mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Revert "internal/shaderir: refactoring: remove Program.TextureNum"
This reverts commit c2bea16776
.
Reason: test compilation errors
This commit is contained in:
parent
c2bea16776
commit
88e5d5e059
@ -124,7 +124,7 @@ func CompileShader(src []byte) (*shaderir.Program, error) {
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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)
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ir, err := shader.Compile(fs, f, vert, frag, ShaderImageCount)
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if err != nil {
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return nil, err
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}
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@ -14,12 +14,8 @@
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package graphics
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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const (
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ShaderImageCount = shaderir.TextureCount
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ShaderImageCount = 4
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// PreservedUniformVariablesCount represents the number of preserved uniform variables.
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// Any shaders in Ebitengine must have these uniform variables.
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@ -180,7 +180,7 @@ func (p *ParseError) Error() string {
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return strings.Join(p.errs, "\n")
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}
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func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string) (*shaderir.Program, error) {
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func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string, textureNum int) (*shaderir.Program, error) {
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s := &compileState{
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fs: fs,
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vertexEntry: vertexEntry,
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@ -198,6 +198,7 @@ func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string)
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// TODO: Make a call graph and reorder the elements.
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s.ir.TextureNum = textureNum
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return &s.ir, nil
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}
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@ -128,12 +128,12 @@ func Compile(p *shaderir.Program, version GLSLVersion) (vertexShader, fragmentSh
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{
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vslines = append(vslines, strings.Split(VertexPrelude(version), "\n")...)
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vslines = append(vslines, "", "{{.Structs}}")
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if len(p.Uniforms) > 0 || len(p.Attributes) > 0 || len(p.Varyings) > 0 {
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if len(p.Uniforms) > 0 || p.TextureNum > 0 || len(p.Attributes) > 0 || len(p.Varyings) > 0 {
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vslines = append(vslines, "")
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for i, t := range p.Uniforms {
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vslines = append(vslines, fmt.Sprintf("uniform %s;", c.varDecl(p, &t, fmt.Sprintf("U%d", i))))
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}
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for i := 0; i < shaderir.TextureCount; i++ {
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for i := 0; i < p.TextureNum; i++ {
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vslines = append(vslines, fmt.Sprintf("uniform sampler2D T%d;", i))
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}
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for i, t := range p.Attributes {
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@ -225,12 +225,12 @@ func Compile(p *shaderir.Program, version GLSLVersion) (vertexShader, fragmentSh
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{
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fslines = append(fslines, strings.Split(FragmentPrelude(version), "\n")...)
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fslines = append(fslines, "", "{{.Structs}}")
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if len(p.Uniforms) > 0 || len(p.Varyings) > 0 {
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if len(p.Uniforms) > 0 || p.TextureNum > 0 || len(p.Varyings) > 0 {
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fslines = append(fslines, "")
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for i, t := range p.Uniforms {
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fslines = append(fslines, fmt.Sprintf("uniform %s;", c.varDecl(p, &t, fmt.Sprintf("U%d", i))))
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}
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for i := 0; i < shaderir.TextureCount; i++ {
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for i := 0; i < p.TextureNum; i++ {
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fslines = append(fslines, fmt.Sprintf("uniform sampler2D T%d;", i))
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}
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for i, t := range p.Varyings {
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@ -111,12 +111,13 @@ func Compile(p *shaderir.Program) (string, []int) {
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}
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lines = append(lines, "}")
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}
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lines = append(lines, "")
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for i := 0; i < shaderir.TextureCount; i++ {
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lines = append(lines, fmt.Sprintf("Texture2D T%[1]d : register(t%[1]d);", i))
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if p.TextureNum > 0 {
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lines = append(lines, "")
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for i := 0; i < p.TextureNum; i++ {
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lines = append(lines, fmt.Sprintf("Texture2D T%[1]d : register(t%[1]d);", i))
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}
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lines = append(lines, "SamplerState samp : register(s0);")
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}
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lines = append(lines, "SamplerState samp : register(s0);")
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if len(p.Funcs) > 0 {
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lines = append(lines, "")
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@ -109,7 +109,7 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), true), i+1))
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}
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for i := 0; i < shaderir.TextureCount; i++ {
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for i := 0; i < p.TextureNum; i++ {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\ttexture2d<float> T%[1]d [[texture(%[1]d)]]", i))
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}
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@ -131,7 +131,7 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), true), i+1))
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}
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for i := 0; i < shaderir.TextureCount; i++ {
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for i := 0; i < p.TextureNum; i++ {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\ttexture2d<float> T%[1]d [[texture(%[1]d)]]", i))
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}
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@ -220,7 +220,7 @@ func (c *compileContext) function(p *shaderir.Program, f *shaderir.Func, prototy
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for i, u := range p.Uniforms {
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args = append(args, "constant "+c.varDecl(p, &u, fmt.Sprintf("U%d", i), true))
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}
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for i := 0; i < shaderir.TextureCount; i++ {
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for i := 0; i < p.TextureNum; i++ {
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args = append(args, fmt.Sprintf("texture2d<float> T%d", i))
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}
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@ -388,7 +388,7 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
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for i := range p.Uniforms {
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args = append(args, fmt.Sprintf("U%d", i))
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}
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for i := 0; i < shaderir.TextureCount; i++ {
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for i := 0; i < p.TextureNum; i++ {
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args = append(args, fmt.Sprintf("T%d", i))
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}
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}
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@ -22,11 +22,10 @@ import (
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"strings"
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)
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const TextureCount = 4
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type Program struct {
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UniformNames []string
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Uniforms []Type
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TextureNum int
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Attributes []Type
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Varyings []Type
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Funcs []Func
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