mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 10:48:53 +01:00
parent
18b3859e20
commit
a45e241da1
@ -40,14 +40,6 @@ func NeedsRestoring() bool {
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return theGraphicsDriver.NeedsRestoring()
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}
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// IsShaderAvailable reports whether shaders are available. This function is only for testing.
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func IsShaderAvailable() bool {
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if !theGraphicsDriver.IsGL() {
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return false
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}
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return true
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}
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// command represents a drawing command.
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//
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// A command for drawing that is created when Image functions are called like DrawTriangles,
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@ -80,10 +80,6 @@ func TestReplacePixelsPartAfterDrawTriangles(t *testing.T) {
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}
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func TestShader(t *testing.T) {
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if !IsShaderAvailable() {
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t.Skip("shader is not implemented on this environment")
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}
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const w, h = 16, 16
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clr := NewImage(w, h)
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dst := NewImage(w, h)
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@ -318,6 +318,9 @@ type Graphics struct {
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images map[driver.ImageID]*Image
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nextImageID driver.ImageID
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shaders map[driver.ShaderID]*Shader
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nextShaderID driver.ShaderID
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src *Image
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dst *Image
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@ -433,6 +436,12 @@ func (g *Graphics) InvalidImageID() driver.ImageID {
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return -1
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}
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func (g *Graphics) genNextShaderID() driver.ShaderID {
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id := g.nextShaderID
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g.nextShaderID++
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return id
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}
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func (g *Graphics) NewImage(width, height int) (driver.Image, error) {
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g.checkSize(width, height)
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td := mtl.TextureDescriptor{
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@ -493,6 +502,27 @@ func (g *Graphics) SetTransparent(transparent bool) {
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g.transparent = transparent
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}
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func operationToBlendFactor(c driver.Operation) mtl.BlendFactor {
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switch c {
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case driver.Zero:
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return mtl.BlendFactorZero
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case driver.One:
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return mtl.BlendFactorOne
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case driver.SrcAlpha:
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return mtl.BlendFactorSourceAlpha
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case driver.DstAlpha:
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return mtl.BlendFactorDestinationAlpha
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case driver.OneMinusSrcAlpha:
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return mtl.BlendFactorOneMinusSourceAlpha
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case driver.OneMinusDstAlpha:
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return mtl.BlendFactorOneMinusDestinationAlpha
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case driver.DstColor:
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return mtl.BlendFactorDestinationColor
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default:
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panic(fmt.Sprintf("metal: invalid operation: %d", c))
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}
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}
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func (g *Graphics) Reset() error {
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if err := g.t.Call(func() error {
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if g.cq != (mtl.CommandQueue{}) {
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@ -554,27 +584,6 @@ func (g *Graphics) Reset() error {
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}
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g.screenRPS = rps
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conv := func(c driver.Operation) mtl.BlendFactor {
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switch c {
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case driver.Zero:
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return mtl.BlendFactorZero
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case driver.One:
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return mtl.BlendFactorOne
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case driver.SrcAlpha:
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return mtl.BlendFactorSourceAlpha
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case driver.DstAlpha:
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return mtl.BlendFactorDestinationAlpha
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case driver.OneMinusSrcAlpha:
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return mtl.BlendFactorOneMinusSourceAlpha
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case driver.OneMinusDstAlpha:
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return mtl.BlendFactorOneMinusDestinationAlpha
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case driver.DstColor:
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return mtl.BlendFactorDestinationColor
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default:
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panic(fmt.Sprintf("metal: invalid operation: %d", c))
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}
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}
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for _, screen := range []bool{false, true} {
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for _, cm := range []bool{false, true} {
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for _, a := range []driver.Address{
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@ -608,10 +617,10 @@ func (g *Graphics) Reset() error {
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rpld.ColorAttachments[0].BlendingEnabled = true
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src, dst := c.Operations()
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rpld.ColorAttachments[0].DestinationAlphaBlendFactor = conv(dst)
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rpld.ColorAttachments[0].DestinationRGBBlendFactor = conv(dst)
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rpld.ColorAttachments[0].SourceAlphaBlendFactor = conv(src)
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rpld.ColorAttachments[0].SourceRGBBlendFactor = conv(src)
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rpld.ColorAttachments[0].DestinationAlphaBlendFactor = operationToBlendFactor(dst)
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rpld.ColorAttachments[0].DestinationRGBBlendFactor = operationToBlendFactor(dst)
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rpld.ColorAttachments[0].SourceAlphaBlendFactor = operationToBlendFactor(src)
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rpld.ColorAttachments[0].SourceRGBBlendFactor = operationToBlendFactor(src)
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rps, err := g.view.getMTLDevice().MakeRenderPipelineState(rpld)
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if err != nil {
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return err
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@ -818,11 +827,33 @@ func (g *Graphics) MaxImageSize() int {
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}
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func (g *Graphics) NewShader(program *shaderir.Program) (driver.Shader, error) {
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panic("metal: NewShader is not implemented")
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var s *Shader
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if err := g.t.Call(func() error {
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var err error
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s, err = newShader(g.view.getMTLDevice(), g.genNextShaderID(), program)
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if err != nil {
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return err
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}
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return nil
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}); err != nil {
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return nil, err
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}
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g.addShader(s)
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return s, nil
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}
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func (g *Graphics) DrawShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, uniforms []interface{}) error {
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panic("metal: DrawShader is not implemented")
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func (g *Graphics) addShader(shader *Shader) {
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if g.shaders == nil {
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g.shaders = map[driver.ShaderID]*Shader{}
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}
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if _, ok := g.shaders[shader.id]; ok {
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panic(fmt.Sprintf("metal: shader ID %d was already registered", shader.id))
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}
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g.shaders[shader.id] = shader
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}
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func (g *Graphics) removeShader(shader *Shader) {
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delete(g.shaders, shader.id)
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}
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type Image struct {
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@ -959,3 +990,57 @@ func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) {
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return nil
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})
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}
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func (g *Graphics) DrawShader(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, uniforms []interface{}) error {
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dst := g.images[dstID]
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var srcs [graphics.ShaderImageNum]*Image
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for i, srcID := range srcIDs {
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srcs[i] = g.images[srcID]
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}
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if err := g.t.Call(func() error {
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rps, err := g.shaders[shader].RenderPipelineState(g.view.getMTLDevice(), mode)
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if err != nil {
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return err
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}
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us := make([]interface{}, graphics.PreservedUniformVariablesNum+len(uniforms))
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// Set the destination texture size.
