !sameColors(got, want, 2) {
|
||||
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user