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internal/graphicscommand: compile shaders lazily
With DirectX, the graphics driver cannot be determined until the main loop starts, as a transparent window cannot be treated with DirectX so far. On the other hand, compiling shaders requires a graphics driver as it requires information about Y directions of NDCs and framebuffers. This change delays compiling shaders until the graphics commands are actually executed in the main loop. Updates #1007 Updates #2019
This commit is contained in:
parent
e21636fbb9
commit
81b9f91f86
@ -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 [][]float32, 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 map[string]interface{}, 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 [][]float32, 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 map[string]interface{}, 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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@ -18,16 +18,15 @@ import (
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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/restorable"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type Shader struct {
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shader *restorable.Shader
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}
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func NewShader(program *shaderir.Program) *Shader {
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func NewShader(src []byte) *Shader {
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s := &Shader{
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shader: restorable.NewShader(program),
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shader: restorable.NewShader(src),
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}
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runtime.SetFinalizer(s, (*Shader).MarkDisposed)
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return s
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@ -40,15 +40,12 @@ func TestShaderFillTwice(t *testing.T) {
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Height: h,
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}
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g := ui.GraphicsDriverForTesting()
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needsInvertY := g.FramebufferYDirection() != g.NDCYDirection()
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p0 := etesting.ShaderProgramFill(needsInvertY, 0xff, 0xff, 0xff, 0xff)
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s0 := atlas.NewShader(&p0)
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s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff))
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dst.DrawTriangles([graphics.ShaderImageNum]*atlas.Image{}, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dr, graphicsdriver.Region{}, [graphics.ShaderImageNum - 1][2]float32{}, s0, nil, false)
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// Vertices must be recreated (#1755)
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vs = quadVertices(w, h, 0, 0, 1)
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p1 := etesting.ShaderProgramFill(needsInvertY, 0x80, 0x80, 0x80, 0xff)
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s1 := atlas.NewShader(&p1)
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s1 := atlas.NewShader(etesting.ShaderProgramFill(0x80, 0x80, 0x80, 0xff))
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dst.DrawTriangles([graphics.ShaderImageNum]*atlas.Image{}, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dr, graphicsdriver.Region{}, [graphics.ShaderImageNum - 1][2]float32{}, s1, nil, false)
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pix, err := dst.Pixels(g)
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@ -21,7 +21,6 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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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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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type Image struct {
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@ -229,7 +228,7 @@ func (img *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 [][]float32, 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 map[string]interface{}, 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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@ -273,9 +272,9 @@ type Shader struct {
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shader *atlas.Shader
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}
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func NewShader(program *shaderir.Program) *Shader {
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func NewShader(src []byte) *Shader {
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return &Shader{
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shader: atlas.NewShader(program),
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shader: atlas.NewShader(src),
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}
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}
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@ -23,7 +23,6 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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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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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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// command represents a drawing command.
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@ -138,7 +137,7 @@ 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 [][]float32, 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 map[string]interface{}, 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 +362,7 @@ 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 [][]float32
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uniforms map[string]interface{}
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evenOdd bool
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}
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@ -461,6 +460,7 @@ func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, inde
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var shaderID graphicsdriver.ShaderID = graphicsdriver.InvalidShaderID
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var imgs [graphics.ShaderImageNum]graphicsdriver.ImageID
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var us [][]float32
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if c.shader != nil {
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shaderID = c.shader.shader.ID()
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for i, src := range c.srcs {
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@ -470,11 +470,12 @@ func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, inde
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}
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imgs[i] = src.image.ID()
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}
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us = c.shader.convertUniforms(c.uniforms)
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} else {
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imgs[0] = c.srcs[0].image.ID()
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}
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return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, c.uniforms, c.evenOdd)
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return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, us, c.evenOdd)
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}
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func (c *drawTrianglesCommand) numVertices() int {
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@ -706,7 +707,7 @@ func (c *newScreenFramebufferImageCommand) Exec(graphicsDriver graphicsdriver.Gr
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// newShaderCommand is a command to create a shader.
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type newShaderCommand struct {
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result *Shader
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ir *shaderir.Program
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src []byte
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}
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func (c *newShaderCommand) String() string {
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@ -715,9 +716,19 @@ func (c *newShaderCommand) String() string {
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// Exec executes a newShaderCommand.
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func (c *newShaderCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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var err error
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c.result.shader, err = graphicsDriver.NewShader(c.ir)
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return err
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ir, err := compileShader(graphicsDriver, c.src)
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if err != nil {
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return err
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}
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s, err := graphicsDriver.NewShader(ir)
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if err != nil {
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return err
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}
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c.result.shader = s
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c.result.uniformNames = ir.UniformNames
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c.result.uniformTypes = ir.Uniforms
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return nil
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}
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// InitializeGraphicsDriverState initialize the current graphics driver state.