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dw, dh := dst.internalSize()
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us[0] = []float32{float32(dw), float32(dh)}
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// Set the source texture sizes.
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usizes := make([]float32, 2*len(srcs))
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for i, src := range srcs {
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if src != nil {
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w, h := src.internalSize()
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usizes[2*i] = float32(w)
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usizes[2*i+1] = float32(h)
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}
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}
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us[1] = usizes
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// Set the source offsets.
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uoffsets := make([]float32, 2*len(offsets))
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for i, offset := range offsets {
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uoffsets[2*i] = offset[0]
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uoffsets[2*i+1] = offset[1]
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}
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us[2] = uoffsets
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// Set the additional uniform variables.
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesNum
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us[offset+i] = v
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}
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if err := g.draw(rps, dst, srcs, indexLen, indexOffset, us); err != nil {
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return err
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}
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return nil
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}); err != nil {
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return err
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}
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return nil
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}
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@ -803,6 +803,10 @@ type Function struct {
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function unsafe.Pointer
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}
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func (f Function) Release() {
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C.Function_Release(f.function)
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}
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// RenderPipelineState contains the graphics functions
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// and configuration state used in a render pass.
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//
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@ -811,6 +815,10 @@ type RenderPipelineState struct {
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renderPipelineState unsafe.Pointer
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}
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func (r RenderPipelineState) Release() {
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C.RenderPipelineState_Release(r.renderPipelineState)
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}
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// Region is a rectangular block of pixels in an image or texture,
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// defined by its upper-left corner and its size.
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//
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@ -182,3 +182,5 @@ int Texture_Height(void *texture);
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void Buffer_CopyToContents(void *buffer, void *data, size_t lengthInBytes);
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void Buffer_Retain(void *buffer);
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void Buffer_Release(void *buffer);
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void Function_Release(void *function);
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void RenderPipelineState_Release(void *renderPipelineState);
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@ -343,3 +343,9 @@ void Buffer_CopyToContents(void *buffer, void *data, size_t lengthInBytes) {
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void Buffer_Retain(void *buffer) { [(id<MTLBuffer>)buffer retain]; }
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void Buffer_Release(void *buffer) { [(id<MTLBuffer>)buffer release]; }
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void Function_Release(void *function) { [(id<MTLFunction>)function release]; }
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void RenderPipelineState_Release(void *renderPipelineState) {
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[(id<MTLRenderPipelineState>)renderPipelineState release];
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}
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110
internal/graphicsdriver/metal/shader.go
Normal file
110
internal/graphicsdriver/metal/shader.go
Normal file
@ -0,0 +1,110 @@
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build darwin
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package metal
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import (
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphicsdriver/metal/mtl"
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"github.com/hajimehoshi/ebiten/internal/shaderir"
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"github.com/hajimehoshi/ebiten/internal/shaderir/metal"
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)
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type Shader struct {
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id driver.ShaderID
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ir *shaderir.Program
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fs mtl.Function
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vs mtl.Function
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rpss map[driver.CompositeMode]mtl.RenderPipelineState
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}
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func newShader(device mtl.Device, id driver.ShaderID, program *shaderir.Program) (*Shader, error) {
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s := &Shader{
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id: id,
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ir: program,
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rpss: map[driver.CompositeMode]mtl.RenderPipelineState{},
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}
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if err := s.init(device); err != nil {
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return nil, err
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}
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return s, nil
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}
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func (s *Shader) ID() driver.ShaderID {
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return s.id
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}
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func (s *Shader) Dispose() {
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for _, rps := range s.rpss {
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rps.Release()
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}
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s.vs.Release()
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s.fs.Release()
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}
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func (s *Shader) init(device mtl.Device) error {
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const (
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v = "Vertex"
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f = "Fragment"
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)
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src := metal.Compile(s.ir, v, f)
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lib, err := device.MakeLibrary(src, mtl.CompileOptions{})
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if err != nil {
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return err
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}
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vs, err := lib.MakeFunction(v)
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if err != nil {
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return err
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}
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fs, err := lib.MakeFunction(f)
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if err != nil {
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return err
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}
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s.fs = fs
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s.vs = vs
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return nil
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}
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func (s *Shader) RenderPipelineState(device mtl.Device, c driver.CompositeMode) (mtl.RenderPipelineState, error) {
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if rps, ok := s.rpss[c]; ok {
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return rps, nil
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}
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rpld := mtl.RenderPipelineDescriptor{
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VertexFunction: s.vs,
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FragmentFunction: s.fs,
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}
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// TODO: For the precise pixel format, whether the render target is the screen or not must be considered.
