mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
parent
2b4cf7fd17
commit
a4334c5464
@ -23,19 +23,14 @@ const (
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// PreservedUniformVariablesNum represents the number of preserved uniform variables.
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// Any shaders in Ebiten must have these uniform variables.
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//
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// All the preversed uniform variables are vec2 so far.
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PreservedUniformVariablesNum = 1 + // the destination texture size
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ShaderImageNum + // the texture sizes
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(ShaderImageNum - 1) // the offsets of the second and the following images
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)
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1 + // the texture sizes array
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1 // the offsets array of the second and the following images
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func TextureOffsetUniformVariableIndex(i int) int {
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if i == 0 {
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panic("graphics: the texture 0 doesn't have its offset")
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}
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return 1 + ShaderImageNum + i - 1
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}
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DestinationTextureSizeUniformVariableIndex = 0
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TextureSizesUniformVariableIndex = 1
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TextureOffsetsUniformVariableIndex = 2
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)
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const (
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IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
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@ -311,24 +311,32 @@ func (g *Graphics) DrawShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]
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us[0].value = []float32{float32(vw), float32(vh)}
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us[0].typ = s.ir.Uniforms[0]
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vsizes := make([]float32, 2*len(srcs))
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for i, src := range srcs {
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img := g.images[src]
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var w, h int
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if img != nil {
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w, h = img.framebufferSize()
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if img := g.images[src]; img != nil {
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w, h := img.framebufferSize()
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vsizes[2*i] = float32(w)
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vsizes[2*i+1] = float32(h)
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}
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const offset = 1
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us[i+offset].name = fmt.Sprintf("U%d", i+offset)
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us[i+offset].value = []float32{float32(w), float32(h)}
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us[i+offset].typ = s.ir.Uniforms[i+offset]
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}
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{
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const idx = 1
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = vsizes
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us[idx].typ = s.ir.Uniforms[idx]
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}
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voffsets := make([]float32, 2*len(offsets))
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for i, o := range offsets {
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const offset = 1 + graphics.ShaderImageNum
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o := o
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us[i+offset].name = fmt.Sprintf("U%d", i+offset)
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us[i+offset].value = o[:]
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us[i+offset].typ = s.ir.Uniforms[i+offset]
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voffsets[2*i] = o[0]
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voffsets[2*i+1] = o[1]
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}
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{
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const idx = 1 + 1
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = voffsets
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us[idx].typ = s.ir.Uniforms[idx]
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}
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for i, v := range uniforms {
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@ -182,11 +182,6 @@ func (cs *compileState) parse(f *ast.File) {
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}
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}
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// TODO: Check len(unames) == graphics.PreservedUniformVariablesNum. Unfortunately this is not true on tests.
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for _, t := range utypes {
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if got, want := t.Main, shaderir.Vec2; got != want {
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panic(fmt.Sprintf("shader: all the preserved uniform variables' types must be %v but %v", want, got))
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}
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}
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for i, u := range cs.uniforms {
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if !strings.HasPrefix(u, "__") {
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unames = append(unames, u)
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16
internal/shader/testdata/array.expected.vs
vendored
16
internal/shader/testdata/array.expected.vs
vendored
@ -1,17 +1,17 @@
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uniform vec2[4] U0;
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uniform vec2 U0[4];
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void F0(out vec2[2] l0);
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void F1(out vec2[2] l0);
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void F0(out vec2 l0[2]);
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void F1(out vec2 l0[2]);
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void F0(out vec2[2] l0) {
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vec2[2] l1 = vec2[2](vec2(0), vec2(0));
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void F0(out vec2 l0[2]) {
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vec2 l1[2] = vec2[2](vec2(0), vec2(0));
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l0 = l1;
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return;
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}
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void F1(out vec2[2] l0) {
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vec2[2] l1 = vec2[2](vec2(0), vec2(0));
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vec2[2] l2 = vec2[2](vec2(0), vec2(0));
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void F1(out vec2 l0[2]) {
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vec2 l1[2] = vec2[2](vec2(0), vec2(0));
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vec2 l2[2] = vec2[2](vec2(0), vec2(0));
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(l1)[0] = vec2(1.0);
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l2 = l1;
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((l2)[1]).y = vec2(2.0);
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@ -168,12 +168,12 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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return strings.Join(vslines, "\n") + "\n", strings.Join(fslines, "\n") + "\n"
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}
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func (p *Program) glslType(t *Type) string {
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func (p *Program) glslType(t *Type) (string, string) {
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switch t.Main {
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case None:
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return "void"
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return "void", ""
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case Struct:
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return p.structName(t)
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return p.structName(t), ""
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default:
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return t.Glsl()
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}
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@ -186,7 +186,8 @@ func (p *Program) glslVarDecl(t *Type, varname string) string {
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case Struct:
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return fmt.Sprintf("%s %s", p.structName(t), varname)
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default:
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return fmt.Sprintf("%s %s", t.Glsl(), varname)
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t0, t1 := t.Glsl()
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return fmt.Sprintf("%s %s%s", t0, varname, t1)
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}
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}
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@ -200,7 +201,8 @@ func (p *Program) glslVarInit(t *Type) string {