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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 [][]float32, 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 map[string]interface{}, 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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@ -154,9 +154,7 @@ func TestShader(t *testing.T) {
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dst.DrawTriangles([graphics.ShaderImageNum]*graphicscommand.Image{clr}, [graphics.ShaderImageNum - 1][2]float32{}, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeClear, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dr, graphicsdriver.Region{}, nil, nil, false)
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g := ui.GraphicsDriverForTesting()
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needsInvertY := g.FramebufferYDirection() != g.NDCYDirection()
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ir := etesting.ShaderProgramFill(needsInvertY, 0xff, 0, 0, 0xff)
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s := graphicscommand.NewShader(&ir)
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s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
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dst.DrawTriangles([graphics.ShaderImageNum]*graphicscommand.Image{}, [graphics.ShaderImageNum - 1][2]float32{}, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeSourceOver, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dr, graphicsdriver.Region{}, s, nil, false)
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pix := make([]byte, 4*w*h)
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@ -15,19 +15,162 @@
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package graphicscommand
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import (
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"bytes"
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"fmt"
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"go/parser"
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"go/token"
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"strings"
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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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"github.com/hajimehoshi/ebiten/v2/internal/shader"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type Shader struct {
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shader graphicsdriver.Shader
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var shaderSuffix string
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func init() {
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shaderSuffix = `
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var __imageDstTextureSize vec2
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// imageSrcTextureSize returns the destination image's texture size in pixels.
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func imageDstTextureSize() vec2 {
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return __imageDstTextureSize
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}
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`
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shaderSuffix += fmt.Sprintf(`
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var __textureSizes [%[1]d]vec2
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// imageSrcTextureSize returns the source image's texture size in pixels.
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// As an image is a part of internal texture, the texture is usually bigger than the image.
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// The texture's size is useful when you want to calculate pixels from texels.
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func imageSrcTextureSize() vec2 {
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return __textureSizes[0]
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}
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func NewShader(ir *shaderir.Program) *Shader {
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// The unit is the source texture's texel.
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var __textureDestinationRegionOrigin vec2
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// The unit is the source texture's texel.
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var __textureDestinationRegionSize vec2
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// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
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// The unit is the source texture's texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageDstRegionOnTexture() (vec2, vec2) {
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return __textureDestinationRegionOrigin, __textureDestinationRegionSize
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}
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// The unit is the source texture's texel.
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var __textureSourceOffsets [%[2]d]vec2
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// The unit is the source texture's texel.
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var __textureSourceRegionOrigin vec2
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// The unit is the source texture's texel.
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var __textureSourceRegionSize vec2
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// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
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// The unit is the source texture's texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageSrcRegionOnTexture() (vec2, vec2) {
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return __textureSourceRegionOrigin, __textureSourceRegionSize
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}
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`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
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for i := 0; i < graphics.ShaderImageNum; i++ {
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pos := "pos"
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if i >= 1 {
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// Convert the position in texture0's texels to the target texture texels.
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pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
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}
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// __t%d is a special variable for a texture variable.
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shaderSuffix += fmt.Sprintf(`
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func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
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// pos is the position in texels of the source texture (= 0th image's texture).
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return texture2D(__t%[1]d, %[2]s)
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}
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func imageSrc%[1]dAt(pos vec2) vec4 {
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// pos is the position in texels of the source texture (= 0th image's texture).
