graphicsdriver/metal: Remove while loop in shader programs

This commit is contained in:
Hajime Hoshi 2019-02-14 10:54:32 +09:00
parent 5c7f34827f
commit 7a76a5b42d

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@ -118,17 +118,11 @@ template<uint8_t filter, uint8_t address>
float4 FragmentShaderImpl( float4 FragmentShaderImpl(
VertexOut v, VertexOut v,
texture2d<float> texture, texture2d<float> texture,
constant float2& source_size,
constant float4x4& color_matrix_body, constant float4x4& color_matrix_body,
constant float4& color_matrix_translation, constant float4& color_matrix_translation,
constant float& scale) { constant float& scale) {
constexpr sampler texture_sampler(filter::nearest); constexpr sampler texture_sampler(filter::nearest);
float2 source_size = 1;
while (source_size.x < texture.get_width()) {
source_size.x *= 2;
}
while (source_size.y < texture.get_height()) {
source_size.y *= 2;
}
const float2 texel_size = 1 / source_size; const float2 texel_size = 1 / source_size;
float4 c; float4 c;
@ -212,11 +206,12 @@ float4 FragmentShaderImpl(
fragment float4 FragmentShader_##filter##_##address( \ fragment float4 FragmentShader_##filter##_##address( \
VertexOut v [[stage_in]], \ VertexOut v [[stage_in]], \
texture2d<float> texture [[texture(0)]], \ texture2d<float> texture [[texture(0)]], \
constant float4x4& color_matrix_body [[buffer(2)]], \ constant float2& source_size [[buffer(2)]], \
constant float4& color_matrix_translation [[buffer(3)]], \ constant float4x4& color_matrix_body [[buffer(3)]], \
constant float& scale [[buffer(4)]]) { \ constant float4& color_matrix_translation [[buffer(4)]], \
constant float& scale [[buffer(5)]]) { \
return FragmentShaderImpl<filter, address>( \ return FragmentShaderImpl<filter, address>( \
v, texture, color_matrix_body, color_matrix_translation, scale); \ v, texture, source_size, color_matrix_body, color_matrix_translation, scale); \
} }
FragmentShaderFunc(FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO) FragmentShaderFunc(FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO)
@ -584,13 +579,22 @@ func (d *Driver) Draw(indexLen int, indexOffset int, mode graphics.CompositeMode
viewportSize := [...]float32{float32(w), float32(h)} viewportSize := [...]float32{float32(w), float32(h)}
rce.SetVertexBytes(unsafe.Pointer(&viewportSize[0]), unsafe.Sizeof(viewportSize), 1) rce.SetVertexBytes(unsafe.Pointer(&viewportSize[0]), unsafe.Sizeof(viewportSize), 1)
esBody, esTranslate := colorM.UnsafeElements()
rce.SetFragmentBytes(unsafe.Pointer(&esBody[0]), unsafe.Sizeof(esBody[0])*uintptr(len(esBody)), 2) sourceSize := [...]float32{float32(1), float32(1)}
rce.SetFragmentBytes(unsafe.Pointer(&esTranslate[0]), unsafe.Sizeof(esTranslate[0])*uintptr(len(esTranslate)), 3) for sourceSize[0] < float32(w) {
sourceSize[0] *= 2
}
for sourceSize[1] < float32(h) {
sourceSize[1] *= 2
}
rce.SetFragmentBytes(unsafe.Pointer(&sourceSize[0]), unsafe.Sizeof(sourceSize), 2)
esBody, esTranslate := colorM.UnsafeElements()
rce.SetFragmentBytes(unsafe.Pointer(&esBody[0]), unsafe.Sizeof(esBody[0])*uintptr(len(esBody)), 3)
rce.SetFragmentBytes(unsafe.Pointer(&esTranslate[0]), unsafe.Sizeof(esTranslate[0])*uintptr(len(esTranslate)), 4)
scale := float32(d.dst.width) / float32(d.src.width) scale := float32(d.dst.width) / float32(d.src.width)
rce.SetFragmentBytes(unsafe.Pointer(&scale), unsafe.Sizeof(scale), 4) rce.SetFragmentBytes(unsafe.Pointer(&scale), unsafe.Sizeof(scale), 5)
if d.src != nil { if d.src != nil {
rce.SetFragmentTexture(d.src.texture, 0) rce.SetFragmentTexture(d.src.texture, 0)