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internal/graphicsdriver: refactoring: replace Uniform with []float32
Closes #2016
This commit is contained in:
parent
35a5c88901
commit
7d0f95e9be
@ -398,13 +398,13 @@ func (i *Image) processSrc(src *Image) {
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// 5: Color G
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// 6: Color B
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// 7: Color Y
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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 []graphicsdriver.Uniform, evenOdd bool) {
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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) {
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backendsM.Lock()
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defer backendsM.Unlock()
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i.drawTriangles(srcs, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, false)
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}
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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 []graphicsdriver.Uniform, evenOdd bool, keepOnAtlas bool) {
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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) {
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if i.disposed {
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panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
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}
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@ -214,7 +214,7 @@ func (i *Image) replacePendingPixels(pix []byte, x, y, width, height int) {
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// DrawTriangles draws the src image with the given vertices.
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//
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// Copying vertices and indices is the caller's responsibility.
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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 []graphicsdriver.Uniform, evenOdd bool) {
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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) {
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for _, src := range srcs {
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if i == src {
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panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
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@ -140,7 +140,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool
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}
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// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
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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 []graphicsdriver.Uniform, evenOdd bool) {
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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) {
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if len(indices) > graphics.IndicesNum {
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panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesNum but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesNum: %d", len(indices), graphics.IndicesNum))
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}
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@ -363,7 +363,7 @@ type drawTrianglesCommand struct {
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dstRegion graphicsdriver.Region
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srcRegion graphicsdriver.Region
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shader *Shader
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uniforms []graphicsdriver.Uniform
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uniforms [][]float32
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evenOdd bool
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}
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@ -141,7 +141,7 @@ func (i *Image) InternalSize() (int, int) {
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//
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// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
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// elements for the source image are not used.
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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 []graphicsdriver.Uniform, evenOdd bool) {
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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) {
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if shader == nil {
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// Fast path for rendering without a shader (#1355).
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img := srcs[0]
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@ -39,11 +39,6 @@ type ColorM interface {
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Elements(body *[16]float32, translate *[4]float32)
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}
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type Uniform struct {
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Float32 float32
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Float32s []float32
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}
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type Graphics interface {
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Begin()
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End(present bool)
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@ -70,7 +65,7 @@ type Graphics interface {
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//
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// * float32
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// * []float32
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DrawTriangles(dst ImageID, srcs [graphics.ShaderImageNum]ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader ShaderID, indexLen int, indexOffset int, mode CompositeMode, colorM ColorM, filter Filter, address Address, dstRegion, srcRegion Region, uniforms []Uniform, evenOdd bool) error
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DrawTriangles(dst ImageID, srcs [graphics.ShaderImageNum]ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader ShaderID, indexLen int, indexOffset int, mode CompositeMode, colorM ColorM, filter Filter, address Address, dstRegion, srcRegion Region, uniforms [][]float32, evenOdd bool) error
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}
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// GraphicsNotReady represents that the graphics driver is not ready for recovering from the context lost.
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@ -784,7 +784,7 @@ func (g *Graphics) flushRenderCommandEncoderIfNeeded() {
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g.lastDst = nil
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}
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func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion graphicsdriver.Region, srcs [graphics.ShaderImageNum]*Image, indexLen int, indexOffset int, uniforms []graphicsdriver.Uniform, stencilMode stencilMode) error {
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func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion graphicsdriver.Region, srcs [graphics.ShaderImageNum]*Image, indexLen int, indexOffset int, uniforms [][]float32, stencilMode stencilMode) error {
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// When prepareing a stencil buffer, flush the current render command encoder
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// to make sure the stencil buffer is cleared when loading.
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// TODO: What about clearing the stencil buffer by vertices?
