mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 02:38:53 +01:00
all: add a new package shaderprecomp
The current implementation is only for macOS so far. Updates #2861
This commit is contained in:
parent
d7df5ebcbd
commit
c46f62e184
3
.gitignore
vendored
3
.gitignore
vendored
@ -7,3 +7,6 @@
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.vscode
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go.work
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go.work.sum
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*.metallib
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!dummy.metallib
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33
examples/shaderprecomp/defaultshader.go
Normal file
33
examples/shaderprecomp/defaultshader.go
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@ -0,0 +1,33 @@
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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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//go:build ignore
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//kage:unit pixels
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package main
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var Time float
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var Cursor vec2
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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pos := (dstPos.xy - imageDstOrigin()) / imageDstSize()
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pos += Cursor / imageDstSize() / 4
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clr := 0.0
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clr += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)
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clr += sin(pos.y*sin(Time/10)*40) + cos(pos.x*sin(Time/25)*40)
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clr += sin(pos.x*sin(Time/5)*10) + sin(pos.y*sin(Time/35)*80)
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clr *= sin(Time/10) * 0.5
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return vec4(clr, clr*0.5, sin(clr+Time/3)*0.75, 1)
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}
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73
examples/shaderprecomp/main.go
Normal file
73
examples/shaderprecomp/main.go
Normal file
@ -0,0 +1,73 @@
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// Copyright 2024 The Ebitengine 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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package main
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import (
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_ "embed"
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"log"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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//go:embed defaultshader.go
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var defaultShaderSourceBytes []byte
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type Game struct {
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defaultShader *ebiten.Shader
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counter int
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}
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func (g *Game) Update() error {
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g.counter++
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if g.defaultShader == nil {
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s, err := ebiten.NewShader(defaultShaderSourceBytes)
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if err != nil {
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return err
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}
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g.defaultShader = s
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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cx, cy := ebiten.CursorPosition()
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w, h := screen.Bounds().Dx(), screen.Bounds().Dy()
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op := &ebiten.DrawRectShaderOptions{}
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op.Uniforms = map[string]interface{}{
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"Time": float32(g.counter) / float32(ebiten.TPS()),
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"Cursor": []float32{float32(cx), float32(cy)},
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}
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screen.DrawRectShader(w, h, g.defaultShader, op)
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msg := `This is a test for shader precompilation.
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Precompilation works only on macOS so far.
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Note that this example still works even without shader precompilation.`
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ebitenutil.DebugPrint(screen, msg)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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return outsideWidth, outsideHeight
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}
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func main() {
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if err := registerPrecompiledShaders(); err != nil {
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log.Fatal(err)
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}
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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1
examples/shaderprecomp/metallib/dummy.metallib
Normal file
1
examples/shaderprecomp/metallib/dummy.metallib
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@ -0,0 +1 @@
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This is a dummy .metallib file to trick Go's embed package.
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103
examples/shaderprecomp/metallib/gen.go
Normal file
103
examples/shaderprecomp/metallib/gen.go
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// Copyright 2024 The Ebitengine 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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//go:build ignore
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// This is a program to generate precompiled Metal libraries.
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//
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// See https://developer.apple.com/documentation/metal/shader_libraries/building_a_shader_library_by_precompiling_source_files.