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rpld.ColorAttachments[0].PixelFormat = mtl.PixelFormatRGBA8UNorm
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rpld.ColorAttachments[0].BlendingEnabled = true
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src, dst := c.Operations()
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rpld.ColorAttachments[0].DestinationAlphaBlendFactor = operationToBlendFactor(dst)
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rpld.ColorAttachments[0].DestinationRGBBlendFactor = operationToBlendFactor(dst)
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rpld.ColorAttachments[0].SourceAlphaBlendFactor = operationToBlendFactor(src)
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rpld.ColorAttachments[0].SourceRGBBlendFactor = operationToBlendFactor(src)
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rps, err := device.MakeRenderPipelineState(rpld)
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if err != nil {
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return mtl.RenderPipelineState{}, err
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}
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s.rpss[c] = rps
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return rps, nil
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}
|
@ -20,16 +20,11 @@ import (
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/graphicscommand"
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. "github.com/hajimehoshi/ebiten/internal/restorable"
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etesting "github.com/hajimehoshi/ebiten/internal/testing"
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)
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func TestShader(t *testing.T) {
|
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if !graphicscommand.IsShaderAvailable() {
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t.Skip("shader is not available on this environment")
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}
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img := NewImage(1, 1, false)
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defer img.Dispose()
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@ -52,10 +47,6 @@ func TestShader(t *testing.T) {
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}
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|
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func TestShaderChain(t *testing.T) {
|
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if !graphicscommand.IsShaderAvailable() {
|
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t.Skip("shader is not available on this environment")
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}
|
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|
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const num = 10
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imgs := []*Image{}
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for i := 0; i < num; i++ {
|
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@ -89,10 +80,6 @@ func TestShaderChain(t *testing.T) {
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}
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|
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func TestShaderMultipleSources(t *testing.T) {
|
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if !graphicscommand.IsShaderAvailable() {
|
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t.Skip("shader is not available on this environment")
|
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}
|
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|
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var srcs [graphics.ShaderImageNum]*Image
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for i := range srcs {
|
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srcs[i] = NewImage(1, 1, false)
|
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@ -126,10 +113,6 @@ func TestShaderMultipleSources(t *testing.T) {
|
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}
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|
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func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
|
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if !graphicscommand.IsShaderAvailable() {
|
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t.Skip("shader is not available on this environment")
|
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}
|
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|
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src := NewImage(3, 1, false)
|
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src.ReplacePixels([]byte{
|
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0x40, 0, 0, 0xff,
|
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@ -166,10 +149,6 @@ func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
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}
|
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|
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func TestShaderDispose(t *testing.T) {
|
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if !graphicscommand.IsShaderAvailable() {
|