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@ -847,15 +847,8 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion graph
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g.rce.SetVertexBuffer(g.vb, 0, 0)
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for i, u := range uniforms {
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if len(u.Float32s) == 0 {
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v := u.Float32
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g.rce.SetVertexBytes(unsafe.Pointer(&v), unsafe.Sizeof(v), i+1)
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g.rce.SetFragmentBytes(unsafe.Pointer(&v), unsafe.Sizeof(v), i+1)
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} else {
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v := u.Float32s
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g.rce.SetVertexBytes(unsafe.Pointer(&v[0]), unsafe.Sizeof(v[0])*uintptr(len(v)), i+1)
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g.rce.SetFragmentBytes(unsafe.Pointer(&v[0]), unsafe.Sizeof(v[0])*uintptr(len(v)), i+1)
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}
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g.rce.SetVertexBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
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g.rce.SetFragmentBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
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}
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for i, src := range srcs {
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@ -873,7 +866,7 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion graph
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return nil
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageNum]graphicsdriver.ImageID, offsets [graphics.ShaderImageNum - 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 []graphicsdriver.Uniform, evenOdd bool) error {
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageNum]graphicsdriver.ImageID, offsets [graphics.ShaderImageNum - 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 {
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dst := g.images[dstID]
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if dst.screen {
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@ -886,7 +879,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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}
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rpss := map[stencilMode]mtl.RenderPipelineState{}
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var uniformVars []graphicsdriver.Uniform
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var uniformVars [][]float32
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if shaderID == graphicsdriver.InvalidShaderID {
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if dst.screen && filter == graphicsdriver.FilterScreen {
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rpss[noStencil] = g.screenRPS
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@ -921,30 +914,18 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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if filter == graphicsdriver.FilterScreen {
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scale = float32(dst.width) / float32(srcs[0].width)
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}
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uniformVars = []graphicsdriver.Uniform{
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uniformVars = [][]float32{
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{float32(w), float32(h)},
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sourceSize,
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esBody[:],
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esTranslate[:],
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{
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Float32s: []float32{float32(w), float32(h)},
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},
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{
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Float32s: sourceSize,
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},
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{
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Float32s: esBody[:],
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},
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{
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Float32s: esTranslate[:],
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},
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{
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Float32s: []float32{
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srcRegion.X,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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},
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},
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{
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Float32: scale,
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srcRegion.X,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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},
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{scale},
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}
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} else {
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for _, stencil := range []stencilMode{
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@ -959,13 +940,11 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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}
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}
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uniformVars = make([]graphicsdriver.Uniform, graphics.PreservedUniformVariablesNum+len(uniforms))
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uniformVars = make([][]float32, graphics.PreservedUniformVariablesNum+len(uniforms))
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// Set the destination texture size.
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dw, dh := dst.internalSize()
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uniformVars[graphics.TextureDestinationSizeUniformVariableIndex] = graphicsdriver.Uniform{
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Float32s: []float32{float32(dw), float32(dh)},
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}
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uniformVars[graphics.TextureDestinationSizeUniformVariableIndex] = []float32{float32(dw), float32(dh)}
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// Set the source texture sizes.
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usizes := make([]float32, 2*len(srcs))
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@ -976,21 +955,15 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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usizes[2*i+1] = float32(h)
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}
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}
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uniformVars[graphics.TextureSourceSizesUniformVariableIndex] = graphicsdriver.Uniform{
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Float32s: usizes,
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}
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uniformVars[graphics.TextureSourceSizesUniformVariableIndex] = usizes
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// Set the destination region's origin.
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udorigin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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uniformVars[graphics.TextureDestinationRegionOriginUniformVariableIndex] = graphicsdriver.Uniform{
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Float32s: udorigin,
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}
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uniformVars[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udorigin
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// Set the destination region's size.
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udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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uniformVars[graphics.TextureDestinationRegionSizeUniformVariableIndex] = graphicsdriver.Uniform{
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Float32s: udsize,
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}
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uniformVars[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
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// Set the source offsets.
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uoffsets := make([]float32, 2*len(offsets))
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@ -998,21 +971,15 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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uoffsets[2*i] = offset[0]
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uoffsets[2*i+1] = offset[1]
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}
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uniformVars[graphics.TextureSourceOffsetsUniformVariableIndex] = graphicsdriver.Uniform{
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Float32s: uoffsets,
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}
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uniformVars[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
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// Set the source region's origin of texture0.