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return texture2D(__t%[1]d, %[2]s) *
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step(__textureSourceRegionOrigin.x, pos.x) *
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(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
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step(__textureSourceRegionOrigin.y, pos.y) *
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(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
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}
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`, i, pos)
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}
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}
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func compileShader(graphicsDriver graphicsdriver.Graphics, src []byte) (*shaderir.Program, error) {
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var buf bytes.Buffer
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buf.Write(src)
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buf.WriteString(shaderSuffix)
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if graphicsDriver.FramebufferYDirection() != graphicsDriver.NDCYDirection() {
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buf.WriteString(`
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return mat4(
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2/__imageDstTextureSize.x, 0, 0, 0,
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0, -2/__imageDstTextureSize.y, 0, 0,
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0, 0, 1, 0,
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-1, 1, 0, 1,
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) * vec4(position, 0, 1), texCoord, color
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}
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`)
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} else {
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buf.WriteString(`
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return mat4(
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2/__imageDstTextureSize.x, 0, 0, 0,
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0, 2/__imageDstTextureSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1), texCoord, color
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}
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`)
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}
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fs := token.NewFileSet()
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f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
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if err != nil {
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return nil, err
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}
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const (
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vert = "__vertex"
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frag = "Fragment"
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)
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ir, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
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if err != nil {
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return nil, err
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}
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if ir.VertexFunc.Block == nil {
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return nil, fmt.Errorf("graphicscommand: vertex shader entry point '%s' is missing", vert)
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}
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if ir.FragmentFunc.Block == nil {
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return nil, fmt.Errorf("graphicscommand: fragment shader entry point '%s' is missing", frag)
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}
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return ir, nil
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}
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type Shader struct {
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shader graphicsdriver.Shader
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uniformNames []string
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uniformTypes []shaderir.Type
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}
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func NewShader(src []byte) *Shader {
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s := &Shader{}
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c := &newShaderCommand{
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result: s,
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ir: ir,
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src: src,
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}
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theCommandQueue.Enqueue(c)
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return s
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@ -39,3 +182,45 @@ func (s *Shader) Dispose() {
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}
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theCommandQueue.Enqueue(c)
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}
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func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
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type index struct {
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resultIndex int
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shaderUniformIndex int
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}
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names := map[string]index{}
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var idx int
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for i, n := range s.uniformNames {
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if strings.HasPrefix(n, "__") {
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continue
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}
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names[n] = index{