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t.Skip("shader is not available on this environment")
|
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}
|
||||
|
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img := NewImage(1, 1, false)
|
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defer img.Dispose()
|
||||
|
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|
479
internal/shaderir/metal/metal.go
Normal file
479
internal/shaderir/metal/metal.go
Normal file
@ -0,0 +1,479 @@
|
||||
// Copyright 2020 The Ebiten 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 metal
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"go/constant"
|
||||
"go/token"
|
||||
"regexp"
|
||||
"strings"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/internal/shaderir"
|
||||
)
|
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|
||||
const (
|
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vertexOut = "varyings"
|
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fragmentOut = "out"
|
||||
)
|
||||
|
||||
type compileContext struct {
|
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structNames map[string]string
|
||||
structTypes []shaderir.Type
|
||||
}
|
||||
|
||||
func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) string {
|
||||
if t.Main != shaderir.Struct {
|
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panic("metal: the given type at structName must be a struct")
|
||||
}
|
||||
s := t.String()
|
||||
if n, ok := c.structNames[s]; ok {
|
||||
return n
|
||||
}
|
||||
n := fmt.Sprintf("S%d", len(c.structNames))
|
||||
c.structNames[s] = n
|
||||
c.structTypes = append(c.structTypes, *t)
|
||||
return n
|
||||
}
|
||||
|
||||
func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
|
||||
c := &compileContext{
|
||||
structNames: map[string]string{},
|
||||
}
|
||||
|
||||
var lines []string
|
||||
lines = append(lines,
|
||||
"#include <metal_stdlib>",
|
||||
"",
|
||||
"using namespace metal;",
|
||||
"",
|
||||
"{{.Structs}}",
|
||||
"",
|
||||
"constexpr sampler texture_sampler{filter::nearest};")
|
||||
|
||||
if len(p.Attributes) > 0 {
|
||||
lines = append(lines, "")
|
||||
lines = append(lines, "struct Attributes {")
|
||||
for i, a := range p.Attributes {
|
||||
lines = append(lines, fmt.Sprintf("\t%s;", c.metalVarDecl(p, &a, fmt.Sprintf("M%d", i), true, false)))
|
||||
}
|
||||
lines = append(lines, "};")
|
||||
}
|
||||
|
||||
if len(p.Varyings) > 0 {
|
||||
lines = append(lines, "")
|
||||
lines = append(lines, "struct Varyings {")
|
||||
lines = append(lines, "\tfloat4 Position [[position]];")
|
||||
for i, v := range p.Varyings {
|
||||
lines = append(lines, fmt.Sprintf("\t%s;", c.metalVarDecl(p, &v, fmt.Sprintf("M%d", i), false, false)))
|
||||
}
|
||||
lines = append(lines, "};")
|
||||
}
|
||||
|
||||
if len(p.Funcs) > 0 {
|
||||
lines = append(lines, "")
|
||||
for _, f := range p.Funcs {
|
||||
lines = append(lines, c.metalFunc(p, &f, true)...)
|
||||
}
|
||||
for _, f := range p.Funcs {
|
||||
if len(lines) > 0 && lines[len(lines)-1] != "" {
|
||||
lines = append(lines, "")
|
||||
}
|
||||
lines = append(lines, c.metalFunc(p, &f, false)...)
|
||||
}
|
||||
}
|
||||
|
||||
if len(p.VertexFunc.Block.Stmts) > 0 {
|
||||
lines = append(lines, "")
|
||||
lines = append(lines,
|
||||
fmt.Sprintf("vertex Varyings %s(", vertex),
|
||||
"\tuint vid [[vertex_id]],",
|
||||
"\tconst device Attributes* attributes [[buffer(0)]]")
|
||||
for i, u := range p.Uniforms {
|
||||
lines[len(lines)-1] += ","
|
||||
lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.metalVarDecl(p, &u, fmt.Sprintf("U%d", i), false, true), i+1))
|
||||
}
|
||||
for i := 0; i < p.TextureNum; i++ {
|
||||
lines[len(lines)-1] += ","
|
||||
lines = append(lines, fmt.Sprintf("\ttexture2d<float> T%[1]d [[texture(%[1]d)]]", i))
|
||||
}
|
||||
lines[len(lines)-1] += ") {"
|
||||
lines = append(lines, fmt.Sprintf("\tVaryings %s = {};", vertexOut))
|
||||
lines = append(lines, c.metalBlock(p, &p.VertexFunc.Block, &p.VertexFunc.Block, 0, 0)...)
|
||||
if last := fmt.Sprintf("\treturn %s;", vertexOut); lines[len(lines)-1] != last {
|
||||
lines = append(lines, last)
|
||||
}
|
||||
lines = append(lines, "}")
|
||||
}
|
||||
|
||||
if len(p.FragmentFunc.Block.Stmts) > 0 {
|
||||
lines = append(lines, "")
|
||||
lines = append(lines,
|
||||
fmt.Sprintf("fragment float4 %s(", fragment),
|
||||
"\tVaryings varyings [[stage_in]]")
|
||||
for i, u := range p.Uniforms {
|
||||
lines[len(lines)-1] += ","
|
||||
lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.metalVarDecl(p, &u, fmt.Sprintf("U%d", i), false, true), i+1))
|
||||
}
|
||||
for i := 0; i < p.TextureNum; i++ {
|
||||
lines[len(lines)-1] += ","
|
||||
lines = append(lines, fmt.Sprintf("\ttexture2d<float> T%[1]d [[texture(%[1]d)]]", i))
|
||||
}
|
||||
lines[len(lines)-1] += ") {"
|
||||
lines = append(lines, fmt.Sprintf("\tfloat4 %s = float4(0);", fragmentOut))
|
||||
lines = append(lines, c.metalBlock(p, &p.FragmentFunc.Block, &p.FragmentFunc.Block, 0, 0)...)
|
||||
if last := fmt.Sprintf("\treturn %s;", fragmentOut); lines[len(lines)-1] != last {
|
||||
lines = append(lines, last)
|
||||
}
|
||||
lines = append(lines, "}")
|
||||
}
|
||||
|
||||
ls := strings.Join(lines, "\n")
|
||||
|
||||
// Struct types are determined after converting the program.