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package main
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import (
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"os"
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"os/exec"
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"path/filepath"
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"golang.org/x/sync/errgroup"
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"github.com/hajimehoshi/ebiten/v2/shaderprecomp"
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)
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func main() {
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if err := run(); err != nil {
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panic(err)
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}
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}
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func run() error {
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tmpdir, err := os.MkdirTemp("", "")
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if err != nil {
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return err
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}
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defer os.RemoveAll(tmpdir)
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srcs := shaderprecomp.AppendBuildinShaderSources(nil)
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defaultSrcBytes, err := os.ReadFile(filepath.Join("..", "defaultshader.go"))
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if err != nil {
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return err
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}
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defaultSrc, err := shaderprecomp.NewShaderSource(defaultSrcBytes)
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if err != nil {
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return err
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}
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srcs = append(srcs, defaultSrc)
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var wg errgroup.Group
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for _, src := range srcs {
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source := src
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wg.Go(func() error {
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return compile(source, tmpdir)
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})
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}
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if err := wg.Wait(); 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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func compile(source *shaderprecomp.ShaderSource, tmpdir string) error {
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id := source.ID().String()
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metalFilePath := filepath.Join(tmpdir, id+".metal")
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f, err := os.Create(metalFilePath)
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if err != nil {
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return err
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}
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defer f.Close()
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if err := shaderprecomp.CompileToMSL(f, source); err != nil {
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return err
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}
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if err := f.Sync(); err != nil {
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return err
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}
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irFilePath := filepath.Join(tmpdir, id+".ir")
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cmd := exec.Command("xcrun", "-sdk", "macosx", "metal", "-o", irFilePath, "-c", metalFilePath)
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cmd.Stderr = os.Stderr
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if err := cmd.Run(); err != nil {
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return err
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}
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metallibFilePath := id + ".metallib"
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cmd = exec.Command("xcrun", "-sdk", "macosx", "metallib", "-o", metallibFilePath, irFilePath)
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cmd.Stderr = os.Stderr
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if err := cmd.Run(); 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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17
examples/shaderprecomp/metallib/generate.go
Normal file
17
examples/shaderprecomp/metallib/generate.go
Normal file
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// Copyright 2024 The Ebitengine 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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//go:generate go run gen.go
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package metallib
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52
examples/shaderprecomp/register_darwin.go
Normal file
52
examples/shaderprecomp/register_darwin.go
Normal file
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// Copyright 2024 The Ebitengine 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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package main
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import (
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"embed"
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"errors"
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"fmt"
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"io/fs"
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"os"
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"github.com/hajimehoshi/ebiten/v2/shaderprecomp"
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)
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//go:embed metallib/*.metallib
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var metallibs embed.FS
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func registerPrecompiledShaders() error {
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srcs := shaderprecomp.AppendBuildinShaderSources(nil)
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defaultShaderSource, err := shaderprecomp.NewShaderSource(defaultShaderSourceBytes)
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if err != nil {
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return err
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}
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srcs = append(srcs, defaultShaderSource)
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for _, src := range srcs {
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name := src.ID().String() + ".metallib"
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lib, err := metallibs.ReadFile("metallib/" + name)
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if err != nil {
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if errors.Is(err, fs.ErrNotExist) {
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fmt.Fprintf(os.Stderr, "precompiled Metal library %s was not found. Run 'go generate' for 'metallib' directory to generate them\n", name)
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continue
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}
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return err
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}
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shaderprecomp.RegisterMetalLibrary(src, lib)
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}
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return nil
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}
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27
examples/shaderprecomp/register_others.go
Normal file
27
examples/shaderprecomp/register_others.go
Normal file
@ -0,0 +1,27 @@
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// Copyright 2024 The Ebitengine 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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//go:build !darwin
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package main
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import (
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"fmt"
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"os"
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)
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func registerPrecompiledShaders() error {
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fmt.Fprintf(os.Stderr, "precompiled shaders are not available in this environment.\n")
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return nil
