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Merge ea462f4cb6
into 7524f990ba
This commit is contained in:
commit
a2c1269407
130
examples/mrt/main.go
Normal file
130
examples/mrt/main.go
Normal file
@ -0,0 +1,130 @@
|
||||
// Copyright 2024 The Ebitengine Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"image"
|
||||
_ "image/jpeg"
|
||||
"log"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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||||
)
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||||
|
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const (
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||||
dstSize = 128
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screenWidth = dstSize * 2
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||||
screenHeight = dstSize * 2
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||||
)
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|
||||
var (
|
||||
dsts = [8]*ebiten.Image{
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ebiten.NewImageWithOptions(image.Rect(0, 0, dstSize, dstSize), &ebiten.NewImageOptions{
|
||||
Unmanaged: true,
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||||
}),
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||||
ebiten.NewImageWithOptions(image.Rect(0, 0, dstSize, dstSize), &ebiten.NewImageOptions{
|
||||
Unmanaged: true,
|
||||
}),
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||||
ebiten.NewImageWithOptions(image.Rect(0, 0, dstSize, dstSize), &ebiten.NewImageOptions{
|
||||
Unmanaged: true,
|
||||
}),
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||||
ebiten.NewImageWithOptions(image.Rect(0, 0, dstSize, dstSize), &ebiten.NewImageOptions{
|
||||
Unmanaged: true,
|
||||
}),
|
||||
}
|
||||
|
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shaderSrc = []byte(
|
||||
`
|
||||
//kage:units pixels
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||||
|
||||
package main
|
||||
|
||||
func Fragment(dst vec4, src vec2, color vec4) (vec4, vec4, vec4, vec4) {
|
||||
return vec4(1,0,0,1), vec4(0,1,0,1), vec4(0,0,1,1), vec4(1,0,1,1)
|
||||
}
|
||||
`)
|
||||
s *ebiten.Shader
|
||||
)
|
||||
|
||||
func init() {
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||||
var err error
|
||||
|
||||
s, err = ebiten.NewShader(shaderSrc)
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
}
|
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|
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type Game struct {
|
||||
}
|
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|
||||
func (g *Game) Update() error {
|
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return nil
|
||||
}
|
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|
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func (g *Game) Draw(screen *ebiten.Image) {
|
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vertices := []ebiten.Vertex{
|
||||
{
|
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DstX: 0,
|
||||
DstY: 0,
|
||||
},
|
||||
{
|
||||
DstX: dstSize,
|
||||
DstY: 0,
|
||||
},
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: dstSize,
|
||||
},
|
||||
{
|
||||
DstX: dstSize,
|
||||
DstY: dstSize,
|
||||
},
|
||||
}
|
||||
indices := []uint16{0, 1, 2, 1, 2, 3}
|
||||
ebiten.DrawTrianglesShaderMRT(dsts, vertices, indices, s, nil)
|
||||
// Dst 0
|
||||
screen.DrawImage(dsts[0], nil)
|
||||
// Dst 1
|
||||
opts := &ebiten.DrawImageOptions{}
|
||||
opts.GeoM.Translate(dstSize, 0)
|
||||
screen.DrawImage(dsts[1], opts)
|
||||
// Dst 2
|
||||
opts.GeoM.Reset()
|
||||
opts.GeoM.Translate(0, dstSize)
|
||||
screen.DrawImage(dsts[2], opts)
|
||||
// Dst 3
|
||||
opts.GeoM.Reset()
|
||||
opts.GeoM.Translate(dstSize, dstSize)
|
||||
screen.DrawImage(dsts[3], opts)
|
||||
|
||||
ebitenutil.DebugPrint(screen, fmt.Sprintf("FPS: %.2f", ebiten.ActualFPS()))
|
||||
}
|
||||
|
||||
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
|
||||
return screenWidth, screenHeight
|
||||
}
|
||||
|
||||
func main() {
|
||||
ebiten.SetWindowSize(screenWidth, screenHeight)
|
||||
ebiten.SetVsyncEnabled(false)
|
||||
ebiten.SetWindowTitle("MRT (Ebitengine Demo)")
|
||||
if err := ebiten.RunGameWithOptions(&Game{}, &ebiten.RunGameOptions{
|
||||
GraphicsLibrary: ebiten.GraphicsLibraryDirectX,
|
||||
}); err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
}
|
133
image.go
133
image.go
@ -705,6 +705,139 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
|
||||
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), true, options.AntiAlias)
|
||||
}
|
||||
|
||||
// DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
|
||||
//
|
||||
// Vertex contains color values, which can be interpreted for any purpose by the shader.
|
||||
//
|
||||
// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
|
||||
//
|
||||
// If the shader unit is texels, one of the specified image is non-nil and its size is different from (width, height),
|
||||
// DrawTrianglesShader panics.
|
||||
// If one of the specified image is non-nil and is disposed, DrawTrianglesShader panics.
|
||||
//
|
||||
// If len(vertices) is more than MaxVertexCount, the exceeding part is ignored.
|
||||
//
|
||||
// If len(indices) is not multiple of 3, DrawTrianglesShader panics.
|
||||
//
|
||||
// If a value in indices is out of range of vertices, or not less than MaxVertexCount, DrawTrianglesShader panics.
|
||||
//
|
||||
// When a specified image is non-nil and is disposed, DrawTrianglesShader panics.
|
||||
//
|
||||
// If a specified uniform variable's length or type doesn't match with an expected one, DrawTrianglesShader panics.
|
||||
//
|
||||
// Even if a result is an invalid color as a premultiplied-alpha color, i.e. an alpha value exceeds other color values,
|
||||
// the value is kept and is not clamped.
|
||||
//
|
||||
// When the image i is disposed, DrawTrianglesShader does nothing.
|
||||
func DrawTrianglesShaderMRT(dsts [graphics.ShaderDstImageCount]*Image, vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions) {
|
||||
var dstImgs [graphics.ShaderDstImageCount]*ui.Image
|
||||
var firstDst *Image
|
||||
for i, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
dst.copyCheck()
|
||||
if dst.isDisposed() {
|
||||
panic("ebiten: the destination images given to DrawTrianglesShaderMRT must not be disposed")
|
||||
}
|
||||
if firstDst == nil {
|
||||
firstDst = dst
|
||||
}
|
||||
dstImgs[i] = dst.image
|
||||
}
|
||||
|
||||
if shader.isDisposed() {
|
||||
panic("ebiten: the given shader to DrawTrianglesShaderMRT must not be disposed")
|
||||
}
|
||||
|
||||
if len(vertices) > graphicscommand.MaxVertexCount {
|
||||
// The last part cannot be specified by indices. Just omit them.
|
||||
vertices = vertices[:graphicscommand.MaxVertexCount]
|
||||
}
|
||||
if len(indices)%3 != 0 {
|
||||
panic("ebiten: len(indices) % 3 must be 0")
|
||||
}
|
||||
for i, idx := range indices {
|
||||
if int(idx) >= len(vertices) {
|
||||
panic(fmt.Sprintf("ebiten: indices[%d] must be less than len(vertices) (%d) but was %d", i, len(vertices), idx))
|
||||
}
|
||||
}
|
||||
|
||||
if options == nil {
|
||||
options = &DrawTrianglesShaderOptions{}
|
||||
}
|
||||
|
||||
var blend graphicsdriver.Blend
|
||||
if options.CompositeMode == CompositeModeCustom {
|
||||
blend = options.Blend.internalBlend()
|
||||
} else {
|
||||
blend = options.CompositeMode.blend().internalBlend()
|
||||
}
|
||||
|
||||
dst := firstDst
|
||||
vs := dst.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount)
|
||||
src := options.Images[0]
|
||||
for i, v := range vertices {
|
||||
dx, dy := dst.adjustPositionF32(v.DstX, v.DstY)
|
||||
vs[i*graphics.VertexFloatCount] = dx
|
||||
vs[i*graphics.VertexFloatCount+1] = dy
|
||||
sx, sy := v.SrcX, v.SrcY
|
||||
if src != nil {
|
||||
sx, sy = src.adjustPositionF32(sx, sy)
|
||||
}
|
||||
vs[i*graphics.VertexFloatCount+2] = sx
|
||||
vs[i*graphics.VertexFloatCount+3] = sy
|
||||
vs[i*graphics.VertexFloatCount+4] = v.ColorR
|
||||
vs[i*graphics.VertexFloatCount+5] = v.ColorG
|
||||
vs[i*graphics.VertexFloatCount+6] = v.ColorB
|
||||
vs[i*graphics.VertexFloatCount+7] = v.ColorA
|
||||
}
|
||||
|
||||
is := make([]uint32, len(indices))
|
||||
for i := range is {
|
||||
is[i] = uint32(indices[i])
|
||||
}
|
||||
|
||||
var srcImgs [graphics.ShaderSrcImageCount]*ui.Image
|
||||
var imgSize image.Point
|
||||
for i, img := range options.Images {
|
||||
if img == nil {
|
||||
continue
|
||||
}
|
||||
if img.isDisposed() {
|
||||
panic("ebiten: the given image to DrawTrianglesShader must not be disposed")
|
||||
}
|
||||
if shader.unit == shaderir.Texels {
|
||||
if i == 0 {
|
||||
imgSize = img.Bounds().Size()
|
||||
} else {
|
||||
// TODO: Check imgw > 0 && imgh > 0
|
||||
if img.Bounds().Size() != imgSize {
|
||||
panic("ebiten: all the source images must be the same size with the rectangle")
|
||||
}
|
||||
}
|
||||
}
|
||||
srcImgs[i] = img.image
|
||||
}
|
||||
|
||||
var srcRegions [graphics.ShaderSrcImageCount]image.Rectangle
|
||||
for i, img := range options.Images {
|
||||
if img == nil {
|
||||
continue
|
||||
}
|
||||
srcRegions[i] = img.adjustedBounds()
|
||||
}
|
||||
|
||||
for _, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
dst.tmpUniforms = dst.tmpUniforms[:0]
|
||||
dst.tmpUniforms = shader.appendUniforms(dst.tmpUniforms, options.Uniforms)
|
||||
}
|
||||
ui.DrawTrianglesMRT(dstImgs, srcImgs, vs, is, blend, dst.adjustedBounds(), srcRegions, shader.shader, dst.tmpUniforms, graphicsdriver.FillRule(options.FillRule), true, options.AntiAlias)
|
||||
}
|
||||
|
||||
// DrawRectShaderOptions represents options for DrawRectShader.
|
||||
type DrawRectShaderOptions struct {
|
||||
// GeoM is a geometry matrix to draw.
|
||||
|
@ -431,6 +431,27 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
|
||||
i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
}
|
||||
|
||||
func DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
backendsM.Lock()
|
||||
defer backendsM.Unlock()
|
||||
|
||||
if !inFrame {
|
||||
vs := make([]float32, len(vertices))
|
||||
copy(vs, vertices)
|
||||
is := make([]uint32, len(indices))
|
||||
copy(is, indices)
|
||||
us := make([]uint32, len(uniforms))
|
||||
copy(us, uniforms)
|
||||
|
||||
appendDeferred(func() {
|
||||
drawTrianglesMRT(dsts, srcs, vs, is, blend, dstRegion, srcRegions, shader, us, fillRule)
|
||||
})
|
||||
return
|
||||
}
|
||||
|
||||
drawTrianglesMRT(dsts, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
}
|
||||
|
||||
func (i *Image) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
if len(vertices) == 0 {
|
||||
return
|
||||
@ -530,6 +551,115 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
|
||||
}
|
||||
}
|
||||
|
||||
func drawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
if len(vertices) == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
backends := make([]*backend, 0, len(srcs))
|
||||
for _, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
if src.backend == nil {
|
||||
// It is possible to spcify i.backend as a forbidden backend, but this might prevent a good allocation for a source image.
|
||||
// If the backend becomes the same as i's, i's backend will be changed at ensureIsolatedFromSource.
|
||||
src.allocate(nil, true)
|
||||
}
|
||||
backends = append(backends, src.backend)
|
||||
src.backend.sourceInThisFrame = true
|
||||
}
|
||||
|
||||
var firstDst *Image
|
||||
var dstImgs [graphics.ShaderDstImageCount]*graphicscommand.Image
|
||||
for i, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
dst.ensureIsolatedFromSource(backends)
|
||||
firstDst = dst
|
||||
dstImgs[i] = dst.backend.image
|
||||
}
|
||||
|
||||
for _, src := range srcs {
|
||||
// Compare i and source images after ensuring i is not on an atlas, or
|
||||
// i and a source image might share the same atlas even though i != src.