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resultIndex: idx,
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shaderUniformIndex: i,
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}
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idx++
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}
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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] = []float32{v}
|
||||
case []float32:
|
||||
us[idx.resultIndex] = v
|
||||
default:
|
||||
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
t := s.uniformTypes[idx.shaderUniformIndex]
|
||||
us[idx.resultIndex] = make([]float32, t.FloatNum())
|
||||
}
|
||||
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
|
||||
return us
|
||||
}
|
||||
|
@ -22,7 +22,6 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/buffered"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
// Mipmap is a set of buffered.Image sorted by the order of mipmap level.
|
||||
@ -80,7 +79,7 @@ func (m *Mipmap) At(graphicsDriver graphicsdriver.Graphics, x, y int) (r, g, b,
|
||||
return m.orig.At(graphicsDriver, x, y)
|
||||
}
|
||||
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageNum]*Mipmap, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageNum]*Mipmap, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageNum - 1][2]float32, shader *Shader, uniforms map[string]interface{}, evenOdd bool, canSkipMipmap bool) {
|
||||
if len(indices) == 0 {
|
||||
return
|
||||
}
|
||||
@ -314,9 +313,9 @@ type Shader struct {
|
||||
shader *buffered.Shader
|
||||
}
|
||||
|
||||
func NewShader(program *shaderir.Program) *Shader {
|
||||
func NewShader(src []byte) *Shader {
|
||||
return &Shader{
|
||||
shader: buffered.NewShader(program),
|
||||
shader: buffered.NewShader(src),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -76,7 +76,7 @@ type drawTrianglesHistoryItem struct {
|
||||
dstRegion graphicsdriver.Region
|
||||
srcRegion graphicsdriver.Region
|
||||
shader *Shader
|
||||
uniforms [][]float32
|
||||
uniforms map[string]interface{}
|
||||
evenOdd bool
|
||||
}
|
||||
|
||||
@ -365,7 +365,7 @@ func (i *Image) ReplacePixels(pixels []byte, mask []byte, x, y, width, height in
|
||||
// 5: Color G
|
||||
// 6: Color B
|
||||
// 7: Color Y
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string]interface{}, 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 [][]float32, evenOdd bool) {
|
||||
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms map[string]interface{}, evenOdd bool) {
|
||||
if i.stale || i.volatile || i.screen {
|
||||
return
|
||||
}
|
||||
|
@ -16,18 +16,17 @@ package restorable
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
type Shader struct {
|
||||
shader *graphicscommand.Shader
|
||||
ir *shaderir.Program
|
||||
src []byte
|
||||
}
|
||||
|
||||
func NewShader(program *shaderir.Program) *Shader {
|
||||
func NewShader(src []byte) *Shader {
|
||||
s := &Shader{
|
||||
shader: graphicscommand.NewShader(program),
|
||||
ir: program,
|
||||
shader: graphicscommand.NewShader(src),
|
||||
src: src,
|
||||
}
|
||||
theImages.addShader(s)
|
||||
return s
|
||||
@ -37,9 +36,9 @@ func (s *Shader) Dispose() {
|
||||
theImages.removeShader(s)
|
||||
s.shader.Dispose()
|
||||
s.shader = nil
|
||||
s.ir = nil
|
||||
s.src = nil
|
||||
}
|
||||
|
||||
func (s *Shader) restore() {
|
||||
s.shader = graphicscommand.NewShader(s.ir)
|
||||
s.shader = graphicscommand.NewShader(s.src)
|
||||
}
|
||||
|
@ -26,11 +26,6 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/ui"
|
||||
)
|
||||
|
||||
func needsInvertY() bool {
|
||||
g := ui.GraphicsDriverForTesting()
|
||||
return g.FramebufferYDirection() != g.NDCYDirection()
|
||||
}
|
||||
|
||||
func clearImage(img *restorable.Image, w, h int) {
|
||||
emptyImage := restorable.NewImage(3, 3)
|
||||
defer emptyImage.Dispose()
|
||||
@ -63,8 +58,7 @@ func TestShader(t *testing.T) {
|
||||
img := restorable.NewImage(1, 1)
|
||||
defer img.Dispose()
|
||||
|
||||
ir := etesting.ShaderProgramFill(needsInvertY(), 0xff, 0, 0, 0xff)
|
||||
s := restorable.NewShader(&ir)
|
||||
s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
|
||||
dr := graphicsdriver.Region{
|
||||
X: 0,
|
||||
Y: 0,
|
||||
@ -98,8 +92,7 @@ func TestShaderChain(t *testing.T) {
|
||||
|
||||
imgs[0].ReplacePixels([]byte{0xff, 0, 0, 0xff}, nil, 0, 0, 1, 1)
|
||||
|
||||
ir := etesting.ShaderProgramImages(needsInvertY(), 1)
|
||||
s := restorable.NewShader(&ir)
|
||||
s := restorable.NewShader(etesting.ShaderProgramImages(1))
|
||||
for i := 0; i < num-1; i++ {
|
||||
dr := graphicsdriver.Region{
|
||||
X: 0,
|
||||
@ -137,8 +130,7 @@ func TestShaderMultipleSources(t *testing.T) {
|
||||
|
||||
dst := restorable.NewImage(1, 1)
|
||||
|
||||
ir := etesting.ShaderProgramImages(needsInvertY(), 3)
|
||||
s := restorable.NewShader(&ir)
|
||||
s := restorable.NewShader(etesting.ShaderProgramImages(3))
|
||||
var offsets [graphics.ShaderImageNum - 1][2]float32
|
||||
dr := graphicsdriver.Region{
|
||||
X: 0,
|
||||
@ -176,8 +168,7 @@ func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
|
||||
|
||||
dst := restorable.NewImage(1, 1)
|
||||
|
||||
ir := etesting.ShaderProgramImages(needsInvertY(), 3)
|
||||
s := restorable.NewShader(&ir)
|
||||
s := restorable.NewShader(etesting.ShaderProgramImages(3))
|
||||
offsets := [graphics.ShaderImageNum - 1][2]float32{
|
||||
{1, 0},
|
||||
{2, 0},
|
||||
@ -211,8 +202,7 @@ func TestShaderDispose(t *testing.T) {
|
||||
img := restorable.NewImage(1, 1)
|
||||
defer img.Dispose()
|
||||
|
||||
ir := etesting.ShaderProgramFill(needsInvertY(), 0xff, 0, 0, 0xff)
|
||||
s := restorable.NewShader(&ir)
|
||||
s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
|
||||
dr := graphicsdriver.Region{
|
||||
X: 0,
|
||||
Y: 0,
|
||||
|
@ -15,437 +15,35 @@
|
||||
package testing
|
||||
|
||||
import (
|
||||
"go/constant"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
"fmt"
|
||||
"strings"
|
||||
)
|
||||
|
||||
func projectionMatrix(invertY bool) shaderir.Expr {
|
||||
m11s := 1
|
||||
if invertY {
|
||||
m11s = -1
|
||||
}
|
||||
m31 := -1
|
||||
if invertY {
|
||||
m31 = 1
|
||||
}
|
||||
// ShaderProgramFill returns a shader source to fill the frambuffer.
