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internal/graphicsdriver/directx: remove the built-in shaders
Updates #2369
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parent
033997d928
commit
a9574627e8
@ -1194,6 +1194,10 @@ func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader,
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, colorM graphicsdriver.ColorM, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
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if shaderID == graphicsdriver.InvalidShaderID {
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return fmt.Errorf("directx: shader ID is invalid")
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}
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if err := g.flushCommandList(g.copyCommandList); err != nil {
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return err
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}
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@ -1236,55 +1240,8 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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return err
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}
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var shader *Shader
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if shaderID != graphicsdriver.InvalidShaderID {
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shader = g.shaders[shaderID]
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}
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shader := g.shaders[shaderID]
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var flattenUniforms []float32
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if shader == nil {
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screenWidth, screenHeight := dst.internalSize()
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var srcWidth, srcHeight float32
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if filter != graphicsdriver.FilterNearest {
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w, h := srcImages[0].internalSize()
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srcWidth = float32(w)
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srcHeight = float32(h)
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}
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var esBody [16]float32
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var esTranslate [4]float32
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colorM.Elements(esBody[:], esTranslate[:])
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flattenUniforms = []float32{
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float32(screenWidth),
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float32(screenHeight),
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srcWidth,
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srcHeight,
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esBody[0],
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esBody[1],
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esBody[2],
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esBody[3],
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esBody[4],
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esBody[5],
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esBody[6],
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esBody[7],
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esBody[8],
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esBody[9],
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esBody[10],
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esBody[11],
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esBody[12],
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esBody[13],
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esBody[14],
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esBody[15],
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esTranslate[0],
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esTranslate[1],
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esTranslate[2],
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esTranslate[3],
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srcRegion.X,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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}
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} else {
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// TODO: This logic is very similar to Metal's. Let's unify them.
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dw, dh := dst.internalSize()
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us := make([][]float32, graphics.PreservedUniformVariablesCount+len(uniforms))
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@ -1323,8 +1280,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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us[graphics.PreservedUniformVariablesCount+i] = u
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}
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flattenUniforms = shader.uniformsToFloat32s(us)
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}
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flattenUniforms := shader.uniformsToFloat32s(us)
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w, h := dst.internalSize()
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g.needFlushDrawCommandList = true
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@ -1361,45 +1317,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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Format: _DXGI_FORMAT_R16_UINT,
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})
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if shader == nil {
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key := builtinPipelineStatesKey{
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useColorM: !colorM.IsIdentity(),
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compositeMode: mode,
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filter: filter,
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address: address,
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screen: dst.screen,
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}
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if evenOdd {
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key.stencilMode = prepareStencil
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s, err := g.pipelineStates.builtinGraphicsPipelineState(g.device, key)
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if err != nil {
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return err
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}
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if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
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return err
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}
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key.stencilMode = drawWithStencil
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s, err = g.pipelineStates.builtinGraphicsPipelineState(g.device, key)
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if err != nil {
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return err
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}
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if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
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return err
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}
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} else {
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key.stencilMode = noStencil
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s, err := g.pipelineStates.builtinGraphicsPipelineState(g.device, key)
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if err != nil {
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return err
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}
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if err := g.drawTriangles(s, srcImages, flattenUniforms, indexLen, indexOffset); err != nil {
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return err
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}
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}
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} else {
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if evenOdd {
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s, err := shader.pipelineState(mode, prepareStencil, dst.screen)
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if err != nil {
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@ -1425,7 +1342,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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return err
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}
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}
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}
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return nil
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}
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@ -49,198 +49,9 @@ func operationToBlend(c graphicsdriver.Operation, alpha bool) _D3D12_BLEND {
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}
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}
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type builtinPipelineStatesKey struct {
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useColorM bool
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compositeMode graphicsdriver.CompositeMode
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filter graphicsdriver.Filter
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address graphicsdriver.Address
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stencilMode stencilMode
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screen bool
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}
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func (k *builtinPipelineStatesKey) defs() ([]_D3D_SHADER_MACRO, error) {
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var defs []_D3D_SHADER_MACRO
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defval := []byte("1\x00")
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if k.useColorM {
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name := []byte("USE_COLOR_MATRIX\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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}
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switch k.filter {
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case graphicsdriver.FilterNearest:
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name := []byte("FILTER_NEAREST\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.FilterLinear:
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name := []byte("FILTER_LINEAR\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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default:
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return nil, fmt.Errorf("directx: invalid filter: %d", k.filter)
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}
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switch k.address {
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case graphicsdriver.AddressUnsafe:
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name := []byte("ADDRESS_UNSAFE\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.AddressClampToZero:
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name := []byte("ADDRESS_CLAMP_TO_ZERO\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.AddressRepeat:
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name := []byte("ADDRESS_REPEAT\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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default:
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return nil, fmt.Errorf("directx: invalid address: %d", k.address)
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}
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// Termination
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defs = append(defs, _D3D_SHADER_MACRO{})
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return defs, nil
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}
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func (k *builtinPipelineStatesKey) source() []byte {
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return []byte(`struct PSInput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float4 color : COLOR;
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};
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cbuffer ShaderParameter : register(b0) {
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float2 viewport_size;
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float2 source_size;
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float4x4 color_matrix_body;
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float4 color_matrix_translation;
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float4 source_region;
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}
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PSInput VSMain(float2 position : POSITION, float2 tex : TEXCOORD, float4 color : COLOR) {
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// In DirectX, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
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// match. Then, the Y direction must be inverted.