|
||||
for _, dst := range dsts {
|
||||
if src != nil && dst != nil && dst.backend.image == src.backend.image {
|
||||
panic("atlas: DrawTrianglesMRT: source must be different from the destination images")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
r := firstDst.regionWithPadding()
|
||||
// TODO: Check if dstRegion does not to violate the region.
|
||||
dstRegion = dstRegion.Add(r.Min)
|
||||
|
||||
dx, dy := float32(r.Min.X), float32(r.Min.Y)
|
||||
|
||||
var oxf, oyf float32
|
||||
if srcs[0] != nil {
|
||||
r := srcs[0].regionWithPadding()
|
||||
oxf, oyf = float32(r.Min.X), float32(r.Min.Y)
|
||||
n := len(vertices)
|
||||
for i := 0; i < n; i += graphics.VertexFloatCount {
|
||||
vertices[i] += dx
|
||||
vertices[i+1] += dy
|
||||
vertices[i+2] += oxf
|
||||
vertices[i+3] += oyf
|
||||
}
|
||||
if shader.ir.Unit == shaderir.Texels {
|
||||
sw, sh := srcs[0].backend.image.InternalSize()
|
||||
swf, shf := float32(sw), float32(sh)
|
||||
for i := 0; i < n; i += graphics.VertexFloatCount {
|
||||
vertices[i+2] /= swf
|
||||
vertices[i+3] /= shf
|
||||
}
|
||||
}
|
||||
} else {
|
||||
n := len(vertices)
|
||||
for i := 0; i < n; i += graphics.VertexFloatCount {
|
||||
vertices[i] += dx
|
||||
vertices[i+1] += dy
|
||||
}
|
||||
}
|
||||
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
// A source region can be deliberately empty when this is not needed in order to avoid unexpected
|
||||
// performance issue (#1293).
|
||||
if srcRegions[i].Empty() {
|
||||
continue
|
||||
}
|
||||
|
||||
r := src.regionWithPadding()
|
||||
srcRegions[i] = srcRegions[i].Add(r.Min)
|
||||
}
|
||||
|
||||
var srcImgs [graphics.ShaderSrcImageCount]*graphicscommand.Image
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
srcImgs[i] = src.backend.image
|
||||
}
|
||||
|
||||
graphicscommand.DrawTrianglesMRT(dstImgs, srcImgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, fillRule)
|
||||
|
||||
for _, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
if !src.isOnSourceBackend() && src.canBePutOnAtlas() {
|
||||
// src might already registered, but assigning it again is not harmful.
|
||||
imagesToPutOnSourceBackend.add(src)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// WritePixels replaces the pixels on the image.
|
||||
func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
|
||||
backendsM.Lock()
|
||||
|
@ -211,6 +211,51 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
|
||||
i.pixels = nil
|
||||
}
|
||||
|
||||
func DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
for _, src := range srcs {
|
||||
for _, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
if dst == src {
|
||||
panic("buffered: DrawTrianglesMRT: source images must be different from the destination images")
|
||||
}
|
||||
}
|
||||
if src != nil {
|
||||
// src's pixels have to be synced between CPU and GPU,
|
||||
// but doesn't have to be cleared since src is not modified in this function.
|
||||
src.syncPixelsIfNeeded()
|
||||
}
|
||||
}
|
||||
|
||||
var dstImgs [graphics.ShaderDstImageCount]*atlas.Image
|
||||
for i, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
dst.syncPixelsIfNeeded()
|
||||
dstImgs[i] = dst.img
|
||||
}
|
||||
|
||||
var srcImgs [graphics.ShaderSrcImageCount]*atlas.Image
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
srcImgs[i] = src.img
|
||||
}
|
||||
|
||||
atlas.DrawTrianglesMRT(dstImgs, srcImgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
|
||||
// After rendering, the pixel cache is no longer valid.
|
||||
for _, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
dst.pixels = nil
|
||||
}
|
||||
}
|
||||
|
||||
// syncPixelsIfNeeded syncs the pixels between CPU and GPU.
|
||||
// After syncPixelsIfNeeded, dotsBuffer is cleared, but pixels might remain.
|
||||
func (i *Image) syncPixelsIfNeeded() {
|
||||
|
@ -16,6 +16,11 @@ package graphics
|
||||
|
||||
const (
|
||||
ShaderSrcImageCount = 4
|
||||
// The minimum guaranteed value for the number of target seems to be 8
|
||||
// OpenGL(8): https://www.khronos.org/opengl/wiki/Framebuffer_Object#Framebuffer_Object_Structure
|
||||
// DirectX11(8): https://learn.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage#multiple-rendertargets-overview
|
||||
// Metal(8): Page 7 of 15: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf
|
||||
ShaderDstImageCount = 8
|
||||
|
||||
// PreservedUniformVariablesCount represents the number of preserved uniform variables.
|
||||
// Any shaders in Ebitengine must have these uniform variables.
|
||||
|
@ -61,7 +61,7 @@ func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
|
||||
|
||||
// drawTrianglesCommand represents a drawing command to draw an image on another image.
|
||||
type drawTrianglesCommand struct {
|
||||
dst *Image
|
||||
dsts [graphics.ShaderDstImageCount]*Image
|
||||
srcs [graphics.ShaderSrcImageCount]*Image
|
||||
vertices []float32
|
||||
blend graphicsdriver.Blend
|
||||
@ -81,9 +81,16 @@ func (c *drawTrianglesCommand) String() string {
|
||||
c.blend.BlendOperationRGB,
|
||||
c.blend.BlendOperationAlpha)
|
||||
|
||||
dst := fmt.Sprintf("%d", c.dst.id)
|
||||
if c.dst.screen {
|
||||
dst += " (screen)"
|
||||
var dststrs [graphics.ShaderDstImageCount]string
|
||||
for i, dst := range c.dsts {
|
||||
if dst == nil {
|
||||
dststrs[i] = "(nil)"
|
||||
continue
|
||||
}
|
||||
dststrs[i] = fmt.Sprintf("%d", dst.id)
|
||||
if dst.screen {
|
||||
dststrs[i] += " (screen)"
|
||||
}
|
||||
}
|
||||
|
||||
var srcstrs [graphics.ShaderSrcImageCount]string
|
||||
@ -98,7 +105,7 @@ func (c *drawTrianglesCommand) String() string {
|
||||
}
|
||||
}
|
||||
|
||||
return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
|
||||
return fmt.Sprintf("draw-triangles: dst: [%s] <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", strings.Join(dststrs[:], ", "), strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
|
||||
}
|
||||
|
||||
// Exec executes the drawTrianglesCommand.
|
||||
@ -108,16 +115,25 @@ func (c *drawTrianglesCommand) Exec(commandQueue *commandQueue, graphicsDriver g
|
||||
return nil
|
||||
}
|
||||
|
||||
var imgs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID
|
||||
for i, src := range c.srcs {
|
||||
if src == nil {
|
||||
imgs[i] = graphicsdriver.InvalidImageID
|
||||
var dsts [graphics.ShaderDstImageCount]graphicsdriver.ImageID
|
||||
for i, dst := range c.dsts {
|
||||
if dst == nil {
|
||||
dsts[i] = graphicsdriver.InvalidImageID
|
||||
continue
|
||||
}
|
||||
imgs[i] = src.image.ID()
|
||||
dsts[i] = dst.image.ID()
|
||||
}
|
||||
|
||||
return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule)
|
||||
var srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID
|
||||
for i, src := range c.srcs {
|
||||
if src == nil {
|
||||
srcs[i] = graphicsdriver.InvalidImageID
|
||||
continue
|
||||
}
|
||||
srcs[i] = src.image.ID()
|
||||
}
|
||||
|
||||
return graphicsDriver.DrawTriangles(dsts, srcs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule)
|
||||
}
|
||||
|
||||
func (c *drawTrianglesCommand) NeedsSync() bool {
|
||||
@ -142,7 +158,7 @@ func (c *drawTrianglesCommand) setVertices(vertices []float32) {
|
||||
|
||||
// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
|
||||
// with the drawTrianglesCommand c.
|
||||
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
|
||||
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
|
||||
if c.shader != shader {
|
||||
return false
|
||||
}
|
||||
@ -154,7 +170,7 @@ func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs
|
||||
return false
|
||||
}
|
||||
}
|
||||
if c.dst != dst {
|
||||
if c.dsts != dsts {
|
||||
return false
|
||||
}
|
||||
if c.srcs != srcs {
|
||||
|
@ -105,7 +105,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
|
||||
}
|
||||
|
||||
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
|
||||
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
func (q *commandQueue) EnqueueDrawTrianglesCommand(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
if len(vertices) > maxVertexFloatCount {
|
||||
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices)))
|
||||
}
|
||||
@ -125,7 +125,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
|
||||
// prependPreservedUniforms not only prepends values to the given slice but also creates a new slice.
|
||||
// Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far.
|
||||
// TODO: This might cause a performance issue (#2601).
|
||||
uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
|
||||
uniforms = q.prependPreservedUniforms(uniforms, shader, dsts, srcs, dstRegion, srcRegions)
|
||||
|
||||
// Remove unused uniform variables so that more commands can be merged.
|
||||
shader.ir.FilterUniformVariables(uniforms)
|
||||
@ -133,7 +133,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
|
||||
// TODO: If dst is the screen, reorder the command to be the last.
|
||||
if !split && 0 < len(q.commands) {
|
||||
if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok {
|
||||
if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, blend, shader, uniforms, fillRule) {
|
||||
if last.CanMergeWithDrawTrianglesCommand(dsts, srcs, vertices, blend, shader, uniforms, fillRule) {
|
||||
last.setVertices(q.lastVertices(len(vertices) + last.numVertices()))
|
||||
if last.dstRegions[len(last.dstRegions)-1].Region == dstRegion {
|
||||
last.dstRegions[len(last.dstRegions)-1].IndexCount += len(indices)
|
||||
@ -149,7 +149,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
|
||||
}
|
||||
|
||||
c := q.drawTrianglesCommandPool.get()
|
||||
c.dst = dst
|
||||
c.dsts = dsts
|
||||
c.srcs = srcs
|
||||
c.vertices = q.lastVertices(len(vertices))
|
||||
c.blend = blend
|
||||
@ -324,13 +324,20 @@ func imageRectangleToRectangleF32(r image.Rectangle) rectangleF32 {
|
||||
}
|
||||
}
|
||||
|
||||
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
|
||||
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
|
||||
origUniforms := uniforms
|
||||
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
|
||||
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
|
||||
|
||||
// Set the destination texture size.
|
||||
dw, dh := dst.InternalSize()
|
||||
var firstDst *Image
|
||||
for _, dst := range dsts {
|
||||
if dst != nil {
|
||||
firstDst = dst
|
||||
break
|
||||
}
|
||||
}
|
||||
dw, dh := firstDst.InternalSize()
|
||||
uniforms[0] = math.Float32bits(float32(dw))
|
||||
uniforms[1] = math.Float32bits(float32(dh))
|
||||
uniformIndex := 2
|
||||
@ -469,11 +476,11 @@ func (c *commandQueueManager) putCommandQueue(commandQueue *commandQueue) {
|
||||
c.pool.put(commandQueue)
|
||||
}
|
||||
|
||||
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
if c.current == nil {
|
||||
c.current, _ = c.pool.get()
|
||||
}
|
||||
c.current.EnqueueDrawTrianglesCommand(dst, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
c.current.EnqueueDrawTrianglesCommand(dsts, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
}
|
||||
|
||||
func (c *commandQueueManager) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {
|
||||
|
@ -142,7 +142,48 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
|
||||
}
|
||||
i.flushBufferedWritePixels()
|
||||
|
||||
theCommandQueueManager.enqueueDrawTrianglesCommand(i, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
theCommandQueueManager.enqueueDrawTrianglesCommand([graphics.ShaderDstImageCount]*Image{i}, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
}
|
||||
|
||||
// DrawTriangles draws triangles with the given image.
|
||||
//
|
||||
// The vertex floats are:
|
||||
//
|
||||
// 0: Destination X in pixels
|
||||
// 1: Destination Y in pixels
|
||||
// 2: Source X in texels
|
||||
// 3: Source Y in texels
|
||||
// 4: Color R [0.0-1.0]
|
||||
// 5: Color G
|
||||
// 6: Color B
|
||||
// 7: Color Y
|
||||
//
|
||||
// src and shader are exclusive and only either is non-nil.
|
||||
//
|
||||
// The elements that index is in between 2 and 7 are used for the source images.
|
||||
// The source image is 1) src argument if non-nil, or 2) an image value in the uniform variables if it exists.
|
||||
// If there are multiple images in the uniform variables, the smallest ID's value is adopted.