|
||||
func ShaderProgramFill(r, g, b, a byte) []byte {
|
||||
return []byte(fmt.Sprintf(`package main
|
||||
|
||||
return shaderir.Expr{
|
||||
Type: shaderir.Call,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.BuiltinFuncExpr,
|
||||
BuiltinFunc: shaderir.Mat4F,
|
||||
},
|
||||
{
|
||||
Type: shaderir.Binary,
|
||||
Op: shaderir.Div,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(2),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.FieldSelector,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.UniformVariable,
|
||||
Index: 0,
|
||||
},
|
||||
{
|
||||
Type: shaderir.SwizzlingExpr,
|
||||
Swizzling: "x",
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.Binary,
|
||||
Op: shaderir.Div,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(float64(m11s) * 2),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.FieldSelector,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.UniformVariable,
|
||||
Index: 0,
|
||||
},
|
||||
{
|
||||
Type: shaderir.SwizzlingExpr,
|
||||
Swizzling: "y",
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(1),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(-1),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(float64(m31)),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(1),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
},
|
||||
}
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
return vec4(%0.9f, %0.9f, %0.9f, %0.9f)
|
||||
}
|
||||
`, float64(r)/0xff, float64(g)/0xff, float64(b)/0xff, float64(a)/0xff))
|
||||
}
|
||||
|
||||
func vertexPosition() shaderir.Expr {
|
||||
return shaderir.Expr{
|
||||
Type: shaderir.Call,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.BuiltinFuncExpr,
|
||||
BuiltinFunc: shaderir.Vec4F,
|
||||
},
|
||||
{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: 0,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(0),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(1),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
},
|
||||
// ShaderProgramImages returns a shader source to render the frambuffer with the given images.
|
||||
func ShaderProgramImages(numImages int) []byte {
|
||||
if numImages <= 0 {
|
||||
panic("testing: numImages must be >= 1")
|
||||
}
|
||||
|
||||
var exprs []string
|
||||
for i := 0; i < numImages; i++ {
|
||||
exprs = append(exprs, fmt.Sprintf("imageSrc%dUnsafeAt(texCoord)", i))
|
||||
}
|
||||
|
||||
return []byte(fmt.Sprintf(`package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
return %s
|
||||
}
|
||||
|
||||
func defaultVertexFunc(invertY bool) shaderir.VertexFunc {
|
||||
return shaderir.VertexFunc{
|
||||
Block: &shaderir.Block{
|
||||
LocalVarIndexOffset: 4 + 1,
|
||||
Stmts: []shaderir.Stmt{
|
||||
{
|
||||
Type: shaderir.Assign,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: 4, // the varying variable
|
||||
},
|
||||
{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: 1, // the 2nd attribute variable
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Type: shaderir.Assign,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: 3, // gl_Position in GLSL
|
||||
},
|
||||
{
|
||||
Type: shaderir.Binary,
|
||||
Op: shaderir.MatrixMul,
|
||||
Exprs: []shaderir.Expr{
|
||||
projectionMatrix(invertY),
|
||||
vertexPosition(),
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
func defaultProgram(invertY bool) shaderir.Program {
|
||||
p := shaderir.Program{
|
||||
Attributes: []shaderir.Type{
|
||||
{Main: shaderir.Vec2}, // Local var (0) in the vertex shader
|
||||
{Main: shaderir.Vec2}, // Local var (1) in the vertex shader
|
||||
{Main: shaderir.Vec4}, // Local var (2) in the vertex shader
|
||||
},
|
||||
Varyings: []shaderir.Type{
|
||||
{Main: shaderir.Vec2}, // Local var (4) in the vertex shader, (1) in the fragment shader
|
||||
},
|
||||
VertexFunc: defaultVertexFunc(invertY),
|
||||
}
|
||||
|
||||
p.Uniforms = make([]shaderir.Type, graphics.PreservedUniformVariablesNum)
|
||||
// Destination texture size
|
||||
p.Uniforms[0] = shaderir.Type{Main: shaderir.Vec2}
|
||||
// Source texture sizes
|
||||
p.Uniforms[1] = shaderir.Type{
|
||||
Main: shaderir.Array,
|
||||
Length: graphics.ShaderImageNum,
|
||||
Sub: []shaderir.Type{{Main: shaderir.Vec2}},
|
||||
}
|
||||
// Destination region origin
|
||||
p.Uniforms[2] = shaderir.Type{Main: shaderir.Vec2}
|
||||
// Destination region size
|
||||
p.Uniforms[3] = shaderir.Type{Main: shaderir.Vec2}
|
||||
// Source texture offsets
|
||||
p.Uniforms[4] = shaderir.Type{
|
||||
Main: shaderir.Array,
|
||||
Length: graphics.ShaderImageNum - 1,
|
||||
Sub: []shaderir.Type{{Main: shaderir.Vec2}},
|
||||
}
|
||||
// Source region origin
|
||||
p.Uniforms[5] = shaderir.Type{Main: shaderir.Vec2}
|
||||
// Source region size
|
||||
p.Uniforms[6] = shaderir.Type{Main: shaderir.Vec2}
|
||||
return p
|
||||
}
|
||||
|
||||
// ShaderProgramFill returns a shader intermediate representation to fill the frambuffer.