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for i := 0; i < t.Length; i++ {
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es = append(es, init)
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}
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return fmt.Sprintf("%s[%d](%s)", t.Sub[0].Glsl(), t.Length, strings.Join(es, ", "))
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t0, t1 := t.Glsl()
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return fmt.Sprintf("%s%s(%s)", t0, t1, strings.Join(es, ", "))
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case Struct:
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panic("not implemented")
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case Bool:
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@ -222,7 +224,8 @@ func (p *Program) glslVarInit(t *Type) string {
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case Mat4:
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return "mat4(0)"
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default:
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panic(fmt.Sprintf("?(unexpected type: %s)", p.glslType(t)))
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t0, t1 := p.glslType(t)
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panic(fmt.Sprintf("?(unexpected type: %s%s)", t0, t1))
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}
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}
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@ -242,7 +245,8 @@ func (p *Program) glslFunc(f *Func, prototype bool) []string {
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argsstr = strings.Join(args, ", ")
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}
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sig := fmt.Sprintf("%s F%d(%s)", p.glslType(&f.Return), f.Index, argsstr)
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t0, t1 := p.glslType(&f.Return)
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sig := fmt.Sprintf("%s%s F%d(%s)", t0, t1, f.Index, argsstr)
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var lines []string
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if prototype {
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@ -436,7 +440,8 @@ func (p *Program) glslBlock(topBlock, block *Block, level int, localVarIndex int
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t := s.ForVarType
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init := constantToNumberLiteral(ct, s.ForInit)
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end := constantToNumberLiteral(ct, s.ForEnd)
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lines = append(lines, fmt.Sprintf("%sfor (%s %s = %s; %s %s %s; %s) {", idt, t.Glsl(), v, init, v, op, end, delta))
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t0, t1 := t.Glsl()
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lines = append(lines, fmt.Sprintf("%sfor (%s %s%s = %s; %s %s %s; %s) {", idt, t0, v, t1, init, v, op, end, delta))
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lines = append(lines, p.glslBlock(topBlock, &s.Blocks[0], level+1, localVarIndex)...)
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lines = append(lines, fmt.Sprintf("%s}", idt))
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case Continue:
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@ -85,14 +85,15 @@ func (t *Type) serialize() string {
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return t.String()
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}
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func (t *Type) Glsl() string {
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func (t *Type) Glsl() (string, string) {
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switch t.Main {
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case Array:
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return fmt.Sprintf("%s[%d]", t.Sub[0].Glsl(), t.Length)
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t0, t1 := t.Sub[0].Glsl()
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return t0 + t1, fmt.Sprintf("[%d]", t.Length)
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case Struct:
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panic("shaderir: a struct is not implemented")
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default:
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return t.Main.glsl()
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return t.Main.glsl(), ""
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}
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}
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@ -225,8 +225,19 @@ func defaultProgram() shaderir.Program {
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}
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p.Uniforms = make([]shaderir.Type, graphics.PreservedUniformVariablesNum)
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for i := range p.Uniforms {
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p.Uniforms[i] = shaderir.Type{Main: shaderir.Vec2}
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// Destination texture size
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p.Uniforms[0] = shaderir.Type{Main: shaderir.Vec2}
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// Source texture sizes
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p.Uniforms[1] = shaderir.Type{
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Main: shaderir.Array,
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Length: graphics.ShaderImageNum,
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Sub: []shaderir.Type{{Main: shaderir.Vec2}},
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}
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// Source texture offsets
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p.Uniforms[2] = shaderir.Type{
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Main: shaderir.Array,
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Length: graphics.ShaderImageNum - 1,
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Sub: []shaderir.Type{{Main: shaderir.Vec2}},
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}
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return p
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}
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@ -350,8 +361,18 @@ func ShaderProgramImages(imageNum int) shaderir.Program {
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Exprs: []shaderir.Expr{
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texPos,
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{
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Type: shaderir.UniformVariable,
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Index: graphics.TextureOffsetUniformVariableIndex(i),
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Type: shaderir.Index,
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Exprs: []shaderir.Expr{
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{
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Type: shaderir.UniformVariable,
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Index: graphics.TextureOffsetsUniformVariableIndex,
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},
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{
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Type: shaderir.NumberExpr,
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Const: constant.MakeInt64(int64(i - 1)),
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ConstType: shaderir.ConstTypeInt,
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},
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},
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},
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},
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}
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17
shader.go
17
shader.go
@ -36,23 +36,26 @@ func textureDstSize() vec2 {
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}
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`
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shaderSuffix += fmt.Sprintf(`
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var __textureSizes [%d]vec2
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`, graphics.ShaderImageNum)
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for i := 0; i < graphics.ShaderImageNum; i++ {
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shaderSuffix += fmt.Sprintf(`
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var __textureSize%[1]d vec2
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func texture%[1]dSize() vec2 {
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return __textureSize%[1]d
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return __textureSizes[%[1]d]
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}
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`, i)
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}
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shaderSuffix += fmt.Sprintf(`
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var __textureOffsets [%d]vec2
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`, graphics.ShaderImageNum-1)
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for i := 0; i < graphics.ShaderImageNum; i++ {
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var offset string
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if i >= 1 {
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shaderSuffix += fmt.Sprintf(`
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var __textureOffset%[1]d vec2
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`, i)
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offset = fmt.Sprintf(" + __textureOffset%d", i)
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offset = fmt.Sprintf(" + __textureOffsets[%d]", i-1)
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}
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// __t%d is a special variable for a texture variable.
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shaderSuffix += fmt.Sprintf(`
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