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usorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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uniformVars[graphics.TextureSourceRegionOriginUniformVariableIndex] = graphicsdriver.Uniform{
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Float32s: usorigin,
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}
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uniformVars[graphics.TextureSourceRegionOriginUniformVariableIndex] = usorigin
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// Set the source region's size of texture0.
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ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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uniformVars[graphics.TextureSourceRegionSizeUniformVariableIndex] = graphicsdriver.Uniform{
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Float32s: ussize,
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}
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uniformVars[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
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// Set the additional uniform variables.
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for i, v := range uniforms {
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@ -171,7 +171,7 @@ func (g *Graphics) uniformVariableName(idx int) string {
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return name
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageNum]graphicsdriver.ImageID, offsets [graphics.ShaderImageNum - 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 []graphicsdriver.Uniform, evenOdd bool) error {
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageNum]graphicsdriver.ImageID, offsets [graphics.ShaderImageNum - 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 {
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destination := g.images[dstID]
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g.drawCalled = true
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@ -197,20 +197,16 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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dw, dh := destination.framebufferSize()
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "viewport_size",
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value: graphicsdriver.Uniform{
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Float32s: []float32{float32(dw), float32(dh)},
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},
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typ: shaderir.Type{Main: shaderir.Vec2},
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name: "viewport_size",
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value: []float32{float32(dw), float32(dh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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}, uniformVariable{
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name: "source_region",
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value: graphicsdriver.Uniform{
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Float32s: []float32{
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srcRegion.X,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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},
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value: []float32{
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srcRegion.X,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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},
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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@ -221,39 +217,31 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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var esTranslate [4]float32
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colorM.Elements(&esBody, &esTranslate)
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "color_matrix_body",
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value: graphicsdriver.Uniform{
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Float32s: esBody[:],
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},
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typ: shaderir.Type{Main: shaderir.Mat4},
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name: "color_matrix_body",
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value: esBody[:],
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typ: shaderir.Type{Main: shaderir.Mat4},
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}, uniformVariable{
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name: "color_matrix_translation",
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value: graphicsdriver.Uniform{
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Float32s: esTranslate[:],
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},
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typ: shaderir.Type{Main: shaderir.Vec4},
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name: "color_matrix_translation",
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value: esTranslate[:],
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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}
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if filter != graphicsdriver.FilterNearest {
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sw, sh := g.images[srcIDs[0]].framebufferSize()
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "source_size",
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value: graphicsdriver.Uniform{
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Float32s: []float32{float32(sw), float32(sh)},
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},
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typ: shaderir.Type{Main: shaderir.Vec2},
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name: "source_size",
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value: []float32{float32(sw), float32(sh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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})
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}