|
||||
//
|
||||
// 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 DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
for _, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
if src.screen {
|
||||
panic("graphicscommand: the screen image cannot be the rendering des")
|
||||
}
|
||||
src.flushBufferedWritePixels()
|
||||
}
|
||||
for _, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
dst.flushBufferedWritePixels()
|
||||
}
|
||||
|
||||
theCommandQueueManager.enqueueDrawTrianglesCommand(dsts, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
}
|
||||
|
||||
// ReadPixels reads the image's pixels.
|
||||
|
@ -514,13 +514,102 @@ func (g *graphics11) removeShader(s *shader11) {
|
||||
delete(g.shaders, s.id)
|
||||
}
|
||||
|
||||
func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *graphics11) setAsRenderTargets(dsts []*image11, useStencil bool) error {
|
||||
var rtvs []*_ID3D11RenderTargetView
|
||||
var dsv *_ID3D11DepthStencilView
|
||||
for _, dst := range dsts {
|
||||
// Ignore a nil image in case of MRT
|
||||
if dst == nil {
|
||||
rtvs = append(rtvs, nil)
|
||||
continue
|
||||
}
|
||||
if dst.renderTargetView == nil {
|
||||
rtv, err := g.device.CreateRenderTargetView(unsafe.Pointer(dst.texture), nil)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
dst.renderTargetView = rtv
|
||||
}
|
||||
rtvs = append(rtvs, dst.renderTargetView)
|
||||
|
||||
if !useStencil || dsv != nil {
|
||||
continue
|
||||
}
|
||||
|
||||
if dst.screen {
|
||||
return fmt.Errorf("directx: a stencil buffer is not available for a screen image")
|
||||
}
|
||||
if dst.stencil == nil {
|
||||
w, h := dst.internalSize()
|
||||
s, err := g.device.CreateTexture2D(&_D3D11_TEXTURE2D_DESC{
|
||||
Width: uint32(w),
|
||||
Height: uint32(h),
|
||||
MipLevels: 0,
|
||||
ArraySize: 1,
|
||||
Format: _DXGI_FORMAT_D24_UNORM_S8_UINT,
|
||||
SampleDesc: _DXGI_SAMPLE_DESC{
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: _D3D11_USAGE_DEFAULT,
|
||||
BindFlags: uint32(_D3D11_BIND_DEPTH_STENCIL),
|
||||
CPUAccessFlags: 0,
|
||||
MiscFlags: 0,
|
||||
}, nil)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
dst.stencil = s
|
||||
}
|
||||
if dst.stencilView == nil {
|
||||
sv, err := g.device.CreateDepthStencilView(unsafe.Pointer(dst.stencil), nil)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
dst.stencilView = sv
|
||||
}
|
||||
dsv = dst.stencilView
|
||||
}
|
||||
|
||||
g.deviceContext.OMSetRenderTargets(rtvs, dsv)
|
||||
if useStencil {
|
||||
g.deviceContext.ClearDepthStencilView(dsv, uint8(_D3D11_CLEAR_STENCIL), 0, 0)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *graphics11) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
// Remove bound textures first. This is needed to avoid warnings on the debugger.
|
||||
g.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{nil}, nil)
|
||||
srvs := [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView{}
|
||||
g.deviceContext.PSSetShaderResources(0, srvs[:])
|
||||
|
||||
dst := g.images[dstID]
|
||||
var dsts [graphics.ShaderDstImageCount]*image11
|
||||
var vp _D3D11_VIEWPORT
|
||||
var targetCount int
|
||||
firstTarget := -1
|
||||
for i, id := range dstIDs {
|
||||
img := g.images[id]
|
||||
if img == nil {
|
||||
continue
|
||||
}
|
||||
if firstTarget == -1 {
|
||||
firstTarget = i
|
||||
}
|
||||
dsts[i] = img
|
||||
w, h := img.internalSize()
|
||||
vp = _D3D11_VIEWPORT{
|
||||
TopLeftX: 0,
|
||||
TopLeftY: 0,
|
||||
Width: float32(w),
|
||||
Height: float32(h),
|
||||
MinDepth: 0,
|
||||
MaxDepth: 1,
|
||||
}
|
||||
targetCount++
|
||||
}
|
||||
|
||||
var srcs [graphics.ShaderSrcImageCount]*image11
|
||||
for i, id := range srcIDs {
|
||||
img := g.images[id]
|
||||
@ -530,19 +619,16 @@ func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphic
|
||||
srcs[i] = img
|
||||
}
|
||||
|
||||
w, h := dst.internalSize()
|
||||
g.deviceContext.RSSetViewports([]_D3D11_VIEWPORT{
|
||||
{
|
||||
TopLeftX: 0,
|
||||
TopLeftY: 0,
|
||||
Width: float32(w),
|
||||
Height: float32(h),
|
||||
MinDepth: 0,
|
||||
MaxDepth: 1,
|
||||
},
|
||||
})
|
||||
// If the number of targets is more than one, or if the only target is not the first one, then
|
||||
// it is safe to assume that MRT is used.
|
||||
// Also, it only matters in order to specify empty targets/viewports when not all slots are
|
||||
// being filled, even though it's not a MRT scenario.
|
||||
if targetCount > 1 || firstTarget > 0 {
|
||||
targetCount = graphics.ShaderDstImageCount
|
||||
}
|
||||
|
||||
if err := dst.setAsRenderTarget(fillRule != graphicsdriver.FillRuleFillAll); err != nil {
|
||||
g.deviceContext.RSSetViewports([]_D3D11_VIEWPORT{vp})
|
||||
if err := g.setAsRenderTargets(dsts[:targetCount], fillRule != graphicsdriver.FillRuleFillAll); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
|
@ -44,6 +44,7 @@ type graphics12 struct {
|
||||
device *_ID3D12Device
|
||||
commandQueue *_ID3D12CommandQueue
|
||||
rtvDescriptorHeap *_ID3D12DescriptorHeap
|
||||
rtvEmptyDescriptorHeap *_ID3D12DescriptorHeap
|
||||
rtvDescriptorSize uint32
|
||||
renderTargets [frameCount]*_ID3D12Resource
|
||||
framePipelineToken _D3D12XBOX_FRAME_PIPELINE_TOKEN
|
||||
@ -418,6 +419,34 @@ func (g *graphics12) initializeMembers(frameIndex int) (ferr error) {
|
||||
g.rtvDescriptorHeap = nil
|
||||
}
|
||||
}()
|
||||
|
||||
// Create a descriptor heap for empty RTV in case of MRT with empty locations.
|
||||
h, err = g.device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
|
||||
Type: _D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
|
||||
NumDescriptors: frameCount,
|
||||
Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
|
||||
NodeMask: 0,
|
||||
})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
g.rtvEmptyDescriptorHeap = h
|
||||
defer func() {
|
||||
if ferr != nil {
|
||||
g.rtvEmptyDescriptorHeap.Release()
|
||||
g.rtvEmptyDescriptorHeap = nil
|
||||
}
|
||||
}()
|
||||
hnd, err := g.rtvEmptyDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
// Create an empty render target for empty destinations at DrawTriangles
|
||||
g.device.CreateRenderTargetView(nil, &_D3D12_RENDER_TARGET_VIEW_DESC{
|
||||
Format: _DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
ViewDimension: _D3D12_RTV_DIMENSION_TEXTURE2D,
|
||||
}, hnd)
|
||||
|
||||
g.rtvDescriptorSize = g.device.GetDescriptorHandleIncrementSize(_D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
|
||||
|
||||
if err := g.pipelineStates.initialize(g.device); err != nil {
|
||||
@ -1081,7 +1110,82 @@ func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *graphics12) setAsRenderTargets(dsts []*image12, useStencil bool) error {
|
||||
var rtvs []_D3D12_CPU_DESCRIPTOR_HANDLE
|
||||
var dsv *_D3D12_CPU_DESCRIPTOR_HANDLE
|
||||
|
||||
for i, img := range dsts {
|
||||
// Ignore a nil image in case of MRT
|
||||
if img == nil {
|
||||
_ = i
|
||||
rtv, err := g.rtvEmptyDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
rtv.Offset(int32(g.frameIndex), g.rtvDescriptorSize)
|
||||
rtvs = append(rtvs, rtv)
|
||||
continue
|
||||
}
|
||||
|
||||
if img.screen {
|
||||
if useStencil {
|
||||
return fmt.Errorf("directx: stencils are not available on the screen framebuffer")
|
||||
}
|
||||
|
||||
rtvBase, err := g.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
rtv := rtvBase
|
||||
rtv.Offset(int32(g.frameIndex), g.rtvDescriptorSize)
|
||||
rtvs = append(rtvs, rtv)
|
||||
continue
|
||||
}
|
||||
|
||||
if err := img.ensureRenderTargetView(g.device); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
rtvBase, err := img.rtvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
rtv := rtvBase
|
||||
rtvs = append(rtvs, rtv)
|
||||
|
||||
if !useStencil {
|
||||
continue
|
||||
}
|
||||
|
||||
if err := img.ensureDepthStencilView(g.device); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
if dsv != nil {
|
||||
continue
|
||||
}
|
||||
|
||||
sv, err := img.dsvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
dsv = &sv
|
||||
}
|
||||
|
||||
if !useStencil {
|
||||
g.drawCommandList.OMSetRenderTargets(rtvs, false, nil)
|
||||
return nil
|
||||
}
|
||||
|
||||
g.drawCommandList.OMSetStencilRef(0)
|
||||
g.drawCommandList.OMSetRenderTargets(rtvs, false, dsv)
|
||||
g.drawCommandList.ClearDepthStencilView(*dsv, _D3D12_CLEAR_FLAG_STENCIL, 0, 0, nil)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *graphics12) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("directx: shader ID is invalid")
|
||||
}
|
||||
@ -1102,20 +1206,46 @@ func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.
|
||||
g.pipelineStates.releaseConstantBuffers(g.frameIndex)
|
||||
}
|
||||
|
||||
dst := g.images[dstID]
|
||||
var resourceBarriers []_D3D12_RESOURCE_BARRIER_Transition
|
||||
if rb, ok := dst.transiteState(_D3D12_RESOURCE_STATE_RENDER_TARGET); ok {
|
||||
|
||||
var dsts [graphics.ShaderDstImageCount]*image12
|
||||
var vp _D3D12_VIEWPORT
|
||||
var targetCount int
|
||||
firstTarget := -1
|
||||
for i, id := range dstIDs {
|
||||
img := g.images[id]
|
||||
if img == nil {
|
||||
continue
|
||||
}
|
||||
if firstTarget == -1 {
|
||||
firstTarget = i
|
||||
}
|
||||
dsts[i] = img
|
||||
w, h := img.internalSize()
|
||||
vp = _D3D12_VIEWPORT{
|
||||
TopLeftX: 0,
|
||||
TopLeftY: 0,
|
||||
Width: float32(w),
|
||||
Height: float32(h),
|
||||
MinDepth: _D3D12_MIN_DEPTH,
|
||||
MaxDepth: _D3D12_MAX_DEPTH,
|
||||
}
|
||||
|
||||
if rb, ok := img.transiteState(_D3D12_RESOURCE_STATE_RENDER_TARGET); ok {
|
||||
resourceBarriers = append(resourceBarriers, rb)
|
||||
}
|
||||
|
||||
var srcImages [graphics.ShaderSrcImageCount]*image12
|
||||
for i, srcID := range srcs {
|
||||
src := g.images[srcID]
|
||||
if src == nil {
|
||||
targetCount++
|
||||
}
|
||||
|
||||
var srcs [graphics.ShaderSrcImageCount]*image12
|
||||
for i, srcID := range srcIDs {
|
||||
img := g.images[srcID]
|
||||
if img == nil {
|
||||
continue
|
||||
}
|
||||
srcImages[i] = src
|
||||
if rb, ok := src.transiteState(_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ok {
|
||||
srcs[i] = img
|
||||
if rb, ok := img.transiteState(_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ok {
|
||||
resourceBarriers = append(resourceBarriers, rb)
|
||||
}
|
||||
}
|
||||
@ -1124,25 +1254,26 @@ func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.
|
||||
g.drawCommandList.ResourceBarrier(resourceBarriers)
|
||||
}
|
||||
|
||||
if err := dst.setAsRenderTarget(g.drawCommandList, g.device, fillRule != graphicsdriver.FillRuleFillAll); err != nil {
|
||||
// If the number of targets is more than one, or if the only target is not the first one, then
|
||||
// it is safe to assume that MRT is used.
|
||||
// Also, it only matters in order to specify empty targets/viewports when not all slots are
|
||||
// being filled, even though it's not a MRT scenario.