|
||||
//
|
||||
// Uniform variable's index and its value are:
|
||||
//
|
||||
// 0: the framebuffer size (Vec2)
|
||||
func ShaderProgramFill(invertY bool, r, g, b, a byte) shaderir.Program {
|
||||
clr := shaderir.Expr{
|
||||
Type: shaderir.Call,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.BuiltinFuncExpr,
|
||||
BuiltinFunc: shaderir.Vec4F,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(float64(r) / 0xff),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(float64(g) / 0xff),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(float64(b) / 0xff),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeFloat64(float64(a) / 0xff),
|
||||
ConstType: shaderir.ConstTypeFloat,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
p := defaultProgram(invertY)
|
||||
p.FragmentFunc = shaderir.FragmentFunc{
|
||||
Block: &shaderir.Block{
|
||||
LocalVarIndexOffset: 2 + 1,
|
||||
Stmts: []shaderir.Stmt{
|
||||
{
|
||||
Type: shaderir.Assign,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: 2,
|
||||
},
|
||||
clr,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
return p
|
||||
}
|
||||
|
||||
// ShaderProgramImages returns a shader intermediate representation to render the frambuffer with the given images.
|
||||
//
|
||||
// Uniform variables's indices and their values are:
|
||||
//
|
||||
// 0: the framebuffer size (Vec2)
|
||||
//
|
||||
// The size and region values are actually not used in this shader so far.
|
||||
func ShaderProgramImages(invertY bool, imageNum int) shaderir.Program {
|
||||
if imageNum <= 0 {
|
||||
panic("testing: imageNum must be >= 1")
|
||||
}
|
||||
|
||||
p := defaultProgram(invertY)
|
||||
p.TextureNum = imageNum
|
||||
|
||||
// In the fragment shader, local variables are:
|
||||
//
|
||||
// 0: gl_FragCoord
|
||||
// 1: Varying variables (vec2)
|
||||
// 2: gl_FragColor
|
||||
// 3: Actual local variables in the main function
|
||||
|
||||
local := shaderir.Expr{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: 3,
|
||||
}
|
||||
fragColor := shaderir.Expr{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: 2,
|
||||
}
|
||||
texPos := shaderir.Expr{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: 1,
|
||||
}
|
||||
|
||||
var stmts []shaderir.Stmt
|
||||
for i := 0; i < imageNum; i++ {
|
||||
var rhs shaderir.Expr
|
||||
if i == 0 {
|
||||
rhs = shaderir.Expr{
|
||||
Type: shaderir.Call,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.BuiltinFuncExpr,
|
||||
BuiltinFunc: shaderir.Texture2DF,
|
||||
},
|
||||
{
|
||||
Type: shaderir.TextureVariable,
|
||||
Index: 0,
|
||||
},
|
||||
texPos,
|
||||
},
|
||||
}
|
||||
} else {
|
||||
texPos2 := shaderir.Expr{
|
||||
Type: shaderir.Binary,
|
||||
Op: shaderir.Add,
|
||||
Exprs: []shaderir.Expr{
|
||||
texPos,
|
||||
{
|
||||
Type: shaderir.Index,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.UniformVariable,
|
||||
Index: graphics.TextureSourceOffsetsUniformVariableIndex,
|
||||
},
|
||||
{
|
||||
Type: shaderir.NumberExpr,
|
||||
Const: constant.MakeInt64(int64(i - 1)),
|
||||
ConstType: shaderir.ConstTypeInt,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
rhs = shaderir.Expr{
|
||||
Type: shaderir.Binary,
|
||||
Op: shaderir.Add,
|
||||
Exprs: []shaderir.Expr{
|
||||
local,
|
||||
{
|
||||
Type: shaderir.Call,
|
||||
Exprs: []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.BuiltinFuncExpr,
|
||||
BuiltinFunc: shaderir.Texture2DF,
|
||||
},
|
||||
{
|
||||
Type: shaderir.TextureVariable,
|
||||
Index: i,
|
||||
},
|
||||
texPos2,
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
stmts = append(stmts, shaderir.Stmt{
|
||||
Type: shaderir.Assign,
|
||||
Exprs: []shaderir.Expr{
|
||||
local,
|
||||
rhs,
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
stmts = append(stmts, shaderir.Stmt{
|
||||
Type: shaderir.Assign,
|
||||
Exprs: []shaderir.Expr{
