internal/graphicsdriver/directx: refactoring

This commit is contained in:
Hajime Hoshi 2024-05-05 18:58:13 +09:00
parent caab1ee29f
commit a41af4528b
3 changed files with 7 additions and 9 deletions

View File

@ -24,7 +24,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
)
var inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{
@ -482,8 +481,7 @@ func (g *graphics11) MaxImageSize() int {
}
func (g *graphics11) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
vs, ps, offsets := hlsl.Compile(program)
vsh, psh, err := compileShader(vs, ps)
vsh, psh, offsets, err := compileShader(program)
if err != nil {
return nil, err
}

View File

@ -25,7 +25,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/microsoftgdk"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
)
type resourceWithSize struct {
@ -1064,8 +1063,7 @@ func (g *graphics12) MaxImageSize() int {
}
func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
vs, ps, offsets := hlsl.Compile(program)
vsh, psh, err := compileShader(vs, ps)
vsh, psh, offsets, err := compileShader(program)
if err != nil {
return nil, err
}

View File

@ -21,11 +21,13 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
)
var vertexShaderCache = map[string]*_ID3DBlob{}
func compileShader(vs, ps string) (vsh, psh *_ID3DBlob, ferr error) {
func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, uniformOffsets []int, ferr error) {
vs, ps, offsets := hlsl.Compile(program)
var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)
defer func() {
@ -74,10 +76,10 @@ func compileShader(vs, ps string) (vsh, psh *_ID3DBlob, ferr error) {
})
if err := wg.Wait(); err != nil {
return nil, nil, err
return nil, nil, nil, err
}
return
return vsh, psh, offsets, nil
}
func constantBufferSize(uniformTypes []shaderir.Type, uniformOffsets []int) int {