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internal/ui: refactoring: simplify ConvertUniforms
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@ -18,8 +18,8 @@ import (
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"fmt"
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"math"
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"reflect"
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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/mipmap"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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@ -27,10 +27,8 @@ import (
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type Shader struct {
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shader *mipmap.Shader
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uniformNames []string
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uniformTypes []shaderir.Type
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uniformNameToIndex map[string]int
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uniformNameToType map[string]shaderir.Type
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uniformNames []string
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uniformTypes []shaderir.Type
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}
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func NewShader(ir *shaderir.Program) *Shader {
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@ -47,17 +45,23 @@ func (s *Shader) MarkDisposed() {
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}
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func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]uint32 {
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nameToU32s := map[string][]uint32{}
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for name, v := range uniforms {
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v := reflect.ValueOf(v)
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idxToU32s := make([][]uint32, len(s.uniformNames))
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for idx, name := range s.uniformNames[graphics.PreservedUniformVariablesCount:] {
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uv, ok := uniforms[name]
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if !ok {
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// TODO: Panic if uniforms include an invalid name
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continue
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}
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v := reflect.ValueOf(uv)
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t := v.Type()
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switch t.Kind() {
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case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
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nameToU32s[name] = []uint32{uint32(v.Int())}
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idxToU32s[idx] = []uint32{uint32(v.Int())}
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case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Uintptr:
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nameToU32s[name] = []uint32{uint32(v.Uint())}
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idxToU32s[idx] = []uint32{uint32(v.Uint())}
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case reflect.Float32, reflect.Float64:
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nameToU32s[name] = []uint32{math.Float32bits(float32(v.Float()))}
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idxToU32s[idx] = []uint32{math.Float32bits(float32(v.Float()))}
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case reflect.Slice, reflect.Array:
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u32s := make([]uint32, v.Len())
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switch t.Elem().Kind() {
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@ -76,38 +80,20 @@ func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]uint32 {
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default:
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panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
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}
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nameToU32s[name] = u32s
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idxToU32s[idx] = u32s
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default:
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panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
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}
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}
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if s.uniformNameToIndex == nil {
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s.uniformNameToIndex = map[string]int{}
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s.uniformNameToType = map[string]shaderir.Type{}
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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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s.uniformNameToIndex[n] = idx
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s.uniformNameToType[n] = s.uniformTypes[i]
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idx++
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us := make([][]uint32, len(s.uniformTypes)-graphics.PreservedUniformVariablesCount)
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for idx, typ := range s.uniformTypes[graphics.PreservedUniformVariablesCount:] {
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v := idxToU32s[idx]
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if v == nil {
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v = make([]uint32, typ.Uint32Count())
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}
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us[idx] = v
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}
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us := make([][]uint32, len(s.uniformNameToIndex))
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for name, idx := range s.uniformNameToIndex {
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if v, ok := nameToU32s[name]; ok {
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us[idx] = v
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continue
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}
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t := s.uniformNameToType[name]
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us[idx] = make([]uint32, t.Uint32Count())
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}
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// TODO: Panic if uniforms include an invalid name
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return us
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}
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