|
||||
fragColor,
|
||||
local,
|
||||
},
|
||||
})
|
||||
|
||||
p.FragmentFunc = shaderir.FragmentFunc{
|
||||
Block: &shaderir.Block{
|
||||
LocalVars: []shaderir.Type{
|
||||
{Main: shaderir.Vec4},
|
||||
},
|
||||
LocalVarIndexOffset: 2 + 1,
|
||||
Stmts: stmts,
|
||||
},
|
||||
}
|
||||
|
||||
return p
|
||||
`, strings.Join(exprs, " + ")))
|
||||
}
|
||||
|
@ -61,13 +61,11 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []f
|
||||
}
|
||||
|
||||
var s *mipmap.Shader
|
||||
var us [][]float32
|
||||
if shader != nil {
|
||||
s = shader.shader
|
||||
us = shader.convertUniforms(uniforms)
|
||||
}
|
||||
|
||||
i.mipmap.DrawTriangles(srcMipmaps, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, subimageOffsets, s, us, evenOdd, canSkipMipmap)
|
||||
i.mipmap.DrawTriangles(srcMipmaps, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, subimageOffsets, s, uniforms, evenOdd, canSkipMipmap)
|
||||
}
|
||||
|
||||
func (i *Image) ReplacePixels(pix []byte, x, y, width, height int) {
|
||||
|
@ -15,200 +15,17 @@
|
||||
package ui
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"fmt"
|
||||
"go/parser"
|
||||
"go/token"
|
||||
"strings"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shader"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
var shaderSuffix string
|
||||
|
||||
func init() {
|
||||
shaderSuffix = `
|
||||
var __imageDstTextureSize vec2
|
||||
|
||||
// imageSrcTextureSize returns the destination image's texture size in pixels.
|
||||
func imageDstTextureSize() vec2 {
|
||||
return __imageDstTextureSize
|
||||
}
|
||||
`
|
||||
|
||||
shaderSuffix += fmt.Sprintf(`
|
||||
var __textureSizes [%[1]d]vec2
|
||||
|
||||
// imageSrcTextureSize returns the source image's texture size in pixels.
|
||||
// As an image is a part of internal texture, the texture is usually bigger than the image.
|
||||
// The texture's size is useful when you want to calculate pixels from texels.
|
||||
func imageSrcTextureSize() vec2 {
|
||||
return __textureSizes[0]
|
||||
}
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureDestinationRegionOrigin vec2
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureDestinationRegionSize vec2
|
||||
|
||||
// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
|
||||
// The unit is the source texture's texel.
|
||||
//
|
||||
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
|
||||
func imageDstRegionOnTexture() (vec2, vec2) {
|
||||
return __textureDestinationRegionOrigin, __textureDestinationRegionSize
|
||||
}
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureSourceOffsets [%[2]d]vec2
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureSourceRegionOrigin vec2
|
||||
|
||||
// The unit is the source texture's texel.
|
||||
var __textureSourceRegionSize vec2
|
||||
|
||||
// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
|
||||
// The unit is the source texture's texel.
|
||||
//
|
||||
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
|
||||
func imageSrcRegionOnTexture() (vec2, vec2) {
|
||||
return __textureSourceRegionOrigin, __textureSourceRegionSize
|
||||
}
|
||||
`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
|
||||
|
||||
for i := 0; i < graphics.ShaderImageNum; i++ {
|
||||
pos := "pos"
|
||||
if i >= 1 {
|
||||
// Convert the position in texture0's texels to the target texture texels.
|
||||
pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
|
||||
}
|
||||
// __t%d is a special variable for a texture variable.
|
||||
shaderSuffix += fmt.Sprintf(`
|
||||
func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
|
||||
// pos is the position in texels of the source texture (= 0th image's texture).
|
||||
return texture2D(__t%[1]d, %[2]s)
|
||||
}
|
||||
|
||||
func imageSrc%[1]dAt(pos vec2) vec4 {
|
||||
// pos is the position in texels of the source texture (= 0th image's texture).