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if filter == graphicsdriver.FilterScreen {
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scale := float32(destination.width) / float32(g.images[srcIDs[0]].width)
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "scale",
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value: graphicsdriver.Uniform{
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Float32: scale,
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},
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typ: shaderir.Type{Main: shaderir.Float},
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name: "scale",
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value: []float32{scale},
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typ: shaderir.Type{Main: shaderir.Float},
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})
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}
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} else {
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@ -271,7 +259,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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const idx = graphics.TextureDestinationSizeUniformVariableIndex
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w, h := destination.framebufferSize()
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value.Float32s = []float32{float32(w), float32(h)}
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g.uniformVars[idx].value = []float32{float32(w), float32(h)}
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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@ -286,7 +274,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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}
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const idx = graphics.TextureSourceSizesUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value.Float32s = sizes
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g.uniformVars[idx].value = sizes
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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dw, dh := destination.framebufferSize()
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@ -294,14 +282,14 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value.Float32s = origin
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||||
g.uniformVars[idx].value = origin
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
{
|
||||
size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
|
||||
const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
|
||||
g.uniformVars[idx].name = g.uniformVariableName(idx)
|
||||
g.uniformVars[idx].value.Float32s = size
|
||||
g.uniformVars[idx].value = size
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
{
|
||||
@ -312,21 +300,21 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
}
|
||||
const idx = graphics.TextureSourceOffsetsUniformVariableIndex
|
||||
g.uniformVars[idx].name = g.uniformVariableName(idx)
|
||||
g.uniformVars[idx].value.Float32s = voffsets
|
||||
g.uniformVars[idx].value = voffsets
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
{
|
||||
origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
|
||||
const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
|
||||
g.uniformVars[idx].name = g.uniformVariableName(idx)
|
||||
g.uniformVars[idx].value.Float32s = origin
|
||||
g.uniformVars[idx].value = origin
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
{
|
||||
size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
|
||||
const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
|
||||
g.uniformVars[idx].name = g.uniformVariableName(idx)
|
||||
g.uniformVars[idx].value.Float32s = size
|
||||
g.uniformVars[idx].value = size
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
|
||||
|
@ -132,7 +132,7 @@ type openGLState struct {
|
||||
programs map[programKey]program
|
||||
|
||||
lastProgram program
|
||||
lastUniforms map[string]graphicsdriver.Uniform
|
||||
lastUniforms map[string][]float32
|
||||
lastActiveTexture int
|
||||
}
|
||||
|
||||
@ -242,7 +242,7 @@ func areSameFloat32Array(a, b []float32) bool {
|
||||
|
||||
type uniformVariable struct {
|
||||
name string
|
||||
value graphicsdriver.Uniform
|
||||
value []float32
|
||||
typ shaderir.Type
|
||||
}
|
||||
|
||||
@ -282,41 +282,22 @@ func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textu
|
||||
}
|
||||
|
||||
for _, u := range uniforms {
|
||||
if len(u.value.Float32s) == 0 {
|
||||
if u.typ.Main != shaderir.Float {
|
||||
expected := &shaderir.Type{Main: shaderir.Float}
|
||||
got := u.typ
|
||||
return fmt.Errorf("opengl: uniform variable %s type doesn't match: expected %s but %s", u.name, expected.String(), got.String())
|
||||
}
|
||||
|
||||
cached, ok := g.state.lastUniforms[u.name]
|
||||
if ok && cached.Float32 == u.value.Float32 {
|
||||
continue
|
||||
}
|
||||
// TODO: Remember whether the location is available or not.
|
||||
g.context.uniformFloat(program, u.name, u.value.Float32)
|
||||
if g.state.lastUniforms == nil {
|
||||
g.state.lastUniforms = map[string]graphicsdriver.Uniform{}
|
||||
}
|
||||
g.state.lastUniforms[u.name] = u.value
|
||||
} else {
|
||||
if got, expected := len(u.value.Float32s), u.typ.FloatNum(); got != expected {
|
||||
// Copy a shaderir.Type value once. Do not pass u.typ directly to fmt.Errorf arguments, or
|
||||
// the value u would be allocated on heap.
|
||||
typ := u.typ
|
||||
return fmt.Errorf("opengl: length of a uniform variables %s (%s) doesn't match: expected %d but %d", u.name, typ.String(), expected, got)
|
||||
}
|
||||
|
||||
cached, ok := g.state.lastUniforms[u.name]
|
||||
if ok && areSameFloat32Array(cached.Float32s, u.value.Float32s) {
|
||||
continue
|
||||
}
|
||||
g.context.uniformFloats(program, u.name, u.value.Float32s, u.typ)
|
||||
if g.state.lastUniforms == nil {
|
||||
g.state.lastUniforms = map[string]graphicsdriver.Uniform{}
|
||||
}
|
||||
g.state.lastUniforms[u.name] = u.value
|
||||
if got, expected := len(u.value), u.typ.FloatNum(); got != expected {
|
||||
// Copy a shaderir.Type value once. Do not pass u.typ directly to fmt.Errorf arguments, or
|
||||
// the value u would be allocated on heap.
