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internal/graphicsdriver/metal: reorder uniform variables
This might improve memory allocations. This makes the code more consistent with HLSL's packing rule [1] [1] https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
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@ -119,7 +119,7 @@ constexpr sampler texture_sampler{filter::nearest};
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template<>
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struct ColorFromTexel<FILTER_NEAREST, ADDRESS_UNSAFE> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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float2 p = v.tex;
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return texture.sample(texture_sampler, p);
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}
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@ -127,7 +127,7 @@ struct ColorFromTexel<FILTER_NEAREST, ADDRESS_UNSAFE> {
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template<uint8_t address>
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struct ColorFromTexel<FILTER_NEAREST, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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float2 p = AdjustTexelByAddress<address>(v.tex, source_region);
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if (source_region[0] <= p.x &&
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source_region[1] <= p.y &&
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@ -141,7 +141,7 @@ struct ColorFromTexel<FILTER_NEAREST, address> {
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template<>
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struct ColorFromTexel<FILTER_LINEAR, ADDRESS_UNSAFE> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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const float2 texel_size = 1 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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@ -161,7 +161,7 @@ struct ColorFromTexel<FILTER_LINEAR, ADDRESS_UNSAFE> {
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template<uint8_t address>
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struct ColorFromTexel<FILTER_LINEAR, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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const float2 texel_size = 1 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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@ -200,7 +200,7 @@ struct ColorFromTexel<FILTER_LINEAR, address> {
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template<uint8_t address>
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struct ColorFromTexel<FILTER_SCREEN, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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const float2 texel_size = 1 / source_size;
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float2 p0 = v.tex - texel_size / 2.0 / scale + (texel_size / 512.0);
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@ -225,9 +225,9 @@ struct FragmentShaderImpl {
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constant float2& source_size,
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constant float4x4& color_matrix_body,
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constant float4& color_matrix_translation,
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constant float& scale,
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constant float4& source_region) {
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float4 c = ColorFromTexel<filter, address>().Do(v, texture, source_size, scale, source_region);
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constant float4& source_region,
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constant float& scale) {
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float4 c = ColorFromTexel<filter, address>().Do(v, texture, source_size, source_region, scale);
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if (useColorM) {
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c.rgb /= c.a + (1.0 - sign(c.a));
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c = (color_matrix_body * c) + color_matrix_translation;
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@ -249,9 +249,9 @@ struct FragmentShaderImpl<useColorM, FILTER_SCREEN, address> {
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constant float2& source_size,
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constant float4x4& color_matrix_body,
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constant float4& color_matrix_translation,
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constant float& scale,
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constant float4& source_region) {
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return ColorFromTexel<FILTER_SCREEN, address>().Do(v, texture, source_size, scale, source_region);
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constant float4& source_region,
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constant float& scale) {
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return ColorFromTexel<FILTER_SCREEN, address>().Do(v, texture, source_size, source_region, scale);
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}
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};
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@ -268,10 +268,10 @@ struct FragmentShaderImpl<useColorM, FILTER_SCREEN, address> {
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constant float2& source_size [[buffer(2)]], \
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constant float4x4& color_matrix_body [[buffer(3)]], \
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constant float4& color_matrix_translation [[buffer(4)]], \
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constant float& scale [[buffer(5)]], \
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constant float4& source_region [[buffer(6)]]) { \
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constant float4& source_region [[buffer(5)]], \
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constant float& scale [[buffer(6)]]) { \
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return FragmentShaderImpl<useColorM, filter, address>().Do( \
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v, texture, source_size, color_matrix_body, color_matrix_translation, scale, source_region); \
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v, texture, source_size, color_matrix_body, color_matrix_translation, source_region, scale); \
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}
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FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO)
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@ -934,9 +934,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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{
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Float32s: esTranslate[:],
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},
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{
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Float32: scale,
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},
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{
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Float32s: []float32{
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srcRegion.X,
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@ -945,6 +942,9 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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srcRegion.Y + srcRegion.Height,
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},
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},
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{
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Float32: scale,
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},
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}
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} else {
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for _, stencil := range []stencilMode{
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