|
||||
return texture2D(__t%[1]d, %[2]s) *
|
||||
step(__textureSourceRegionOrigin.x, pos.x) *
|
||||
(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
|
||||
step(__textureSourceRegionOrigin.y, pos.y) *
|
||||
(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
|
||||
}
|
||||
`, i, pos)
|
||||
}
|
||||
}
|
||||
|
||||
type Shader struct {
|
||||
shader *mipmap.Shader
|
||||
uniformNames []string
|
||||
uniformTypes []shaderir.Type
|
||||
shader *mipmap.Shader
|
||||
}
|
||||
|
||||
func NewShader(src []byte) (*Shader, error) {
|
||||
var buf bytes.Buffer
|
||||
buf.Write(src)
|
||||
buf.WriteString(shaderSuffix)
|
||||
if graphicsDriver().FramebufferYDirection() != graphicsDriver().NDCYDirection() {
|
||||
buf.WriteString(`
|
||||
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
|
||||
return mat4(
|
||||
2/__imageDstTextureSize.x, 0, 0, 0,
|
||||
0, -2/__imageDstTextureSize.y, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
-1, 1, 0, 1,
|
||||
) * vec4(position, 0, 1), texCoord, color
|
||||
}
|
||||
`)
|
||||
} else {
|
||||
buf.WriteString(`
|
||||
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
|
||||
return mat4(
|
||||
2/__imageDstTextureSize.x, 0, 0, 0,
|
||||
0, 2/__imageDstTextureSize.y, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
-1, -1, 0, 1,
|
||||
) * vec4(position, 0, 1), texCoord, color
|
||||
}
|
||||
`)
|
||||
}
|
||||
|
||||
fs := token.NewFileSet()
|
||||
f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
const (
|
||||
vert = "__vertex"
|
||||
frag = "Fragment"
|
||||
)
|
||||
s, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
if s.VertexFunc.Block == nil {
|
||||
return nil, fmt.Errorf("ui: vertex shader entry point '%s' is missing", vert)
|
||||
}
|
||||
if s.FragmentFunc.Block == nil {
|
||||
return nil, fmt.Errorf("ui: fragment shader entry point '%s' is missing", frag)
|
||||
}
|
||||
|
||||
func NewShader(src []byte) *Shader {
|
||||
return &Shader{
|
||||
shader: mipmap.NewShader(s),
|
||||
uniformNames: s.UniformNames,
|
||||
uniformTypes: s.Uniforms,
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
|
||||
type index struct {
|
||||
resultIndex int
|
||||
shaderUniformIndex int
|
||||
shader: mipmap.NewShader(src),
|
||||
}
|
||||
|
||||
names := map[string]index{}
|
||||
var idx int
|
||||
for i, n := range s.uniformNames {
|
||||
if strings.HasPrefix(n, "__") {
|
||||
continue
|
||||
}
|
||||
names[n] = index{
|
||||
resultIndex: idx,
|
||||
shaderUniformIndex: i,
|
||||
}
|
||||
idx++
|
||||
}
|
||||
|
||||
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] = []float32{v}
|
||||
case []float32:
|
||||
us[idx.resultIndex] = v
|
||||
default:
|
||||
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v))
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
t := s.uniformTypes[idx.shaderUniformIndex]
|
||||
us[idx.resultIndex] = make([]float32, t.FloatNum())
|
||||
}
|
||||
|
||||
// TODO: Panic if uniforms include an invalid name
|
||||
|
||||
return us
|
||||
}
|
||||
|
||||
func (s *Shader) MarkDisposed() {
|
||||
|
@ -27,16 +27,13 @@ type Shader struct {
|
||||
|
||||
// NewShader compiles a shader program in the shading language Kage, and retruns the result.
|
||||
//
|
||||
// If the compilation fails, NewShader returns an error.
|
||||
// As of v2.3.0, the error value is always nil, and
|
||||
// the actual complation happens lazily after the main loop starts.
|
||||
//
|
||||
// For the details about the shader, see https://ebiten.org/documents/shader.html.
|
||||
func NewShader(src []byte) (*Shader, error) {
|
||||
s, err := ui.NewShader(src)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &Shader{
|
||||
shader: s,
|
||||
shader: ui.NewShader(src),
|
||||
}, nil
|
||||
}
|
||||
|
||||
|
@ -192,10 +192,18 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
}
|
||||
|
||||
func TestShaderNoMain(t *testing.T) {
|
||||
if _, err := ebiten.NewShader([]byte(`package main
|
||||
`)); err == nil {
|
||||
t.Errorf("error must be non-nil but was nil")
|
||||
}
|
||||
defer func() {
|
||||
if r := recover(); r == nil {
|
||||
t.Errorf("At must panic but not")
|
||||
}
|
||||
}()
|
||||
|
||||
const w, h = 16, 16
|
||||
s, _ := ebiten.NewShader([]byte(`package main
|
||||
`))
|
||||
dst := ebiten.NewImage(w, h)
|
||||
dst.DrawRectShader(w, h, s, nil)
|
||||
dst.At(0, 0)
|
||||
}
|
||||
|
||||
func TestShaderUninitializedUniformVariables(t *testing.T) {
|
||||
|
Loading…
Reference in New Issue
Block a user