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:
Hajime Hoshi 2022-03-21 17:48:47 +09:00
parent e21636fbb9
commit 81b9f91f86
17 changed files with 279 additions and 684 deletions

View File

@ -398,13 +398,13 @@ func (i *Image) processSrc(src *Image) {
// 5: Color G
// 6: Color B
// 7: Color Y
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) {
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) {
backendsM.Lock()
defer backendsM.Unlock()
i.drawTriangles(srcs, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, false)
}
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) {
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) {
if i.disposed {
panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
}

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@ -18,16 +18,15 @@ import (
"runtime"
"github.com/hajimehoshi/ebiten/v2/internal/restorable"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Shader struct {
shader *restorable.Shader
}
func NewShader(program *shaderir.Program) *Shader {
func NewShader(src []byte) *Shader {
s := &Shader{
shader: restorable.NewShader(program),
shader: restorable.NewShader(src),
}
runtime.SetFinalizer(s, (*Shader).MarkDisposed)
return s

View File

@ -40,15 +40,12 @@ func TestShaderFillTwice(t *testing.T) {
Height: h,
}
g := ui.GraphicsDriverForTesting()
needsInvertY := g.FramebufferYDirection() != g.NDCYDirection()
p0 := etesting.ShaderProgramFill(needsInvertY, 0xff, 0xff, 0xff, 0xff)
s0 := atlas.NewShader(&p0)
s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff))
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)
// Vertices must be recreated (#1755)
vs = quadVertices(w, h, 0, 0, 1)
p1 := etesting.ShaderProgramFill(needsInvertY, 0x80, 0x80, 0x80, 0xff)
s1 := atlas.NewShader(&p1)
s1 := atlas.NewShader(etesting.ShaderProgramFill(0x80, 0x80, 0x80, 0xff))
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)
pix, err := dst.Pixels(g)

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@ -21,7 +21,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Image struct {
@ -229,7 +228,7 @@ func (img *Image) replacePendingPixels(pix []byte, x, y, width, height int) {
// DrawTriangles draws the src image with the given vertices.
//
// Copying vertices and indices is the caller's responsibility.
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) {
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) {
for _, src := range srcs {
if i == src {
panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
@ -273,9 +272,9 @@ type Shader struct {
shader *atlas.Shader
}
func NewShader(program *shaderir.Program) *Shader {
func NewShader(src []byte) *Shader {
return &Shader{
shader: atlas.NewShader(program),
shader: atlas.NewShader(src),
}
}

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@ -23,7 +23,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/debug"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
// command represents a drawing command.
@ -138,7 +137,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
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) {
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) {
if len(indices) > graphics.IndicesNum {
panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesNum but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesNum: %d", len(indices), graphics.IndicesNum))
}
@ -363,7 +362,7 @@ type drawTrianglesCommand struct {
dstRegion graphicsdriver.Region
srcRegion graphicsdriver.Region
shader *Shader
uniforms [][]float32
uniforms map[string]interface{}
evenOdd bool
}
@ -461,6 +460,7 @@ func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, inde
var shaderID graphicsdriver.ShaderID = graphicsdriver.InvalidShaderID
var imgs [graphics.ShaderImageNum]graphicsdriver.ImageID
var us [][]float32
if c.shader != nil {
shaderID = c.shader.shader.ID()
for i, src := range c.srcs {
@ -470,11 +470,12 @@ func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, inde
}
imgs[i] = src.image.ID()
}
us = c.shader.convertUniforms(c.uniforms)
} else {
imgs[0] = c.srcs[0].image.ID()
}
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)
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)
}
func (c *drawTrianglesCommand) numVertices() int {
@ -706,7 +707,7 @@ func (c *newScreenFramebufferImageCommand) Exec(graphicsDriver graphicsdriver.Gr
// newShaderCommand is a command to create a shader.
type newShaderCommand struct {
result *Shader
ir *shaderir.Program
src []byte
}
func (c *newShaderCommand) String() string {
@ -715,9 +716,19 @@ func (c *newShaderCommand) String() string {
// Exec executes a newShaderCommand.
func (c *newShaderCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
var err error
c.result.shader, err = graphicsDriver.NewShader(c.ir)
return err
ir, err := compileShader(graphicsDriver, c.src)
if err != nil {
return err
}
s, err := graphicsDriver.NewShader(ir)
if err != nil {
return err
}
c.result.shader = s
c.result.uniformNames = ir.UniformNames
c.result.uniformTypes = ir.Uniforms
return nil
}
// InitializeGraphicsDriverState initialize the current graphics driver state.

View File

@ -141,7 +141,7 @@ func (i *Image) InternalSize() (int, int) {
//
// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
// elements for the source image are not used.
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) {
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) {
if shader == nil {
// Fast path for rendering without a shader (#1355).
img := srcs[0]

View File

@ -154,9 +154,7 @@ func TestShader(t *testing.T) {
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)
g := ui.GraphicsDriverForTesting()
needsInvertY := g.FramebufferYDirection() != g.NDCYDirection()
ir := etesting.ShaderProgramFill(needsInvertY, 0xff, 0, 0, 0xff)
s := graphicscommand.NewShader(&ir)
s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
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)
pix := make([]byte, 4*w*h)

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@ -15,19 +15,162 @@
package graphicscommand
import (
"bytes"
"fmt"
"go/parser"
"go/token"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shader"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Shader struct {
shader graphicsdriver.Shader
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]
}
func NewShader(ir *shaderir.Program) *Shader {
// 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)
}
}
func compileShader(graphicsDriver graphicsdriver.Graphics, src []byte) (*shaderir.Program, 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"
)
ir, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
if err != nil {
return nil, err
}
if ir.VertexFunc.Block == nil {
return nil, fmt.Errorf("graphicscommand: vertex shader entry point '%s' is missing", vert)
}
if ir.FragmentFunc.Block == nil {
return nil, fmt.Errorf("graphicscommand: fragment shader entry point '%s' is missing", frag)
}
return ir, nil
}
type Shader struct {
shader graphicsdriver.Shader
uniformNames []string
uniformTypes []shaderir.Type
}
func NewShader(src []byte) *Shader {
s := &Shader{}
c := &newShaderCommand{
result: s,
ir: ir,
src: src,
}
theCommandQueue.Enqueue(c)
return s
@ -39,3 +182,45 @@ func (s *Shader) Dispose() {
}
theCommandQueue.Enqueue(c)
}
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
type index struct {
resultIndex int
shaderUniformIndex int
}
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
}

View File

@ -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),
}
}

View File

@ -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
}

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@ -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)
}

View File

@ -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,

View File

@ -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, " + ")))
}

View File

@ -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) {

View File

@ -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() {

View File

@ -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
}

View File

@ -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) {