|
||||
if len(c.structTypes) > 0 {
|
||||
var stlines []string
|
||||
for i, t := range c.structTypes {
|
||||
stlines = append(stlines, fmt.Sprintf("struct S%d {", i))
|
||||
for j, st := range t.Sub {
|
||||
stlines = append(stlines, fmt.Sprintf("\t%s;", c.metalVarDecl(p, &st, fmt.Sprintf("M%d", j), false, false)))
|
||||
}
|
||||
stlines = append(stlines, "};")
|
||||
}
|
||||
ls = strings.ReplaceAll(ls, "{{.Structs}}", strings.Join(stlines, "\n"))
|
||||
} else {
|
||||
ls = strings.ReplaceAll(ls, "{{.Structs}}", "")
|
||||
}
|
||||
|
||||
nls := regexp.MustCompile(`\n\n+`)
|
||||
ls = nls.ReplaceAllString(ls, "\n\n")
|
||||
ls = strings.TrimSpace(ls) + "\n"
|
||||
|
||||
return ls
|
||||
}
|
||||
|
||||
func (c *compileContext) metalType(p *shaderir.Program, t *shaderir.Type, packed bool, ref bool) string {
|
||||
switch t.Main {
|
||||
case shaderir.None:
|
||||
return "void"
|
||||
case shaderir.Struct:
|
||||
return c.structName(p, t)
|
||||
default:
|
||||
return typeString(t, packed, ref)
|
||||
}
|
||||
}
|
||||
|
||||
func (c *compileContext) metalVarDecl(p *shaderir.Program, t *shaderir.Type, varname string, packed bool, ref bool) string {
|
||||
switch t.Main {
|
||||
case shaderir.None:
|
||||
return "?(none)"
|
||||
case shaderir.Struct:
|
||||
s := c.structName(p, t)
|
||||
if ref {
|
||||
s += "&"
|
||||
}
|
||||
return fmt.Sprintf("%s %s", s, varname)
|
||||
default:
|
||||
t := typeString(t, packed, ref)
|
||||
return fmt.Sprintf("%s %s", t, varname)
|
||||
}
|
||||
}
|
||||
|
||||
func (c *compileContext) metalVarInit(p *shaderir.Program, t *shaderir.Type) string {
|
||||
switch t.Main {
|
||||
case shaderir.None:
|
||||
return "?(none)"
|
||||
case shaderir.Array:
|
||||
init := c.metalVarInit(p, &t.Sub[0])
|
||||
es := make([]string, 0, t.Length)
|
||||
for i := 0; i < t.Length; i++ {
|
||||
es = append(es, init)
|
||||
}
|
||||
t := typeString(t, false, false)
|
||||
return fmt.Sprintf("%s(%s)", t, strings.Join(es, ", "))
|
||||
case shaderir.Struct:
|
||||
panic("not implemented")
|
||||
case shaderir.Bool:
|
||||
return "false"
|
||||
case shaderir.Int:
|
||||
return "0"
|
||||
case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4:
|
||||
return fmt.Sprintf("%s(0)", basicTypeString(t.Main, false))
|
||||
default:
|
||||
t := c.metalType(p, t, false, false)
|
||||
panic(fmt.Sprintf("?(unexpected type: %s)", t))
|
||||
}
|
||||
}
|
||||
|
||||
func (c *compileContext) metalFunc(p *shaderir.Program, f *shaderir.Func, prototype bool) []string {
|
||||
var args []string
|
||||
|
||||
// Uniform variables and texture variables. In Metal, non-const global variables are not available.
|
||||
for i, u := range p.Uniforms {
|
||||
args = append(args, "constant "+c.metalVarDecl(p, &u, fmt.Sprintf("U%d", i), false, true))
|
||||
}
|
||||
for i := 0; i < p.TextureNum; i++ {
|
||||
args = append(args, fmt.Sprintf("texture2d<float> T%d", i))
|
||||
}
|
||||
|
||||
var idx int
|
||||
for _, t := range f.InParams {
|
||||
args = append(args, c.metalVarDecl(p, &t, fmt.Sprintf("l%d", idx), false, false))
|
||||
idx++
|
||||
}
|
||||
for _, t := range f.OutParams {
|
||||
args = append(args, "thread "+c.metalVarDecl(p, &t, fmt.Sprintf("l%d", idx), false, true))
|
||||
idx++
|
||||
}
|
||||
argsstr := "void"
|
||||
if len(args) > 0 {
|
||||
argsstr = strings.Join(args, ", ")
|
||||
}
|
||||
|
||||
t := c.metalType(p, &f.Return, false, false)
|
||||
sig := fmt.Sprintf("%s F%d(%s)", t, f.Index, argsstr)
|
||||
|
||||
var lines []string
|
||||
if prototype {
|
||||
lines = append(lines, fmt.Sprintf("%s;", sig))
|
||||
return lines
|
||||
}
|
||||
lines = append(lines, fmt.Sprintf("%s {", sig))
|
||||
lines = append(lines, c.metalBlock(p, &f.Block, &f.Block, 0, idx)...)