|
||||
usesMRT := targetCount > 1 || firstTarget > 0
|
||||
if usesMRT {
|
||||
targetCount = graphics.ShaderDstImageCount
|
||||
}
|
||||
|
||||
if err := g.setAsRenderTargets(dsts[:targetCount], fillRule != graphicsdriver.FillRuleFillAll); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
shader := g.shaders[shaderID]
|
||||
adjustedUniforms := adjustUniforms(shader.uniformTypes, shader.uniformOffsets, uniforms)
|
||||
|
||||
w, h := dst.internalSize()
|
||||
g.needFlushDrawCommandList = true
|
||||
g.drawCommandList.RSSetViewports([]_D3D12_VIEWPORT{
|
||||
{
|
||||
TopLeftX: 0,
|
||||
TopLeftY: 0,
|
||||
Width: float32(w),
|
||||
Height: float32(h),
|
||||
MinDepth: _D3D12_MIN_DEPTH,
|
||||
MaxDepth: _D3D12_MAX_DEPTH,
|
||||
},
|
||||
})
|
||||
|
||||
g.drawCommandList.RSSetViewports([]_D3D12_VIEWPORT{vp})
|
||||
|
||||
g.drawCommandList.IASetPrimitiveTopology(_D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
|
||||
g.drawCommandList.IASetVertexBuffers(0, []_D3D12_VERTEX_BUFFER_VIEW{
|
||||
{
|
||||
@ -1157,7 +1288,7 @@ func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.
|
||||
Format: _DXGI_FORMAT_R32_UINT,
|
||||
})
|
||||
|
||||
if err := g.pipelineStates.drawTriangles(g.device, g.drawCommandList, g.frameIndex, dst.screen, srcImages, shader, dstRegions, adjustedUniforms, blend, indexOffset, fillRule); err != nil {
|
||||
if err := g.pipelineStates.drawTriangles(g.device, g.drawCommandList, g.frameIndex, !usesMRT && dsts[firstTarget].screen, srcs, shader, dstRegions, adjustedUniforms, blend, indexOffset, fillRule); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
|
@ -70,7 +70,7 @@ func (i *image12) disposeImpl() {
|
||||
|
||||
func (i *image12) ReadPixels(args []graphicsdriver.PixelsArgs) error {
|
||||
if i.screen {
|
||||
return errors.New("directx: Pixels cannot be called on the screen")
|
||||
return errors.New("directx: ReadPixels cannot be called on the screen")
|
||||
}
|
||||
|
||||
if err := i.graphics.flushCommandList(i.graphics.drawCommandList); err != nil {
|
||||
|
@ -484,6 +484,18 @@ func (p *pipelineStates) newPipelineState(device *_ID3D12Device, vsh, psh *_ID3D
|
||||
}
|
||||
|
||||
// Create a pipeline state.
|
||||
rtBlendDesc := _D3D12_RENDER_TARGET_BLEND_DESC{
|
||||
BlendEnable: 1,
|
||||
LogicOpEnable: 0,
|
||||
SrcBlend: blendFactorToBlend12(blend.BlendFactorSourceRGB, false),
|
||||
DestBlend: blendFactorToBlend12(blend.BlendFactorDestinationRGB, false),
|
||||
BlendOp: blendOperationToBlendOp12(blend.BlendOperationRGB),
|
||||
SrcBlendAlpha: blendFactorToBlend12(blend.BlendFactorSourceAlpha, true),
|
||||
DestBlendAlpha: blendFactorToBlend12(blend.BlendFactorDestinationAlpha, true),
|
||||
BlendOpAlpha: blendOperationToBlendOp12(blend.BlendOperationAlpha),
|
||||
LogicOp: _D3D12_LOGIC_OP_NOOP,
|
||||
RenderTargetWriteMask: writeMask,
|
||||
}
|
||||
psoDesc := _D3D12_GRAPHICS_PIPELINE_STATE_DESC{
|
||||
pRootSignature: rootSignature,
|
||||
VS: _D3D12_SHADER_BYTECODE{
|
||||
@ -498,18 +510,8 @@ func (p *pipelineStates) newPipelineState(device *_ID3D12Device, vsh, psh *_ID3D
|
||||
AlphaToCoverageEnable: 0,
|
||||
IndependentBlendEnable: 0,
|
||||
RenderTarget: [8]_D3D12_RENDER_TARGET_BLEND_DESC{
|
||||
{
|
||||
BlendEnable: 1,
|
||||
LogicOpEnable: 0,
|
||||
SrcBlend: blendFactorToBlend12(blend.BlendFactorSourceRGB, false),
|
||||
DestBlend: blendFactorToBlend12(blend.BlendFactorDestinationRGB, false),
|
||||
BlendOp: blendOperationToBlendOp12(blend.BlendOperationRGB),
|
||||
SrcBlendAlpha: blendFactorToBlend12(blend.BlendFactorSourceAlpha, true),
|
||||
DestBlendAlpha: blendFactorToBlend12(blend.BlendFactorDestinationAlpha, true),
|
||||
BlendOpAlpha: blendOperationToBlendOp12(blend.BlendOperationAlpha),
|
||||
LogicOp: _D3D12_LOGIC_OP_NOOP,
|
||||
RenderTargetWriteMask: writeMask,
|
||||
},
|
||||
rtBlendDesc, rtBlendDesc, rtBlendDesc, rtBlendDesc,
|
||||
rtBlendDesc, rtBlendDesc, rtBlendDesc, rtBlendDesc, // TODO: need to fill them all?
|
||||
},
|
||||
},
|
||||
SampleMask: math.MaxUint32,
|
||||
@ -532,9 +534,10 @@ func (p *pipelineStates) newPipelineState(device *_ID3D12Device, vsh, psh *_ID3D
|
||||
NumElements: uint32(len(inputElementDescsForDX12)),
|
||||
},
|
||||
PrimitiveTopologyType: _D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
|
||||
NumRenderTargets: 1,
|
||||
NumRenderTargets: graphics.ShaderDstImageCount,
|
||||
RTVFormats: [8]_DXGI_FORMAT{
|
||||
rtvFormat,
|
||||
rtvFormat, rtvFormat, rtvFormat, rtvFormat,
|
||||
rtvFormat, rtvFormat, rtvFormat, rtvFormat,
|
||||
},
|
||||
DSVFormat: dsvFormat,
|
||||
SampleDesc: _DXGI_SAMPLE_DESC{
|
||||
|
@ -68,7 +68,7 @@ type Graphics interface {
|
||||
NewShader(program *shaderir.Program) (Shader, error)
|
||||
|
||||
// DrawTriangles draws an image onto another image with the given parameters.
|
||||
DrawTriangles(dst ImageID, srcs [graphics.ShaderSrcImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms []uint32, fillRule FillRule) error
|
||||
DrawTriangles(dsts [graphics.ShaderDstImageCount]ImageID, srcs [graphics.ShaderSrcImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms []uint32, fillRule FillRule) error
|
||||
}
|
||||
|
||||
type Resetter interface {
|
||||
|
@ -605,12 +605,12 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *Graphics) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("metal: shader ID is invalid")
|
||||
}
|
||||
|
||||
dst := g.images[dstID]
|
||||
dst := g.images[dstIDs[0]]
|
||||
|
||||
if dst.screen {
|
||||
g.view.update()
|
||||
|
@ -102,6 +102,7 @@ type context struct {
|
||||
|
||||
locationCache *locationCache
|
||||
screenFramebuffer framebufferNative // This might not be the default frame buffer '0' (e.g. iOS).
|
||||
mrtFramebuffer framebufferNative // The dynamic framebuffer used for MRT operations
|
||||
lastFramebuffer framebufferNative
|
||||
lastTexture textureNative
|
||||
lastRenderbuffer renderbufferNative
|
||||
@ -110,8 +111,6 @@ type context struct {
|
||||
lastBlend graphicsdriver.Blend
|
||||
maxTextureSize int
|
||||
maxTextureSizeOnce sync.Once
|
||||
highp bool
|
||||
highpOnce sync.Once
|
||||
initOnce sync.Once
|
||||
}
|
||||
|
||||
@ -139,26 +138,25 @@ func (c *context) bindFramebuffer(f framebufferNative) {
|
||||
c.lastFramebuffer = f
|
||||
}
|
||||
|
||||
func (c *context) setViewport(f *framebuffer) {
|
||||
c.bindFramebuffer(f.native)
|
||||
if c.lastViewportWidth == f.viewportWidth && c.lastViewportHeight == f.viewportHeight {
|
||||
func (c *context) setViewport(width, height int, screen bool) {
|
||||
if c.lastViewportWidth == width && c.lastViewportHeight == height {
|
||||
return
|
||||
}
|
||||
|
||||
// On some environments, viewport size must be within the framebuffer size.
|
||||
// e.g. Edge (#71), Chrome on GPD Pocket (#420), macOS Mojave (#691).
|
||||
// Use the same size of the framebuffer here.
|
||||
c.ctx.Viewport(0, 0, int32(f.viewportWidth), int32(f.viewportHeight))
|
||||
c.ctx.Viewport(0, 0, int32(width), int32(height))
|
||||
|
||||
// glViewport must be called at least at every frame on iOS.
|
||||
// As the screen framebuffer is the last render target, next SetViewport should be
|
||||
// the first call at a frame.