|
||||
typ := u.typ
|
||||
return fmt.Errorf("opengl: length of a uniform variables %s (%s) doesn't match: expected %d but %d", u.name, typ.String(), expected, got)
|
||||
}
|
||||
|
||||
cached, ok := g.state.lastUniforms[u.name]
|
||||
if ok && areSameFloat32Array(cached, u.value) {
|
||||
continue
|
||||
}
|
||||
g.context.uniformFloats(program, u.name, u.value, u.typ)
|
||||
if g.state.lastUniforms == nil {
|
||||
g.state.lastUniforms = map[string][]float32{}
|
||||
}
|
||||
g.state.lastUniforms[u.name] = u.value
|
||||
}
|
||||
|
||||
var idx int
|
||||
|
@ -91,7 +91,7 @@ func (m *Mipmap) Pixels(x, y, width, height int) ([]byte, error) {
|
||||
return m.orig.Pixels(x, y, width, height)
|
||||
}
|
||||
|
||||
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 []graphicsdriver.Uniform, 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
|
||||
}
|
||||
|
@ -76,7 +76,7 @@ type drawTrianglesHistoryItem struct {
|
||||
dstRegion graphicsdriver.Region
|
||||
srcRegion graphicsdriver.Region
|
||||
shader *Shader
|
||||
uniforms []graphicsdriver.Uniform
|
||||
uniforms [][]float32
|
||||
evenOdd bool
|
||||
}
|
||||
|
||||
@ -365,7 +365,7 @@ func (i *Image) ReplacePixels(pixels []byte, x, y, width, height int) {
|
||||
// 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 []graphicsdriver.Uniform, 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 []graphicsdriver.Uniform, 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
|
||||
}
|
||||
|
30
shader.go
30
shader.go
@ -23,7 +23,6 @@ import (
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shader"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
@ -186,7 +185,7 @@ func (s *Shader) Dispose() {
|
||||
s.shader = nil
|
||||
}
|
||||
|
||||
func (s *Shader) convertUniforms(uniforms map[string]interface{}) []graphicsdriver.Uniform {
|
||||
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
|
||||
type index struct {
|
||||
resultIndex int
|
||||
shaderUniformIndex int
|
||||
@ -205,18 +204,14 @@ func (s *Shader) convertUniforms(uniforms map[string]interface{}) []graphicsdriv
|
||||
idx++
|
||||
}
|
||||
|
||||
us := make([]graphicsdriver.Uniform, len(names))
|
||||
us := make([][]float32, len(names))
|
||||
for name, idx := range names {
|
||||
if v, ok := uniforms[name]; ok {
|
||||
switch v := v.(type) {
|
||||
case float32:
|
||||
us[idx.resultIndex] = graphicsdriver.Uniform{
|
||||
Float32: v,
|
||||
}
|
||||
us[idx.resultIndex] = []float32{v}
|
||||
case []float32:
|
||||
us[idx.resultIndex] = graphicsdriver.Uniform{
|
||||
Float32s: v,
|
||||
}
|
||||
us[idx.resultIndex] = v
|
||||
default:
|
||||
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
|
||||
}
|
||||
@ -224,25 +219,10 @@ func (s *Shader) convertUniforms(uniforms map[string]interface{}) []graphicsdriv
|
||||
}
|
||||
|
||||
t := s.uniformTypes[idx.shaderUniformIndex]
|
||||
us[idx.resultIndex] = zeroUniformValue(name, t)
|
||||
us[idx.resultIndex] = make([]float32, t.FloatNum())
|
||||
}
|
||||
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
|
||||
return us
|
||||
}
|
||||
|
||||
func zeroUniformValue(name string, t shaderir.Type) graphicsdriver.Uniform {
|
||||
switch t.Main {
|
||||
case shaderir.Float:
|
||||
return graphicsdriver.Uniform{
|
||||
Float32: 0,
|
||||
}
|
||||
case shaderir.Array, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4:
|
||||
return graphicsdriver.Uniform{
|
||||
Float32s: make([]float32, t.FloatNum()),
|
||||
}
|
||||
default:
|
||||
panic(fmt.Sprintf("ebiten: unexpected uniform variable type: %s, %s", name, t.String()))
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user