|
||||
lines = append(lines, "}")
|
||||
|
||||
return lines
|
||||
}
|
||||
|
||||
func constantToNumberLiteral(t shaderir.ConstType, v constant.Value) string {
|
||||
switch t {
|
||||
case shaderir.ConstTypeNone:
|
||||
if v.Kind() == constant.Bool {
|
||||
if constant.BoolVal(v) {
|
||||
return "true"
|
||||
}
|
||||
return "false"
|
||||
}
|
||||
fallthrough
|
||||
case shaderir.ConstTypeFloat:
|
||||
if i := constant.ToInt(v); i.Kind() == constant.Int {
|
||||
x, _ := constant.Int64Val(i)
|
||||
return fmt.Sprintf("%d.0", x)
|
||||
}
|
||||
if i := constant.ToFloat(v); i.Kind() == constant.Float {
|
||||
x, _ := constant.Float64Val(i)
|
||||
return fmt.Sprintf("%.9e", x)
|
||||
}
|
||||
case shaderir.ConstTypeInt:
|
||||
if i := constant.ToInt(v); i.Kind() == constant.Int {
|
||||
x, _ := constant.Int64Val(i)
|
||||
return fmt.Sprintf("%d", x)
|
||||
}
|
||||
}
|
||||
return fmt.Sprintf("?(unexpected literal: %s)", v)
|
||||
}
|
||||
|
||||
func localVariableName(p *shaderir.Program, topBlock *shaderir.Block, idx int) string {
|
||||
switch topBlock {
|
||||
case &p.VertexFunc.Block:
|
||||
na := len(p.Attributes)
|
||||
nv := len(p.Varyings)
|
||||
switch {
|
||||
case idx < na:
|
||||
return fmt.Sprintf("attributes[vid].M%d", idx)
|
||||
case idx == na:
|
||||
return fmt.Sprintf("%s.Position", vertexOut)
|
||||
case idx < na+nv+1:
|
||||
return fmt.Sprintf("%s.M%d", vertexOut, idx-na-1)
|
||||
default:
|
||||
return fmt.Sprintf("l%d", idx-(na+nv+1))
|
||||
}
|
||||
case &p.FragmentFunc.Block:
|
||||
nv := len(p.Varyings)
|
||||
switch {
|
||||
case idx == 0:
|
||||
return fmt.Sprintf("varyings.Position")
|
||||
case idx < nv+1:
|
||||
return fmt.Sprintf("varyings.M%d", idx-1)
|
||||
case idx == nv+1:
|
||||
return fragmentOut
|
||||
default:
|
||||
return fmt.Sprintf("l%d", idx-(nv+2))
|
||||
}
|
||||
default:
|
||||
return fmt.Sprintf("l%d", idx)
|
||||
}
|
||||
}
|
||||
|
||||
func (c *compileContext) metalBlock(p *shaderir.Program, topBlock, block *shaderir.Block, level int, localVarIndex int) []string {
|
||||
idt := strings.Repeat("\t", level+1)
|
||||
|
||||
var lines []string
|
||||
for _, t := range block.LocalVars {
|
||||
// The type is None e.g., when the variable is a for-loop counter.
|
||||
if t.Main != shaderir.None {
|
||||
lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.metalVarDecl(p, &t, fmt.Sprintf("l%d", localVarIndex), false, false), c.metalVarInit(p, &t)))
|
||||
}
|
||||
localVarIndex++
|
||||
}
|
||||
|
||||
var metalExpr func(e *shaderir.Expr) string
|
||||
metalExpr = func(e *shaderir.Expr) string {
|
||||
switch e.Type {
|
||||
case shaderir.NumberExpr:
|
||||
return constantToNumberLiteral(e.ConstType, e.Const)
|
||||
case shaderir.UniformVariable:
|
||||
return fmt.Sprintf("U%d", e.Index)
|
||||
case shaderir.TextureVariable:
|
||||
return fmt.Sprintf("T%d", e.Index)
|
||||
case shaderir.LocalVariable:
|
||||
return localVariableName(p, topBlock, e.Index)
|
||||
case shaderir.StructMember:
|
||||
return fmt.Sprintf("M%d", e.Index)
|
||||
case shaderir.BuiltinFuncExpr:
|
||||
return builtinFuncString(e.BuiltinFunc)
|
||||
case shaderir.SwizzlingExpr:
|
||||
if !shaderir.IsValidSwizzling(e.Swizzling) {
|
||||
return fmt.Sprintf("?(unexpected swizzling: %s)", e.Swizzling)
|
||||
}
|
||||
return e.Swizzling
|
||||
case shaderir.FunctionExpr:
|
||||
return fmt.Sprintf("F%d", e.Index)
|
||||
case shaderir.Unary:
|
||||
var op string
|
||||
switch e.Op {
|
||||
case shaderir.Add, shaderir.Sub, shaderir.NotOp:
|
||||
op = string(e.Op)
|
||||
default:
|
||||
op = fmt.Sprintf("?(unexpected op: %s)", string(e.Op))
|
||||
}
|
||||
return fmt.Sprintf("%s(%s)", op, metalExpr(&e.Exprs[0]))
|
||||
case shaderir.Binary:
|
||||
return fmt.Sprintf("(%s) %s (%s)", metalExpr(&e.Exprs[0]), e.Op, metalExpr(&e.Exprs[1]))