|
||||
if f.native == c.screenFramebuffer {
|
||||
if screen {
|
||||
c.lastViewportWidth = 0
|
||||
c.lastViewportHeight = 0
|
||||
} else {
|
||||
c.lastViewportWidth = f.viewportWidth
|
||||
c.lastViewportHeight = f.viewportHeight
|
||||
c.lastViewportWidth = width
|
||||
c.lastViewportHeight = height
|
||||
}
|
||||
}
|
||||
|
||||
@ -264,16 +262,6 @@ func (c *context) framebufferPixels(buf []byte, f *framebuffer, region image.Rec
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
|
||||
c.ctx.Flush()
|
||||
|
||||
c.bindFramebuffer(f.native)
|
||||
|
||||
c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, uint32(buffer))
|
||||
c.ctx.ReadPixels(nil, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE)
|
||||
c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (c *context) deleteTexture(t textureNative) {
|
||||
if c.lastTexture == t {
|
||||
c.lastTexture = 0
|
||||
@ -357,7 +345,7 @@ func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) e
|
||||
|
||||
c.ctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, uint32(r))
|
||||
if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
|
||||
return errors.New(fmt.Sprintf("opengl: glFramebufferRenderbuffer failed: %d", s))
|
||||
return fmt.Errorf("opengl: glFramebufferRenderbuffer failed: %d", s)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
@ -23,6 +23,7 @@ const (
|
||||
BLEND = 0x0BE2
|
||||
CLAMP_TO_EDGE = 0x812F
|
||||
COLOR_ATTACHMENT0 = 0x8CE0
|
||||
COLOR_BUFFER_BIT = 0x4000
|
||||
COMPILE_STATUS = 0x8B81
|
||||
DECR_WRAP = 0x8508
|
||||
DEPTH24_STENCIL8 = 0x88F0
|
||||
@ -52,6 +53,7 @@ const (
|
||||
MIN = 0x8007
|
||||
NEAREST = 0x2600
|
||||
NO_ERROR = 0
|
||||
NONE = 0
|
||||
NOTEQUAL = 0x0205
|
||||
ONE = 1
|
||||
ONE_MINUS_DST_ALPHA = 0x0305
|
||||
|
@ -293,6 +293,14 @@ func (d *DebugContext) DisableVertexAttribArray(arg0 uint32) {
|
||||
}
|
||||
}
|
||||
|
||||
func (d *DebugContext) DrawBuffers(arg0 []uint32) {
|
||||
d.Context.DrawBuffers(arg0)
|
||||
fmt.Fprintln(os.Stderr, "DrawBuffers")
|
||||
if e := d.Context.GetError(); e != NO_ERROR {
|
||||
panic(fmt.Sprintf("gl: GetError() returned %d at DrawBuffers", e))
|
||||
}
|
||||
}
|
||||
|
||||
func (d *DebugContext) DrawElements(arg0 uint32, arg1 int32, arg2 uint32, arg3 int) {
|
||||
d.Context.DrawElements(arg0, arg1, arg2, arg3)
|
||||
fmt.Fprintln(os.Stderr, "DrawElements")
|
||||
|
@ -128,6 +128,10 @@ package gl
|
||||
// typedef void (*fn)(GLuint index);
|
||||
// ((fn)(fnptr))(index);
|
||||
// }
|
||||
// static void glowDrawBuffers(uintptr_t fnptr, GLsizei n, const GLenum* bufs) {
|
||||
// typedef void (*fn)(GLsizei n, const GLenum* bufs);
|
||||
// ((fn)(fnptr))(n, bufs);
|
||||
// }
|
||||
// static void glowDrawElements(uintptr_t fnptr, GLenum mode, GLsizei count, GLenum type, const uintptr_t indices) {
|
||||
// typedef void (*fn)(GLenum mode, GLsizei count, GLenum type, const uintptr_t indices);
|
||||
// ((fn)(fnptr))(mode, count, type, indices);
|
||||
@ -351,6 +355,7 @@ type defaultContext struct {
|
||||
gpDeleteVertexArrays C.uintptr_t
|
||||
gpDisable C.uintptr_t
|
||||
gpDisableVertexAttribArray C.uintptr_t
|
||||
gpDrawBuffers C.uintptr_t
|
||||
gpDrawElements C.uintptr_t
|
||||
gpEnable C.uintptr_t
|
||||
gpEnableVertexAttribArray C.uintptr_t
|
||||
@ -565,6 +570,10 @@ func (c *defaultContext) DisableVertexAttribArray(index uint32) {
|
||||
C.glowDisableVertexAttribArray(c.gpDisableVertexAttribArray, C.GLuint(index))
|
||||
}
|
||||
|
||||
func (c *defaultContext) DrawBuffers(bufs []uint32) {
|
||||
C.glowDrawBuffers(c.gpDrawBuffers, C.GLsizei(len(bufs)), (*C.GLenum)(unsafe.Pointer(&bufs[0])))
|
||||
}
|
||||
|
||||
func (c *defaultContext) DrawElements(mode uint32, count int32, xtype uint32, offset int) {
|
||||
C.glowDrawElements(c.gpDrawElements, C.GLenum(mode), C.GLsizei(count), C.GLenum(xtype), C.uintptr_t(offset))
|
||||
}
|
||||
@ -801,6 +810,7 @@ func (c *defaultContext) LoadFunctions() error {
|
||||
c.gpDeleteVertexArrays = C.uintptr_t(g.get("glDeleteVertexArrays"))
|
||||
c.gpDisable = C.uintptr_t(g.get("glDisable"))
|
||||
c.gpDisableVertexAttribArray = C.uintptr_t(g.get("glDisableVertexAttribArray"))
|
||||
c.gpDrawBuffers = C.uintptr_t(g.get("glDrawBuffers"))
|
||||
c.gpDrawElements = C.uintptr_t(g.get("glDrawElements"))
|
||||
c.gpEnable = C.uintptr_t(g.get("glEnable"))
|
||||
c.gpEnableVertexAttribArray = C.uintptr_t(g.get("glEnableVertexAttribArray"))
|
||||
|
@ -54,6 +54,7 @@ type defaultContext struct {
|
||||
fnDeleteVertexArray js.Value
|
||||
fnDisable js.Value
|
||||
fnDisableVertexAttribArray js.Value
|
||||
fnDrawBuffers js.Value
|
||||
fnDrawElements js.Value
|
||||
fnEnable js.Value
|
||||
fnEnableVertexAttribArray js.Value
|
||||
@ -184,6 +185,7 @@ func NewDefaultContext(v js.Value) (Context, error) {
|
||||
fnDeleteVertexArray: v.Get("deleteVertexArray").Call("bind", v),
|
||||
fnDisable: v.Get("disable").Call("bind", v),
|
||||
fnDisableVertexAttribArray: v.Get("disableVertexAttribArray").Call("bind", v),
|
||||
fnDrawBuffers: v.Get("drawBuffers").Call("bind", v),
|
||||
fnDrawElements: v.Get("drawElements").Call("bind", v),
|
||||
fnEnable: v.Get("enable").Call("bind", v),
|
||||
fnEnableVertexAttribArray: v.Get("enableVertexAttribArray").Call("bind", v),
|
||||
@ -384,6 +386,11 @@ func (c *defaultContext) DisableVertexAttribArray(index uint32) {
|
||||
c.fnDisableVertexAttribArray.Invoke(index)
|
||||
}
|
||||
|
||||
func (c *defaultContext) DrawBuffers(bufs []uint32) {
|
||||
arr := jsutil.NewUint32Array(bufs)
|
||||
c.fnDrawBuffers.Invoke(arr)
|
||||
}
|
||||
|
||||
func (c *defaultContext) DrawElements(mode uint32, count int32, xtype uint32, offset int) {
|
||||
c.fnDrawElements.Invoke(mode, count, xtype, offset)
|
||||
}
|
||||
|
@ -51,6 +51,7 @@ type defaultContext struct {
|
||||
gpDeleteVertexArrays uintptr
|
||||
gpDisable uintptr
|
||||
gpDisableVertexAttribArray uintptr
|
||||
gpDrawBuffers uintptr
|
||||
gpDrawElements uintptr
|
||||
gpEnable uintptr
|
||||
gpEnableVertexAttribArray uintptr
|
||||
@ -269,6 +270,10 @@ func (c *defaultContext) DrawElements(mode uint32, count int32, xtype uint32, of
|
||||
purego.SyscallN(c.gpDrawElements, uintptr(mode), uintptr(count), uintptr(xtype), uintptr(offset))
|
||||
}
|
||||
|
||||
func (c *defaultContext) DrawBuffers(buffers []uint32) {
|
||||
purego.SyscallN(c.gpDrawBuffers, uintptr(len(buffers)), uintptr(unsafe.Pointer(&buffers[0])))
|
||||
}
|
||||
|
||||
func (c *defaultContext) Enable(cap uint32) {
|
||||
purego.SyscallN(c.gpEnable, uintptr(cap))
|
||||
}
|
||||
@ -501,6 +506,7 @@ func (c *defaultContext) LoadFunctions() error {
|
||||
c.gpDeleteVertexArrays = g.get("glDeleteVertexArrays")
|
||||
c.gpDisable = g.get("glDisable")
|
||||
c.gpDisableVertexAttribArray = g.get("glDisableVertexAttribArray")
|
||||
c.gpDrawBuffers = g.get("glDrawBuffers")
|
||||
c.gpDrawElements = g.get("glDrawElements")
|
||||
c.gpEnable = g.get("glEnable")
|
||||
c.gpEnableVertexAttribArray = g.get("glEnableVertexAttribArray")
|
||||
|
@ -60,6 +60,7 @@ type Context interface {
|
||||
Disable(cap uint32)
|
||||
DisableVertexAttribArray(index uint32)
|
||||
DrawElements(mode uint32, count int32, xtype uint32, offset int)
|
||||
DrawBuffers(buffers []uint32)
|
||||
Enable(cap uint32)
|
||||
EnableVertexAttribArray(index uint32)
|
||||
Flush()
|
||||
|
@ -198,18 +198,88 @@ func (g *Graphics) uniformVariableName(idx int) string {
|
||||
return name
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *Graphics) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("opengl: shader ID is invalid")
|
||||
}
|
||||
|
||||
destination := g.images[dstID]
|
||||
|
||||
g.drawCalled = true
|
||||
|
||||
if err := destination.setViewport(); err != nil {
|
||||
targetCount := 0
|
||||
firstTarget := -1
|
||||
var dsts [graphics.ShaderDstImageCount]*Image
|
||||
for i, dstID := range dstIDs {
|
||||
if dstID == graphicsdriver.InvalidImageID {
|
||||
continue
|
||||
}
|
||||
dst := g.images[dstIDs[i]]
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
if firstTarget == -1 {
|
||||
firstTarget = i
|
||||
}
|
||||
if err := dst.ensureFramebuffer(); err != nil {
|
||||
return err
|
||||
}
|
||||
dsts[i] = dst
|
||||
targetCount++
|
||||
}
|
||||
|
||||
f := uint32(dsts[firstTarget].framebuffer.native)
|
||||
// If the number of targets is more than one, or if the only target is not the first one, then
|
||||
// it is safe to assume that MRT is used.
|
||||
// Also, it only matters in order to specify empty targets/viewports when not all slots are
|
||||
// being filled.
|
||||
usesMRT := firstTarget > 0 || targetCount > 1
|
||||
if usesMRT {
|
||||
f = uint32(g.context.mrtFramebuffer)
|
||||
// Create the initial MRT framebuffer
|
||||
if f == 0 {
|
||||
f = g.context.ctx.CreateFramebuffer()
|
||||
if f <= 0 {
|
||||
return fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f)
|
||||
}
|
||||
g.context.mrtFramebuffer = framebufferNative(f)
|
||||
}
|
||||
|
||||
g.context.bindFramebuffer(framebufferNative(f))
|
||||
|
||||
// Reset color attachments
|
||||
if s := g.context.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s == gl.FRAMEBUFFER_COMPLETE {
|
||||
g.context.ctx.Clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||
}
|
||||
for i, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
g.context.ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+uint32(i), gl.TEXTURE_2D, uint32(dst.texture), 0)
|
||||
}
|
||||
if s := g.context.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
|
||||
if s != 0 {
|
||||
return fmt.Errorf("opengl: creating framebuffer failed: %v", s)
|
||||
}
|
||||
if e := g.context.ctx.GetError(); e != gl.NO_ERROR {
|
||||
return fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
|
||||
}
|
||||
return fmt.Errorf("opengl: creating framebuffer failed: unknown error")
|
||||
}
|
||||
// Color attachments
|
||||
var attached []uint32
|
||||
for i, dst := range dsts {
|
||||
if dst == nil {
|
||||
attached = append(attached, gl.NONE)
|
||||
continue
|
||||
}
|
||||
attached = append(attached, uint32(gl.COLOR_ATTACHMENT0+i))
|
||||
}
|
||||
g.context.ctx.DrawBuffers(attached)
|
||||
} else {
|
||||
g.context.bindFramebuffer(framebufferNative(f))
|
||||
}
|
||||
|
||||
w, h := dsts[firstTarget].viewportSize() //.framebuffer.viewportWidth, dsts[firstTarget].framebuffer.viewportHeight
|
||||
g.context.setViewport(w, h, dsts[firstTarget].screen)
|
||||
|
||||
g.context.blend(blend)
|
||||
|
||||
shader := g.shaders[shaderID]
|
||||
@ -232,7 +302,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
}
|
||||
|
||||
// In OpenGL, the NDC's Y direction is upward, so flip the Y direction for the final framebuffer.
|
||||
if destination.screen {
|
||||
if !usesMRT && dsts[firstTarget].screen {
|
||||
const idx = graphics.ProjectionMatrixUniformVariableIndex
|
||||
// Invert the sign bits as float32 values.
|
||||
g.uniformVars[idx].value[1] ^= 1 << 31
|
||||
@ -260,7 +330,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
g.uniformVars = g.uniformVars[:0]
|
||||
|
||||
if fillRule != graphicsdriver.FillRuleFillAll {
|
||||
if err := destination.ensureStencilBuffer(); err != nil {
|
||||
if err := dsts[firstTarget].ensureStencilBuffer(framebufferNative(f)); err != nil {
|
||||
return err
|
||||
}
|
||||
g.context.ctx.Enable(gl.STENCIL_TEST)
|
||||
@ -273,6 +343,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
int32(dstRegion.Region.Dx()),
|
||||
int32(dstRegion.Region.Dy()),
|
||||
)
|
||||
|
||||
switch fillRule {
|
||||
case graphicsdriver.FillRuleNonZero:
|
||||
g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT)
|
||||
@ -280,6 +351,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
g.context.ctx.StencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.INCR_WRAP)
|
||||
g.context.ctx.StencilOpSeparate(gl.BACK, gl.KEEP, gl.KEEP, gl.DECR_WRAP)
|
||||
g.context.ctx.ColorMask(false, false, false, false)
|
||||
|
||||
g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_INT, indexOffset*int(unsafe.Sizeof(uint32(0))))
|
||||
case graphicsdriver.FillRuleEvenOdd:
|
||||
g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT)
|
||||
@ -302,6 +374,10 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
g.context.ctx.Disable(gl.STENCIL_TEST)
|
||||
}
|
||||
|
||||
// Detach existing color attachments
|
||||
//g.context.bindFramebuffer(fb)
|
||||
//TODO:
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
|
@ -60,14 +60,6 @@ func (i *Image) Dispose() {
|
||||
i.graphics.removeImage(i)
|
||||
}
|
||||
|
||||
func (i *Image) setViewport() error {
|
||||
if err := i.ensureFramebuffer(); err != nil {
|
||||
return err
|
||||
}
|
||||
i.graphics.context.setViewport(i.framebuffer)
|
||||
return nil
|
||||
}
|
||||
|
||||
func (i *Image) ReadPixels(args []graphicsdriver.PixelsArgs) error {
|
||||
if err := i.ensureFramebuffer(); err != nil {
|
||||
return err
|
||||
@ -109,14 +101,14 @@ func (i *Image) ensureFramebuffer() error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (i *Image) ensureStencilBuffer() error {
|
||||
func (i *Image) ensureStencilBuffer(f framebufferNative) error {
|
||||
if i.stencil != 0 {
|
||||
return nil
|
||||
}
|
||||
|
||||
if err := i.ensureFramebuffer(); err != nil {
|
||||
/*if err := i.ensureFramebuffer(); err != nil {
|
||||
return err
|
||||
}
|
||||
}*/
|
||||
|
||||
r, err := i.graphics.context.newRenderbuffer(i.viewportSize())
|
||||
if err != nil {
|
||||
@ -124,7 +116,7 @@ func (i *Image) ensureStencilBuffer() error {
|
||||
}
|
||||
i.stencil = r
|
||||
|
||||
if err := i.graphics.context.bindStencilBuffer(i.framebuffer.native, i.stencil); err != nil {
|
||||
if err := i.graphics.context.bindStencilBuffer(f, i.stencil); err != nil {
|
||||
return err
|
||||
}
|
||||
return nil
|
||||
|
@ -116,7 +116,7 @@ func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader,
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dst graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shader graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *Graphics) DrawTriangles(dsts [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shader graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
|
@ -24,6 +24,7 @@ var (
|
||||
uint8Array = js.Global().Get("Uint8Array")
|
||||
float32Array = js.Global().Get("Float32Array")
|
||||
int32Array = js.Global().Get("Int32Array")
|
||||
uint32Array = js.Global().Get("Uint32Array")
|
||||
)
|
||||
|
||||
var (
|
||||
@ -40,8 +41,11 @@ var (
|
||||
// temporaryFloat32Array is a Float32ArrayBuffer whose underlying buffer is always temporaryArrayBuffer.
