internal/ui: refactoring: simplify ConvertUniforms

This commit is contained in:
Hajime Hoshi 2022-12-03 18:15:02 +09:00
parent 724516a0e0
commit 9d74784723

View File

@ -18,8 +18,8 @@ import (
"fmt" "fmt"
"math" "math"
"reflect" "reflect"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/mipmap" "github.com/hajimehoshi/ebiten/v2/internal/mipmap"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/shaderir"
) )
@ -29,8 +29,6 @@ type Shader struct {
uniformNames []string uniformNames []string
uniformTypes []shaderir.Type uniformTypes []shaderir.Type
uniformNameToIndex map[string]int
uniformNameToType map[string]shaderir.Type
} }
func NewShader(ir *shaderir.Program) *Shader { func NewShader(ir *shaderir.Program) *Shader {
@ -47,17 +45,23 @@ func (s *Shader) MarkDisposed() {
} }
func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]uint32 { func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]uint32 {
nameToU32s := map[string][]uint32{} idxToU32s := make([][]uint32, len(s.uniformNames))
for name, v := range uniforms { for idx, name := range s.uniformNames[graphics.PreservedUniformVariablesCount:] {
v := reflect.ValueOf(v) uv, ok := uniforms[name]
if !ok {
// TODO: Panic if uniforms include an invalid name
continue
}
v := reflect.ValueOf(uv)
t := v.Type() t := v.Type()
switch t.Kind() { switch t.Kind() {
case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64: case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
nameToU32s[name] = []uint32{uint32(v.Int())} idxToU32s[idx] = []uint32{uint32(v.Int())}
case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Uintptr: case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Uintptr:
nameToU32s[name] = []uint32{uint32(v.Uint())} idxToU32s[idx] = []uint32{uint32(v.Uint())}
case reflect.Float32, reflect.Float64: case reflect.Float32, reflect.Float64:
nameToU32s[name] = []uint32{math.Float32bits(float32(v.Float()))} idxToU32s[idx] = []uint32{math.Float32bits(float32(v.Float()))}
case reflect.Slice, reflect.Array: case reflect.Slice, reflect.Array:
u32s := make([]uint32, v.Len()) u32s := make([]uint32, v.Len())
switch t.Elem().Kind() { switch t.Elem().Kind() {
@ -76,38 +80,20 @@ func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]uint32 {
default: default:
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String())) panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
} }
nameToU32s[name] = u32s idxToU32s[idx] = u32s
default: default:
panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String())) panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
} }
} }
if s.uniformNameToIndex == nil { us := make([][]uint32, len(s.uniformTypes)-graphics.PreservedUniformVariablesCount)
s.uniformNameToIndex = map[string]int{} for idx, typ := range s.uniformTypes[graphics.PreservedUniformVariablesCount:] {
s.uniformNameToType = map[string]shaderir.Type{} v := idxToU32s[idx]
if v == nil {
var idx int v = make([]uint32, typ.Uint32Count())
for i, n := range s.uniformNames {
if strings.HasPrefix(n, "__") {
continue
} }
s.uniformNameToIndex[n] = idx
s.uniformNameToType[n] = s.uniformTypes[i]
idx++
}
}
us := make([][]uint32, len(s.uniformNameToIndex))
for name, idx := range s.uniformNameToIndex {
if v, ok := nameToU32s[name]; ok {
us[idx] = v us[idx] = v
continue
} }
t := s.uniformNameToType[name]
us[idx] = make([]uint32, t.Uint32Count())
}
// TODO: Panic if uniforms include an invalid name
return us return us
} }