|
||||
case shaderir.Selection:
|
||||
return fmt.Sprintf("(%s) ? (%s) : (%s)", metalExpr(&e.Exprs[0]), metalExpr(&e.Exprs[1]), metalExpr(&e.Exprs[2]))
|
||||
case shaderir.Call:
|
||||
callee := e.Exprs[0]
|
||||
var args []string
|
||||
if callee.Type != shaderir.BuiltinFuncExpr {
|
||||
for i := range p.Uniforms {
|
||||
args = append(args, fmt.Sprintf("U%d", i))
|
||||
}
|
||||
for i := 0; i < p.TextureNum; i++ {
|
||||
args = append(args, fmt.Sprintf("T%d", i))
|
||||
}
|
||||
}
|
||||
for _, exp := range e.Exprs[1:] {
|
||||
args = append(args, metalExpr(&exp))
|
||||
}
|
||||
if callee.Type == shaderir.BuiltinFuncExpr && callee.BuiltinFunc == shaderir.Texture2DF {
|
||||
return fmt.Sprintf("%s.sample(texture_sampler, %s)", args[0], strings.Join(args[1:], ", "))
|
||||
}
|
||||
return fmt.Sprintf("%s(%s)", metalExpr(&callee), strings.Join(args, ", "))
|
||||
case shaderir.FieldSelector:
|
||||
return fmt.Sprintf("(%s).%s", metalExpr(&e.Exprs[0]), metalExpr(&e.Exprs[1]))
|
||||
case shaderir.Index:
|
||||
return fmt.Sprintf("(%s)[%s]", metalExpr(&e.Exprs[0]), metalExpr(&e.Exprs[1]))
|
||||
default:
|
||||
return fmt.Sprintf("?(unexpected expr: %d)", e.Type)
|
||||
}
|
||||
}
|
||||
|
||||
for _, s := range block.Stmts {
|
||||
switch s.Type {
|
||||
case shaderir.ExprStmt:
|
||||
lines = append(lines, fmt.Sprintf("%s%s;", idt, metalExpr(&s.Exprs[0])))
|
||||
case shaderir.BlockStmt:
|
||||
lines = append(lines, idt+"{")
|
||||
lines = append(lines, c.metalBlock(p, topBlock, &s.Blocks[0], level+1, localVarIndex)...)
|
||||
lines = append(lines, idt+"}")
|
||||
case shaderir.Assign:
|
||||
// TODO: Give an appropriate context
|
||||
lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, metalExpr(&s.Exprs[0]), metalExpr(&s.Exprs[1])))
|
||||
case shaderir.If:
|
||||
lines = append(lines, fmt.Sprintf("%sif (%s) {", idt, metalExpr(&s.Exprs[0])))
|
||||
lines = append(lines, c.metalBlock(p, topBlock, &s.Blocks[0], level+1, localVarIndex)...)
|
||||
if len(s.Blocks) > 1 {
|
||||
lines = append(lines, fmt.Sprintf("%s} else {", idt))
|
||||
lines = append(lines, c.metalBlock(p, topBlock, &s.Blocks[1], level+1, localVarIndex)...)
|
||||
}
|
||||
lines = append(lines, fmt.Sprintf("%s}", idt))
|
||||
case shaderir.For:
|
||||
var ct shaderir.ConstType
|
||||
switch s.ForVarType.Main {
|
||||
case shaderir.Int:
|
||||
ct = shaderir.ConstTypeInt
|
||||
case shaderir.Float:
|
||||
ct = shaderir.ConstTypeFloat
|
||||
}
|
||||
|
||||
v := localVariableName(p, topBlock, s.ForVarIndex)
|
||||
var delta string
|
||||
switch val, _ := constant.Float64Val(s.ForDelta); val {
|
||||
case 0:
|
||||
delta = fmt.Sprintf("?(unexpected delta: %v)", s.ForDelta)
|
||||
case 1:
|
||||
delta = fmt.Sprintf("%s++", v)
|
||||
case -1:
|
||||
delta = fmt.Sprintf("%s--", v)
|
||||
default:
|
||||
d := s.ForDelta
|
||||
if val > 0 {
|
||||
delta = fmt.Sprintf("%s += %s", v, constantToNumberLiteral(ct, d))
|
||||
} else {
|
||||
d = constant.UnaryOp(token.SUB, d, 0)
|
||||
delta = fmt.Sprintf("%s -= %s", v, constantToNumberLiteral(ct, d))
|
||||
}
|
||||
}
|
||||
var op string
|
||||
switch s.ForOp {
|
||||
case shaderir.LessThanOp, shaderir.LessThanEqualOp, shaderir.GreaterThanOp, shaderir.GreaterThanEqualOp, shaderir.EqualOp, shaderir.NotEqualOp:
|
||||
op = string(s.ForOp)
|
||||
default:
|
||||
op = fmt.Sprintf("?(unexpected op: %s)", string(s.ForOp))
|
||||
}
|
||||
|
||||
t := s.ForVarType
|
||||
init := constantToNumberLiteral(ct, s.ForInit)
|
||||
end := constantToNumberLiteral(ct, s.ForEnd)
|
||||
ts := typeString(&t, false, false)
|
||||
lines = append(lines, fmt.Sprintf("%sfor (%s %s = %s; %s %s %s; %s) {", idt, ts, v, init, v, op, end, delta))
|
||||
lines = append(lines, c.metalBlock(p, topBlock, &s.Blocks[0], level+1, localVarIndex)...)