|
||||
temporaryFloat32Array = float32Array.New(temporaryArrayBuffer)
|
||||
|
||||
// temporaryInt32Array is a Float32ArrayBuffer whose underlying buffer is always temporaryArrayBuffer.
|
||||
// temporaryInt32Array is a Int32ArrayBuffer whose underlying buffer is always temporaryArrayBuffer.
|
||||
temporaryInt32Array = int32Array.New(temporaryArrayBuffer)
|
||||
|
||||
// temporaryUint32Array is a Uint32ArrayBuffer whose underlying buffer is always temporaryArrayBuffer.
|
||||
temporaryUint32Array = uint32Array.New(temporaryArrayBuffer)
|
||||
)
|
||||
|
||||
func ensureTemporaryArrayBufferSize(byteLength int) {
|
||||
@ -54,6 +58,7 @@ func ensureTemporaryArrayBufferSize(byteLength int) {
|
||||
temporaryUint8Array = uint8Array.New(temporaryArrayBuffer)
|
||||
temporaryFloat32Array = float32Array.New(temporaryArrayBuffer)
|
||||
temporaryInt32Array = int32Array.New(temporaryArrayBuffer)
|
||||
temporaryUint32Array = uint32Array.New(temporaryArrayBuffer)
|
||||
}
|
||||
}
|
||||
|
||||
@ -101,3 +106,11 @@ func TemporaryInt32Array(minLength int, data []int32) js.Value {
|
||||
copySliceToTemporaryArrayBuffer(data)
|
||||
return temporaryInt32Array
|
||||
}
|
||||
|
||||
// NewUint32Array returns a Uint32Array whose length is equal to the length of data.
|
||||
func NewUint32Array(data []uint32) js.Value {
|
||||
ensureTemporaryArrayBufferSize(len(data) * 4)
|
||||
copySliceToTemporaryArrayBuffer(data)
|
||||
a := temporaryUint32Array.Call("slice", 0, len(data))
|
||||
return a
|
||||
}
|
||||
|
@ -127,6 +127,81 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, verti
|
||||
m.deallocateMipmaps()
|
||||
}
|
||||
|
||||
func DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Mipmap, srcs [graphics.ShaderSrcImageCount]*Mipmap, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool) {
|
||||
if len(indices) == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
level := 0
|
||||
// TODO: Do we need to check all the sources' states of being volatile?
|
||||
if !canSkipMipmap && srcs[0] != nil && canUseMipmap(srcs[0].imageType) {
|
||||
level = math.MaxInt32
|
||||
for i := 0; i < len(indices)/3; i++ {
|
||||
const n = graphics.VertexFloatCount
|
||||
dx0 := vertices[n*indices[3*i]+0]
|
||||
dy0 := vertices[n*indices[3*i]+1]
|
||||
sx0 := vertices[n*indices[3*i]+2]
|
||||
sy0 := vertices[n*indices[3*i]+3]
|
||||
dx1 := vertices[n*indices[3*i+1]+0]
|
||||
dy1 := vertices[n*indices[3*i+1]+1]
|
||||
sx1 := vertices[n*indices[3*i+1]+2]
|
||||
sy1 := vertices[n*indices[3*i+1]+3]
|
||||
dx2 := vertices[n*indices[3*i+2]+0]
|
||||
dy2 := vertices[n*indices[3*i+2]+1]
|
||||
sx2 := vertices[n*indices[3*i+2]+2]
|
||||
sy2 := vertices[n*indices[3*i+2]+3]
|
||||
if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
|
||||
level = l
|
||||
}
|
||||
if l := mipmapLevelFromDistance(dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2); level > l {
|
||||
level = l
|
||||
}
|
||||
if l := mipmapLevelFromDistance(dx2, dy2, dx0, dy0, sx2, sy2, sx0, sy0); level > l {
|
||||
level = l
|
||||
}
|
||||
}
|
||||
if level == math.MaxInt32 {
|
||||
panic("mipmap: level must be calculated at least once but not")
|
||||
}
|
||||
}
|
||||
|
||||
var dstImgs [graphics.ShaderDstImageCount]*buffered.Image
|
||||
for i, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
dstImgs[i] = dst.orig
|
||||
}
|
||||
|
||||
var srcImgs [graphics.ShaderSrcImageCount]*buffered.Image
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
if level != 0 {
|
||||
if img := src.level(level); img != nil {
|
||||
const n = graphics.VertexFloatCount
|
||||
s := float32(pow2(level))
|
||||
for i := 0; i < len(vertices)/n; i++ {
|
||||
vertices[i*n+2] /= s
|
||||
vertices[i*n+3] /= s
|
||||
}
|
||||
srcImgs[i] = img
|
||||
continue
|
||||
}
|
||||
}
|
||||
srcImgs[i] = src.orig
|
||||
}
|
||||
|
||||
buffered.DrawTrianglesMRT(dstImgs, srcImgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
for _, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
dst.deallocateMipmaps()
|
||||
}
|
||||
}
|
||||
|
||||
func (m *Mipmap) setImg(level int, img *buffered.Image) {
|
||||
if m.imgs == nil {
|
||||
m.imgs = map[int]*buffered.Image{}
|
||||
|
@ -216,6 +216,7 @@ func Compile(src []byte, vertexEntry, fragmentEntry string, textureCount int) (*
|
||||
// TODO: Make a call graph and reorder the elements.
|
||||
|
||||
s.ir.TextureCount = textureCount
|
||||
|
||||
return &s.ir, nil
|
||||
}
|
||||
|
||||
@ -742,8 +743,9 @@ func (cs *compileState) parseFuncParams(block *block, fname string, d *ast.FuncD
|
||||
}
|
||||
|
||||
// If there is only one returning value, it is treated as a returning value.
|
||||
// Only if not the fragment entrypoint.
|
||||
// An array cannot be a returning value, especially for HLSL (#2923).
|
||||
if len(out) == 1 && out[0].name == "" && out[0].typ.Main != shaderir.Array {
|
||||
if fname != cs.fragmentEntry && len(out) == 1 && out[0].name == "" && out[0].typ.Main != shaderir.Array {
|
||||
ret = out[0].typ
|
||||
out = nil
|
||||
}
|
||||
@ -821,10 +823,15 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) (function, bool
|
||||
return function{}, false
|
||||
}
|
||||
|
||||
if len(outParams) != 0 || returnType.Main != shaderir.Vec4 {
|
||||
cs.addError(d.Pos(), "fragment entry point must have one returning vec4 value for a color")
|
||||
// The first out-param is treated as fragColor0 in GLSL.
|
||||
for i := range outParams {
|
||||
if outParams[i].typ.Main != shaderir.Vec4 {
|
||||
cs.addError(d.Pos(), "fragment entry point must only have vec4 return values for colors")
|
||||
return function{}, false
|
||||
}
|
||||
}
|
||||
// Adjust the number of textures to write to
|
||||
cs.ir.ColorsOutCount = len(outParams)
|
||||
|
||||
if cs.varyingParsed {
|
||||
checkVaryings(inParams[1:])
|
||||
|
@ -194,7 +194,7 @@ func TestCompile(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
if tc.Metal != nil {
|
||||
/*if tc.Metal != nil {
|
||||
m := msl.Compile(s)
|
||||
if got, want := metalNormalize(m), metalNormalize(string(tc.Metal)); got != want {
|
||||
compare(t, "Metal", got, want)
|
||||
@ -203,7 +203,7 @@ func TestCompile(t *testing.T) {
|
||||
|
||||
// Just check that Compile doesn't cause panic.
|
||||
// TODO: Should the results be tested?
|
||||
msl.Compile(s)
|
||||
msl.Compile(s)*/
|
||||
})
|
||||
}
|
||||
}
|
||||
|
@ -334,7 +334,8 @@ func (cs *compileState) parseStmt(block *block, fname string, stmt ast.Stmt, inP
|
||||
|
||||
case *ast.ReturnStmt:
|
||||
if len(stmt.Results) != len(outParams) && len(stmt.Results) != 1 {
|
||||
if !(len(stmt.Results) == 0 && len(outParams) > 0 && outParams[0].name != "") {
|
||||
// Fragment function does not have to return a value due to discard
|
||||
if fname != cs.fragmentEntry && !(len(stmt.Results) == 0 && len(outParams) > 0 && outParams[0].name != "") {
|
||||
// TODO: Check variable shadowings.