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float4x4 projectionMatrix = {
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2.0 / viewport_size.x, 0, 0, -1,
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0, -2.0 / viewport_size.y, 0, 1,
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0, 0, 1, 0,
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0, 0, 0, 1,
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};
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PSInput result;
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result.position = mul(projectionMatrix, float4(position, 0, 1));
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result.texcoord = tex;
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result.color = color;
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return result;
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}
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Texture2D tex : register(t0);
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SamplerState samp : register(s0);
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float2 euclideanMod(float2 x, float2 y) {
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// Assume that y is always positive.
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return x - y * floor(x/y);
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}
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float2 adjustTexelByAddress(float2 p, float4 source_region) {
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#if defined(ADDRESS_CLAMP_TO_ZERO)
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return p;
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#endif
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#if defined(ADDRESS_REPEAT)
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float2 o = float2(source_region[0], source_region[1]);
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float2 size = float2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
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return euclideanMod((p - o), size) + o;
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#endif
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#if defined(ADDRESS_UNSAFE)
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return p;
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#endif
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}
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float4 PSMain(PSInput input) : SV_TARGET {
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#if defined(FILTER_NEAREST)
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# if defined(ADDRESS_UNSAFE)
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float4 color = tex.Sample(samp, input.texcoord);
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# else
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float4 color;
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float2 pos = adjustTexelByAddress(input.texcoord, source_region);
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if (source_region[0] <= pos.x &&
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source_region[1] <= pos.y &&
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pos.x < source_region[2] &&
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pos.y < source_region[3]) {
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color = tex.Sample(samp, pos);
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} else {
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color = float4(0, 0, 0, 0);
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}
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# endif // defined(ADDRESS_UNSAFE)
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#endif // defined(FILTER_NEAREST)
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#if defined(FILTER_LINEAR)
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float2 pos = input.texcoord;
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float2 texel_size = 1.0 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue (#1212).
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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float2 p0 = pos - (texel_size) / 2.0 + (texel_size / 512.0);
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float2 p1 = pos + (texel_size) / 2.0 + (texel_size / 512.0);
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# if !defined(ADDRESS_UNSAFE)
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p0 = adjustTexelByAddress(p0, source_region);
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p1 = adjustTexelByAddress(p1, source_region);
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# endif // !defined(ADDRESS_UNSAFE)
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float4 c0 = tex.Sample(samp, p0);
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float4 c1 = tex.Sample(samp, float2(p1.x, p0.y));
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float4 c2 = tex.Sample(samp, float2(p0.x, p1.y));
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float4 c3 = tex.Sample(samp, p1);
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# if !defined(ADDRESS_UNSAFE)
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if (p0.x < source_region[0]) {
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c0 = float4(0, 0, 0, 0);
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c2 = float4(0, 0, 0, 0);
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}
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if (p0.y < source_region[1]) {
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c0 = float4(0, 0, 0, 0);
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c1 = float4(0, 0, 0, 0);
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}
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if (source_region[2] <= p1.x) {
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c1 = float4(0, 0, 0, 0);
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c3 = float4(0, 0, 0, 0);
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}
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if (source_region[3] <= p1.y) {
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c2 = float4(0, 0, 0, 0);
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c3 = float4(0, 0, 0, 0);
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}
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# endif // !defined(ADDRESS_UNSAFE)
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float2 rate = frac(p0 * source_size);
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float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y);
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#endif // defined(FILTER_LINEAR)
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#if defined(USE_COLOR_MATRIX)
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// Un-premultiply alpha.
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// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
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color.rgb /= color.a + (1.0 - sign(color.a));
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// Apply the color matrix or scale.
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color = mul(color_matrix_body, color) + color_matrix_translation;
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// Premultiply alpha
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color.rgb *= color.a;
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// Apply color scale.
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color *= input.color;
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// Clamp the output.
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color.rgb = min(color.rgb, color.a);
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return color;
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#else
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return input.color * color;
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#endif // defined(USE_COLOR_MATRIX)
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}`)
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}
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type pipelineStates struct {
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rootSignature *_ID3D12RootSignature
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cache map[builtinPipelineStatesKey]*_ID3D12PipelineState
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// builtinShaders is a set of the built-in vertex/pixel shaders that are never released.
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builtinShaders []*_ID3DBlob
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shaderDescriptorHeap *_ID3D12DescriptorHeap
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shaderDescriptorSize uint32
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@ -302,35 +113,6 @@ func (p *pipelineStates) initialize(device *_ID3D12Device) (ferr error) {
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return nil
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}
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func (p *pipelineStates) builtinGraphicsPipelineState(device *_ID3D12Device, key builtinPipelineStatesKey) (*_ID3D12PipelineState, error) {
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state, ok := p.cache[key]
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if ok {
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return state, nil
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}
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defs, err := key.defs()
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if err != nil {
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return nil, err
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}
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vsh, psh, err := newShader(key.source(), defs)
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if err != nil {
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return nil, err
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}
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// Keep the shaders. These are never released.
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p.builtinShaders = append(p.builtinShaders, vsh, psh)
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s, err := p.newPipelineState(device, vsh, psh, key.compositeMode, key.stencilMode, key.screen)
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if err != nil {
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return nil, err
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}
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if p.cache == nil {
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p.cache = map[builtinPipelineStatesKey]*_ID3D12PipelineState{}
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}
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p.cache[key] = s
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return s, nil
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}
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func (p *pipelineStates) useGraphicsPipelineState(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, pipelineState *_ID3D12PipelineState, srcs [graphics.ShaderImageCount]*Image, uniforms []float32) error {
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idx := len(p.constantBuffers[frameIndex])
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if idx >= numDescriptorsPerFrame {
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