|
||||
lines = append(lines, fmt.Sprintf("%s}", idt))
|
||||
case shaderir.Continue:
|
||||
lines = append(lines, idt+"continue;")
|
||||
case shaderir.Break:
|
||||
lines = append(lines, idt+"break;")
|
||||
case shaderir.Return:
|
||||
switch {
|
||||
case topBlock == &p.VertexFunc.Block:
|
||||
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, vertexOut))
|
||||
case topBlock == &p.FragmentFunc.Block:
|
||||
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, fragmentOut))
|
||||
case len(s.Exprs) == 0:
|
||||
lines = append(lines, idt+"return;")
|
||||
default:
|
||||
// TODO: Give an appropriate context.
|
||||
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, metalExpr(&s.Exprs[0])))
|
||||
}
|
||||
case shaderir.Discard:
|
||||
lines = append(lines, idt+"discard;")
|
||||
default:
|
||||
lines = append(lines, fmt.Sprintf("%s?(unexpected stmt: %d)", idt, s.Type))
|
||||
}
|
||||
}
|
||||
|
||||
return lines
|
||||
}
|
105
internal/shaderir/metal/type.go
Normal file
105
internal/shaderir/metal/type.go
Normal file
@ -0,0 +1,105 @@
|
||||
// Copyright 2020 The Ebiten 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 metal
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/internal/shaderir"
|
||||
)
|
||||
|
||||
func typeString(t *shaderir.Type, packed bool, ref bool) string {
|
||||
switch t.Main {
|
||||
case shaderir.Array:
|
||||
st := typeString(&t.Sub[0], packed, false)
|
||||
t := fmt.Sprintf("array<%s, %d>", st, t.Length)
|
||||
if ref {
|
||||
t += "&"
|
||||
}
|
||||
return t
|
||||
case shaderir.Struct:
|
||||
panic("metal: a struct is not implemented")
|
||||
default:
|
||||
t := basicTypeString(t.Main, packed)
|
||||
if ref {
|
||||
t += "&"
|
||||
}
|
||||
return t
|
||||
}
|
||||
}
|
||||
|
||||
func basicTypeString(t shaderir.BasicType, packed bool) string {
|
||||
switch t {
|
||||
case shaderir.None:
|
||||
return "?(none)"
|
||||
case shaderir.Bool:
|
||||
return "bool"
|
||||
case shaderir.Int:
|
||||
return "int"
|
||||
case shaderir.Float:
|
||||
return "float"
|
||||
case shaderir.Vec2:
|
||||
if packed {
|
||||
return "packed_float2"
|
||||
}
|
||||
return "float2"
|
||||
case shaderir.Vec3:
|
||||
if packed {
|
||||
return "packed_float3"
|
||||
}
|
||||
return "float3"
|
||||
case shaderir.Vec4:
|
||||
if packed {
|
||||
return "packed_float4"
|
||||
}
|
||||
return "float4"
|
||||
case shaderir.Mat2:
|
||||
return "float2x2"
|
||||
case shaderir.Mat3:
|
||||
return "float3x3"
|
||||
case shaderir.Mat4:
|
||||
return "float4x4"
|
||||
case shaderir.Array:
|
||||
return "?(array)"
|
||||
case shaderir.Struct:
|
||||
return "?(struct)"
|
||||
default:
|
||||
return fmt.Sprintf("?(unknown type: %d)", t)
|
||||
}
|
||||
}
|
||||
|
||||
func builtinFuncString(f shaderir.BuiltinFunc) string {
|
||||
switch f {
|
||||
case shaderir.Vec2F:
|
||||
return "float2"
|
||||
case shaderir.Vec3F:
|
||||
return "float3"
|
||||
case shaderir.Vec4F:
|
||||
return "float4"
|
||||
case shaderir.Mat2F:
|
||||
return "float2x2"
|
||||
case shaderir.Mat3F:
|
||||
return "float3x3"
|
||||
case shaderir.Mat4F:
|
||||
return "float4x4"
|
||||
case shaderir.Inversesqrt:
|
||||
return "rsqrt"
|
||||
case shaderir.Mod:
|
||||
return "fmod"
|
||||
case shaderir.Texture2DF:
|
||||
return "?(texture2D)"
|
||||
}
|
||||
return string(f)
|
||||
}
|
Loading…
Reference in New Issue
Block a user