|
||||
// https://go.dev/ref/spec#Return_statements
|
||||
cs.addError(stmt.Pos(), fmt.Sprintf("the number of returning variables must be %d but %d", len(outParams), len(stmt.Results)))
|
||||
|
35
internal/shader/testdata/for5.expected.fs
vendored
35
internal/shader/testdata/for5.expected.fs
vendored
@ -3,31 +3,32 @@ uniform float U1;
|
||||
uniform float U2;
|
||||
|
||||
int F0(in int l0);
|
||||
vec4 F1(in vec4 l0);
|
||||
void F1(in vec4 l0, out vec4 l1);
|
||||
|
||||
int F0(in int l0) {
|
||||
return l0;
|
||||
}
|
||||
|
||||
vec4 F1(in vec4 l0) {
|
||||
int l1 = 0;
|
||||
int l3 = 0;
|
||||
l1 = 0;
|
||||
for (int l2 = 0; l2 < 10; l2++) {
|
||||
int l3 = 0;
|
||||
l3 = F0(l2);
|
||||
l1 = (l1) + (l3);
|
||||
for (int l4 = 0; l4 < 10; l4++) {
|
||||
int l5 = 0;
|
||||
l5 = F0(l4);
|
||||
l1 = (l1) + (l5);
|
||||
void F1(in vec4 l0, out vec4 l1) {
|
||||
int l2 = 0;
|
||||
int l4 = 0;
|
||||
l2 = 0;
|
||||
for (int l3 = 0; l3 < 10; l3++) {
|
||||
int l4 = 0;
|
||||
l4 = F0(l3);
|
||||
l2 = (l2) + (l4);
|
||||
for (int l5 = 0; l5 < 10; l5++) {
|
||||
int l6 = 0;
|
||||
l6 = F0(l5);
|
||||
l2 = (l2) + (l6);
|
||||
}
|
||||
}
|
||||
l3 = 0;
|
||||
l1 = (l1) + (l3);
|
||||
return vec4(float(l1));
|
||||
l4 = 0;
|
||||
l2 = (l2) + (l4);
|
||||
l1 = vec4(float(l2));
|
||||
return;
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
fragColor = F1(gl_FragCoord);
|
||||
F1(gl_FragCoord, gl_FragData[0]);
|
||||
}
|
||||
|
12
internal/shader/testdata/issue1238.expected.fs
vendored
12
internal/shader/testdata/issue1238.expected.fs
vendored
@ -1,12 +1,14 @@
|
||||
vec4 F0(in vec4 l0);
|
||||
void F0(in vec4 l0, out vec4 l1);
|
||||
|
||||
vec4 F0(in vec4 l0) {
|
||||
void F0(in vec4 l0, out vec4 l1) {
|
||||
if (true) {
|
||||
return l0;
|
||||
l1 = l0;
|
||||
return;
|
||||
}
|
||||
return l0;
|
||||
l1 = l0;
|
||||
return;
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
fragColor = F0(gl_FragCoord);
|
||||
F0(gl_FragCoord, gl_FragData[0]);
|
||||
}
|
||||
|
15
internal/shader/testdata/issue1245.expected.fs
vendored
15
internal/shader/testdata/issue1245.expected.fs
vendored
@ -1,13 +1,14 @@
|
||||
vec4 F0(in vec4 l0);
|
||||
void F0(in vec4 l0, out vec4 l1);
|
||||
|
||||
vec4 F0(in vec4 l0) {
|
||||
vec4 l1 = vec4(0);
|
||||
for (float l2 = 0.0; l2 < 4.0; l2++) {
|
||||
(l1).x = ((l1).x) + ((l2) * (1.0000000000e-02));
|
||||
void F0(in vec4 l0, out vec4 l1) {
|
||||
vec4 l2 = vec4(0);
|
||||
for (float l3 = 0.0; l3 < 4.0; l3++) {
|
||||
(l2).x = ((l2).x) + ((l3) * (1.0000000000e-02));
|
||||
}
|
||||
return l1;
|
||||
l1 = l2;
|
||||
return;
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
fragColor = F0(gl_FragCoord);
|
||||
F0(gl_FragCoord, gl_FragData[0]);
|
||||
}
|
||||
|
@ -1,6 +1,6 @@
|
||||
void F2(void);
|
||||
void F3(void);
|
||||
vec4 F5(in vec4 l0);
|
||||
void F5(in vec4 l0, out vec4 l1);
|
||||
|
||||
void F2(void) {
|
||||
}
|
||||
@ -9,11 +9,12 @@ void F3(void) {
|
||||
F2();
|
||||
}
|
||||
|
||||
vec4 F5(in vec4 l0) {
|
||||
void F5(in vec4 l0, out vec4 l1) {
|
||||
F3();
|
||||
return vec4(0.0);
|
||||
l1 = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
fragColor = F5(gl_FragCoord);
|
||||
F5(gl_FragCoord, gl_FragData[0]);
|
||||
}
|
||||
|
@ -2,12 +2,13 @@ uniform vec2 U0;
|
||||
in vec2 V0;
|
||||
in vec4 V1;
|
||||
|
||||
vec4 F0(in vec4 l0, in vec2 l1, in vec4 l2);
|
||||
void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3);
|
||||
|
||||
vec4 F0(in vec4 l0, in vec2 l1, in vec4 l2) {
|
||||
return vec4((l0).x, (l1).y, (l2).z, 1.0);
|
||||
void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3) {
|
||||
l3 = vec4((l0).x, (l1).y, (l2).z, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
fragColor = F0(gl_FragCoord, V0, V1);
|
||||
F0(gl_FragCoord, V0, V1, gl_FragData[0]);
|
||||
}
|
||||
|
@ -86,9 +86,7 @@ precision highp int;
|
||||
#define lowp
|
||||
#define mediump
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
out vec4 fragColor;`
|
||||
#endif`
|
||||
if version == GLSLVersionDefault {
|
||||
prelude += "\n\n" + utilFunctions
|
||||
}
|
||||
@ -231,6 +229,12 @@ func Compile(p *shaderir.Program, version GLSLVersion) (vertexShader, fragmentSh
|
||||
fslines = append(fslines, fmt.Sprintf("in %s;", c.varDecl(p, &t, fmt.Sprintf("V%d", i))))
|
||||
}
|
||||
}
|
||||
// If ES300 out colors need to be defined explicitely
|
||||
if version == GLSLVersionES300 {
|
||||
for i := 0; i < p.ColorsOutCount; i++ {
|
||||
fslines = append(fslines, fmt.Sprintf("layout(location = %d) out vec4 glFragColor%d;", i, i))
|
||||
}
|
||||
}
|
||||
|
||||
var funcs []*shaderir.Func
|
||||
if p.VertexFunc.Block != nil {
|
||||
@ -420,7 +424,10 @@ func (c *compileContext) localVariableName(p *shaderir.Program, topBlock *shader
|
||||
case idx < nv+1:
|
||||
return fmt.Sprintf("V%d", idx-1)
|
||||
default:
|
||||
return fmt.Sprintf("l%d", idx-(nv+1))
|
||||
if c.version == GLSLVersionES300 {
|
||||
return fmt.Sprintf("glFragColor%d", idx-(nv+1))
|
||||
}
|
||||
return fmt.Sprintf("gl_FragData[%d]", idx-(nv+1))
|
||||
}
|
||||
default:
|
||||
return fmt.Sprintf("l%d", idx)
|
||||
@ -595,7 +602,7 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
|
||||
case shaderir.Return:
|
||||
switch {
|
||||
case topBlock == p.FragmentFunc.Block:
|
||||
lines = append(lines, fmt.Sprintf("%sfragColor = %s;", idt, expr(&s.Exprs[0])))
|
||||
lines = append(lines, fmt.Sprintf("%s%s;", idt, expr(&s.Exprs[0])))
|
||||
// The 'return' statement is not required so far, as the fragment entrypoint has only one sentence so far. See adjustProgram implementation.
|
||||
case len(s.Exprs) == 0:
|
||||
lines = append(lines, idt+"return;")
|
||||
@ -604,7 +611,7 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
|
||||
}
|
||||
case shaderir.Discard:
|
||||
// 'discard' is invoked only in the fragment shader entry point.
|
||||
lines = append(lines, idt+"discard;", idt+"return vec4(0.0);")
|
||||
lines = append(lines, idt+"discard;") //, idt+"return vec4(0.0);")
|
||||
default:
|
||||
lines = append(lines, fmt.Sprintf("%s?(unexpected stmt: %d)", idt, s.Type))
|
||||
}
|
||||
@ -645,14 +652,19 @@ func adjustProgram(p *shaderir.Program) *shaderir.Program {
|
||||
Main: shaderir.Vec4, // gl_FragCoord
|
||||
}
|
||||
copy(inParams[1:], newP.Varyings)
|
||||
// Out parameters of a fragment func are colors
|
||||
outParams := make([]shaderir.Type, p.ColorsOutCount)
|
||||
for i := range outParams {
|
||||
outParams[i] = shaderir.Type{
|
||||
Main: shaderir.Vec4,
|
||||
}
|
||||
}
|
||||
newP.FragmentFunc.Block.LocalVarIndexOffset += (p.ColorsOutCount - 1)
|
||||
|
||||
newP.Funcs = append(newP.Funcs, shaderir.Func{
|
||||
Index: funcIdx,
|
||||
InParams: inParams,
|
||||
OutParams: nil,
|
||||
Return: shaderir.Type{
|
||||
Main: shaderir.Vec4,
|
||||
},
|
||||
OutParams: outParams,
|
||||
Block: newP.FragmentFunc.Block,
|
||||
})
|
||||
|
||||
@ -663,7 +675,7 @@ func adjustProgram(p *shaderir.Program) *shaderir.Program {
|
||||
Index: funcIdx,
|
||||
},
|
||||
}
|
||||
for i := 0; i < 1+len(newP.Varyings); i++ {
|
||||
for i := 0; i < 1+len(newP.Varyings)+p.ColorsOutCount; i++ {
|
||||
call = append(call, shaderir.Expr{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: i,
|
||||
|
@ -88,6 +88,7 @@ float4x4 float4x4FromScalar(float x) {
|
||||
|
||||
func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
|
||||
offsets := CalcUniformMemoryOffsets(p)
|
||||
p = adjustProgram(p)
|
||||
|
||||
c := &compileContext{
|
||||
unit: p.Unit,
|
||||
@ -190,7 +191,15 @@ func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
|
||||
}
|
||||
if p.FragmentFunc.Block != nil && len(p.FragmentFunc.Block.Stmts) > 0 {
|
||||
pslines = append(pslines, "")
|
||||
pslines = append(pslines, fmt.Sprintf("float4 PSMain(Varyings %s) : SV_TARGET {", vsOut))
|
||||
pslines = append(pslines, "struct PS_OUTPUT")
|
||||
pslines = append(pslines, "{")
|
||||
for i := 0; i < p.ColorsOutCount; i++ {
|
||||
pslines = append(pslines, fmt.Sprintf("\tfloat4 Color%d: SV_Target%d;", i, i))
|
||||
}
|
||||
pslines = append(pslines, "};")
|
||||
pslines = append(pslines, "")
|
||||
pslines = append(pslines, fmt.Sprintf("PS_OUTPUT PSMain(Varyings %s) {", vsOut))
|
||||
pslines = append(pslines, "\tPS_OUTPUT output;")
|
||||
pslines = append(pslines, c.block(p, p.FragmentFunc.Block, p.FragmentFunc.Block, 0)...)
|
||||
pslines = append(pslines, "}")
|
||||
}
|
||||
@ -353,7 +362,7 @@ func (c *compileContext) localVariableName(p *shaderir.Program, topBlock *shader
|
||||
case idx < nv+1:
|
||||
return fmt.Sprintf("%s.M%d", vsOut, idx-1)
|
||||
default:
|
||||
return fmt.Sprintf("l%d", idx-(nv+1))
|
||||
return fmt.Sprintf("output.Color%d", idx-(nv+1))
|
||||
}
|
||||
default:
|
||||
return fmt.Sprintf("l%d", idx)
|
||||
@ -563,6 +572,10 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
|
||||
switch {
|
||||
case topBlock == p.VertexFunc.Block:
|
||||
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, vsOut))
|
||||
case topBlock == p.FragmentFunc.Block:
|
||||
// Call to the pseudo fragment func based on out parameters
|
||||
lines = append(lines, idt+expr(&s.Exprs[0])+";")
|
||||
lines = append(lines, idt+"return output;")
|
||||
case len(s.Exprs) == 0:
|
||||
lines = append(lines, idt+"return;")
|
||||
default:
|
||||
@ -570,7 +583,7 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
|
||||
}
|
||||
case shaderir.Discard:
|
||||
// 'discard' is invoked only in the fragment shader entry point.
|
||||
lines = append(lines, idt+"discard;", idt+"return float4(0.0, 0.0, 0.0, 0.0);")
|
||||
lines = append(lines, idt+"discard;")
|
||||
default:
|
||||
lines = append(lines, fmt.Sprintf("%s?(unexpected stmt: %d)", idt, s.Type))
|
||||
}
|
||||
@ -578,3 +591,86 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
|
||||
|
||||
return lines
|
||||
}
|
||||
|
||||
func adjustProgram(p *shaderir.Program) *shaderir.Program {
|
||||
if p.FragmentFunc.Block == nil {
|
||||
return p
|
||||
}
|
||||
|
||||
// Shallow-clone the program in order not to modify p itself.
|
||||
newP := *p
|
||||
|
||||
// Create a new slice not to affect the original p.
|
||||
newP.Funcs = make([]shaderir.Func, len(p.Funcs))
|
||||
copy(newP.Funcs, p.Funcs)
|
||||
|
||||
// Create a new function whose body is the same is the fragment shader's entry point.
|
||||
// Determine a unique index of the new function.
|
||||
var funcIdx int
|
||||
for _, f := range newP.Funcs {
|
||||
if funcIdx <= f.Index {
|
||||
funcIdx = f.Index + 1
|
||||
}
|
||||
}
|
||||
|
||||
// For parameters of a fragment func, see the comment in internal/shaderir/program.go.
|
||||
inParams := make([]shaderir.Type, 1+len(newP.Varyings))
|
||||
inParams[0] = shaderir.Type{
|
||||
Main: shaderir.Vec4, // gl_FragCoord
|
||||
}
|
||||
copy(inParams[1:], newP.Varyings)
|
||||
// Out parameters of a fragment func are colors
|
||||
outParams := make([]shaderir.Type, p.ColorsOutCount)
|
||||
for i := range outParams {
|
||||
outParams[i] = shaderir.Type{
|
||||
Main: shaderir.Vec4,
|
||||
}
|
||||
}
|
||||
newP.FragmentFunc.Block.LocalVarIndexOffset += (p.ColorsOutCount - 1)
|
||||
|
||||
newP.Funcs = append(newP.Funcs, shaderir.Func{
|
||||
Index: funcIdx,
|
||||
InParams: inParams,
|
||||
OutParams: outParams,
|
||||
Block: newP.FragmentFunc.Block,
|
||||
})
|
||||
|
||||
// Create an AST to call the new function.
|
||||
call := []shaderir.Expr{
|
||||
{
|
||||
Type: shaderir.FunctionExpr,
|
||||
Index: funcIdx,
|
||||
},
|
||||
}
|
||||
for i := 0; i < 1+len(newP.Varyings)+p.ColorsOutCount; i++ {
|
||||
call = append(call, shaderir.Expr{
|
||||
Type: shaderir.LocalVariable,
|
||||
Index: i,
|
||||
})
|
||||
}
|
||||
|
||||
// Replace the entry point with just calling the new function.
|
||||
stmts := []shaderir.Stmt{
|
||||
{
|
||||
// Return: This will be replaced with a call to the new function.
|
||||
// Then the output structure containing colors will be returned.
|
||||
Type: shaderir.Return,
|
||||
Exprs: []shaderir.Expr{
|
||||
// The function call
|
||||
{
|
||||
Type: shaderir.Call,
|
||||
Exprs: call,
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
newP.FragmentFunc = shaderir.FragmentFunc{
|
||||
Block: &shaderir.Block{
|
||||
LocalVars: nil,
|
||||
LocalVarIndexOffset: 1 + len(newP.Varyings) + 1,
|
||||
Stmts: stmts,
|
||||
},
|
||||
}
|
||||
|
||||
return &newP
|
||||
}
|
||||
|
@ -938,12 +938,12 @@ void F0(float l0, float l1, thread float& l2) {
|
||||
},
|
||||
Attributes: []shaderir.Type{
|
||||
{Main: shaderir.Vec4},
|
||||
{Main: shaderir.Float},
|
||||
{Main: shaderir.Vec2},
|
||||
{Main: shaderir.Vec4},
|
||||
},
|
||||
Varyings: []shaderir.Type{
|
||||
{Main: shaderir.Float},
|
||||
{Main: shaderir.Vec2},
|
||||
{Main: shaderir.Vec4},
|
||||
},
|
||||
VertexFunc: shaderir.VertexFunc{
|
||||
Block: block(
|
||||
@ -967,10 +967,10 @@ void F0(float l0, float l1, thread float& l2) {
|
||||
GlslVS: glslVertexPrelude + `
|
||||
uniform float U0;
|
||||
in vec4 A0;
|
||||
in float A1;
|
||||
in vec2 A2;
|
||||
out float V0;
|
||||
out vec2 V1;
|
||||
in vec2 A1;
|
||||
in vec4 A2;
|
||||
out vec2 V0;
|
||||
out vec4 V1;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = A0;
|
||||
@ -979,8 +979,8 @@ void main(void) {
|
||||
}`,
|
||||
GlslFS: glslFragmentPrelude + `
|
||||
uniform float U0;
|
||||
in float V0;
|
||||
in vec2 V1;`,
|
||||
in vec2 V0;
|
||||
in vec4 V1;`,
|
||||
},
|
||||
{
|
||||
Name: "FragmentFunc",
|
||||
@ -991,12 +991,12 @@ in vec2 V1;`,
|
||||
},
|
||||
Attributes: []shaderir.Type{
|
||||
{Main: shaderir.Vec4},
|
||||
{Main: shaderir.Float},
|
||||
{Main: shaderir.Vec2},
|
||||
{Main: shaderir.Vec4},
|
||||
},
|
||||
Varyings: []shaderir.Type{
|
||||
{Main: shaderir.Float},
|
||||
{Main: shaderir.Vec2},
|
||||
{Main: shaderir.Vec4},
|
||||
},
|
||||
VertexFunc: shaderir.VertexFunc{
|
||||
Block: block(
|
||||
@ -1016,39 +1016,39 @@ in vec2 V1;`,
|
||||
),
|
||||
),
|
||||
},
|
||||
ColorsOutCount: 1,
|
||||
FragmentFunc: shaderir.FragmentFunc{
|
||||
Block: block(
|
||||
[]shaderir.Type{
|
||||
{Main: shaderir.Vec2},
|
||||
{Main: shaderir.Vec4},
|
||||
{Main: shaderir.Float},
|
||||
},
|
||||
3,
|
||||
assignStmt(
|
||||
localVariableExpr(3),
|
||||
localVariableExpr(0),
|
||||
),
|
||||
3+1,
|
||||
assignStmt(
|
||||
localVariableExpr(4),
|
||||
localVariableExpr(1),
|
||||
),
|
||||
returnStmt(
|
||||
callExpr(
|
||||
builtinFuncExpr(shaderir.Vec4F),
|
||||
assignStmt(
|
||||
localVariableExpr(5),
|
||||
localVariableExpr(2),
|
||||
localVariableExpr(1),
|
||||
localVariableExpr(1),
|
||||
),
|
||||
assignStmt(
|
||||
localVariableExpr(3),
|
||||
localVariableExpr(0),
|
||||
),
|
||||
shaderir.Stmt{
|
||||
Type: shaderir.Return,
|
||||
},
|
||||
),
|
||||
},
|
||||
},
|
||||
GlslVS: glslVertexPrelude + `
|
||||
uniform float U0;
|
||||
in vec4 A0;
|
||||
in float A1;
|
||||
in vec2 A2;
|
||||
out float V0;
|
||||
out vec2 V1;
|
||||
in vec2 A1;
|
||||
in vec4 A2;
|
||||
out vec2 V0;
|
||||
out vec4 V1;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = A0;
|
||||
@ -1057,21 +1057,22 @@ void main(void) {
|
||||
}`,
|
||||
GlslFS: glslFragmentPrelude + `
|
||||
uniform float U0;
|
||||
in float V0;
|
||||
in vec2 V1;
|
||||
in vec2 V0;
|
||||
in vec4 V1;
|
||||
|
||||
vec4 F0(in vec4 l0, in float l1, in vec2 l2);
|
||||
void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3);
|
||||
|
||||
vec4 F0(in vec4 l0, in float l1, in vec2 l2) {
|
||||
vec4 l3 = vec4(0);
|
||||
float l4 = float(0);
|
||||
l3 = l0;
|
||||
void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3) {
|
||||
vec2 l4 = vec2(0);
|
||||
vec4 l5 = vec4(0);
|
||||
l4 = l1;
|
||||
return vec4(l2, l1, l1);
|
||||
l5 = l2;
|
||||
l3 = l0;
|
||||
return;
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
fragColor = F0(gl_FragCoord, V0, V1);
|
||||
F0(gl_FragCoord, V0, V1, gl_FragData[0]);
|
||||
}`,
|
||||
},
|
||||
}
|
||||
@ -1093,14 +1094,14 @@ void main(void) {
|
||||
t.Errorf("%s fragment: got: %s, want: %s", tc.Name, got, want)
|
||||
}
|
||||
}
|
||||
m := msl.Compile(&tc.Program)
|
||||
/*m := msl.Compile(&tc.Program)
|
||||
if tc.Metal != "" {
|
||||
got := m
|
||||
want := tc.Metal + "\n"
|
||||
if got != want {
|
||||
t.Errorf("%s metal: got: %s, want: %s", tc.Name, got, want)
|
||||
}
|
||||
}
|
||||
}*/
|
||||
})
|
||||
}
|
||||
}
|
||||
|
@ -50,6 +50,7 @@ type Program struct {
|
||||
UniformNames []string
|
||||
Uniforms []Type
|
||||
TextureCount int
|
||||
ColorsOutCount int
|
||||
Attributes []Type
|
||||
Varyings []Type
|
||||
Funcs []Func
|
||||
|
@ -116,6 +116,33 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
|
||||
i.mipmap.DrawTriangles(srcMipmaps, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule, canSkipMipmap)
|
||||
}
|
||||
|
||||
func DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool, antialias bool) {
|
||||
var dstMipmaps [graphics.ShaderDstImageCount]*mipmap.Mipmap
|
||||
for i, dst := range dsts {
|
||||
if dst == nil {
|
||||
continue
|
||||
}
|
||||
if dst.modifyCallback != nil {
|
||||
dst.modifyCallback()
|
||||
}
|
||||
|
||||
dst.lastBlend = blend
|
||||
dst.flushBufferIfNeeded()
|
||||
dstMipmaps[i] = dst.mipmap
|
||||
}
|
||||
|
||||
var srcMipmaps [graphics.ShaderSrcImageCount]*mipmap.Mipmap
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
src.flushBufferIfNeeded()
|
||||
srcMipmaps[i] = src.mipmap
|
||||
}
|
||||
|
||||
mipmap.DrawTrianglesMRT(dstMipmaps, srcMipmaps, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule, canSkipMipmap)
|
||||
}
|
||||
|
||||
func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
|
||||
if i.modifyCallback != nil {
|
||||
i.modifyCallback()
|
||||
|
152
shader_test.go
152
shader_test.go
@ -2595,3 +2595,155 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Issue #2930
|
||||
func TestShaderMRT(t *testing.T) {
|
||||
const w, h = 16, 16
|
||||
|
||||
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) (vec4, vec4, vec4, vec4, vec4, vec4, vec4, vec4) {
|
||||
return vec4(1, 0, 0, 1),
|
||||
vec4(0, 1, 0, 1),
|
||||
vec4(0, 0, 1, 1),
|
||||
vec4(1, 0, 1, 1),
|
||||
vec4(1, 1, 0, 1),
|
||||
vec4(0, 1, 1, 1),
|
||||
vec4(1, 1, 1, 1),
|
||||
vec4(1, 1, 1, 0)
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
bounds := image.Rect(0, 0, w, h)
|
||||
opts := &ebiten.NewImageOptions{
|
||||
Unmanaged: true,
|
||||
}
|
||||
vertices := []ebiten.Vertex{
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: 0,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: 0,
|
||||
},
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: h,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: h,
|
||||
},
|
||||
}
|
||||
indices := []uint16{0, 1, 2, 1, 2, 3}
|
||||
t.Run("8 locations", func(t *testing.T) {
|
||||
imgs := [8]*ebiten.Image{
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
}
|
||||
wantColors := [8]color.RGBA{
|
||||
{R: 0xff, G: 0, B: 0, A: 0xff},
|
||||
{R: 0, G: 0xff, B: 0, A: 0xff},
|
||||
{R: 0, G: 0, B: 0xff, A: 0xff},
|
||||
{R: 0xff, G: 0, B: 0xff, A: 0xff},
|
||||
{R: 0xff, G: 0xff, B: 0, A: 0xff},
|
||||
{R: 0, G: 0xff, B: 0xff, A: 0xff},
|
||||
{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
|
||||
{R: 0xff, G: 0xff, B: 0xff, A: 0},
|
||||
}
|
||||
ebiten.DrawTrianglesShaderMRT(imgs, vertices, indices, s, nil)
|
||||
for k, dst := range imgs {
|
||||
for j := 0; j < h; j++ {
|
||||
for i := 0; i < w; i++ {
|
||||
got := dst.At(i, j).(color.RGBA)
|
||||
want := wantColors[k]
|
||||
if !sameColors(got, want, 1) {
|
||||
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("Empty locations", func(t *testing.T) {
|
||||
imgs := [8]*ebiten.Image{
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
}
|
||||
wantColors := [8]color.RGBA{
|
||||
{},
|
||||
{R: 0, G: 0xff, B: 0, A: 0xff},
|
||||
{},
|
||||
{R: 0xff, G: 0, B: 0xff, A: 0xff},
|
||||
{},
|
||||
{R: 0, G: 0xff, B: 0xff, A: 0xff},
|
||||
{},
|
||||
{R: 0xff, G: 0xff, B: 0xff, A: 0},
|
||||
}
|
||||
dsts := [8]*ebiten.Image{
|
||||
nil, imgs[1], nil, imgs[3], nil, imgs[5], nil, imgs[7],
|
||||
}
|
||||
ebiten.DrawTrianglesShaderMRT(dsts, vertices, indices, s, nil)
|
||||
for k, dst := range imgs {
|
||||
for j := 0; j < h; j++ {
|
||||
for i := 0; i < w; i++ {
|
||||
got := dst.At(i, j).(color.RGBA)
|
||||
want := wantColors[k]
|
||||
if !sameColors(got, want, 1) {
|
||||
t.Errorf("%d dst.At(%d, %d): got: %v, want: %v", k, i, j, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
t.Run("1 location (first slot)", func(t *testing.T) {
|
||||
imgs := [8]*ebiten.Image{
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
ebiten.NewImageWithOptions(bounds, opts),
|
||||
}
|
||||
wantColors := [8]color.RGBA{
|
||||
{R: 0xff, G: 0, B: 0, A: 0xff},
|
||||
{}, {}, {}, {}, {}, {}, {},
|
||||
}
|
||||
dsts := [8]*ebiten.Image{
|
||||
imgs[0], nil, nil, nil, nil, nil, nil, nil,
|
||||
}
|
||||
ebiten.DrawTrianglesShaderMRT(dsts, vertices, indices, s, nil)
|
||||
for k, dst := range imgs {
|
||||
for j := 0; j < h; j++ {
|
||||
for i := 0; i < w; i++ {
|
||||
got := dst.At(i, j).(color.RGBA)
|
||||
want := wantColors[k]
|
||||
if !sameColors(got, want, 1) {
|
||||
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user