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}
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@ -197,3 +197,13 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(0)
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}
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`)
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func AppendShaderSources(sources [][]byte) [][]byte {
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for filter := Filter(0); filter < FilterCount; filter++ {
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for address := Address(0); address < AddressCount; address++ {
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sources = append(sources, ShaderSource(filter, address, false), ShaderSource(filter, address, true))
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}
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}
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sources = append(sources, ScreenShaderSource, ClearShaderSource)
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return sources
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}
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@ -161,8 +161,8 @@ func __vertex(dstPos vec2, srcPos vec2, color vec4) (vec4, vec2, vec4) {
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return shaderSuffix, nil
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}
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func CompileShader(src []byte) (*shaderir.Program, error) {
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unit, err := shader.ParseCompilerDirectives(src)
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func completeShaderSource(fragmentSrc []byte) ([]byte, error) {
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unit, err := shader.ParseCompilerDirectives(fragmentSrc)
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if err != nil {
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return nil, err
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}
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@ -172,14 +172,23 @@ func CompileShader(src []byte) (*shaderir.Program, error) {
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}
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var buf bytes.Buffer
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buf.Write(src)
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buf.Write(fragmentSrc)
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buf.WriteString(suffix)
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return buf.Bytes(), nil
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}
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func CompileShader(fragmentSrc []byte) (*shaderir.Program, error) {
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src, err := completeShaderSource(fragmentSrc)
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if err != nil {
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return nil, err
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}
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const (
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vert = "__vertex"
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frag = "Fragment"
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)
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ir, err := shader.Compile(buf.Bytes(), vert, frag, ShaderImageCount)
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ir, err := shader.Compile(src, vert, frag, ShaderImageCount)
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if err != nil {
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return nil, err
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}
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@ -193,3 +202,11 @@ func CompileShader(src []byte) (*shaderir.Program, error) {
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return ir, nil
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}
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func CalcSourceHash(fragmentSrc []byte) (shaderir.SourceHash, error) {
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src, err := completeShaderSource(fragmentSrc)
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if err != nil {
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return shaderir.SourceHash{}, err
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}
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return shaderir.CalcSourceHash(src), nil
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}
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|
39
internal/graphicsdriver/metal/mtl/dispatch_darwin.go
Normal file
39
internal/graphicsdriver/metal/mtl/dispatch_darwin.go
Normal file
@ -0,0 +1,39 @@
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// Copyright 2024 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.
|
||||
// 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.
|
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|
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package mtl
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import (
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"unsafe"
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"github.com/ebitengine/purego"
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)
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var libSystem uintptr
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var (
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dispatchDataCreate func(buffer unsafe.Pointer, size uint, queue uintptr, destructor uintptr) uintptr
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dispatchRelease func(obj uintptr)
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)
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func init() {
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lib, err := purego.Dlopen("/usr/lib/libSystem.B.dylib", purego.RTLD_LAZY|purego.RTLD_GLOBAL)
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if err != nil {
|
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panic(err)
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}
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libSystem = lib
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purego.RegisterLibFunc(&dispatchDataCreate, libSystem, "dispatch_data_create")
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purego.RegisterLibFunc(&dispatchRelease, libSystem, "dispatch_release")
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}
|
@ -493,6 +493,7 @@ var (
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sel_supportsFeatureSet = objc.RegisterName("supportsFeatureSet:")
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sel_newCommandQueue = objc.RegisterName("newCommandQueue")
|
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sel_newLibraryWithSource_options_error = objc.RegisterName("newLibraryWithSource:options:error:")
|
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sel_newLibraryWithData_error = objc.RegisterName("newLibraryWithData:error:")
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sel_release = objc.RegisterName("release")
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sel_retain = objc.RegisterName("retain")
|
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sel_new = objc.RegisterName("new")
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@ -652,6 +653,27 @@ func (d Device) MakeLibrary(source string, opt CompileOptions) (Library, error)
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return Library{l}, nil
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}
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|
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// MakeLibraryWithData creates a Metal library instance from a data instance that contains the functions in a precompiled Metal library.
|
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//
|
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// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433391-makelibrary
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func (d Device) MakeLibraryWithData(buffer []byte) (Library, error) {
|
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defer runtime.KeepAlive(buffer)
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|
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data := dispatchDataCreate(unsafe.Pointer(&buffer[0]), uint(len(buffer)), 0, 0)
|
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defer dispatchRelease(data)
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|
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var err cocoa.NSError
|
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l := d.device.Send(
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sel_newLibraryWithData_error,
|
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data,
|
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unsafe.Pointer(&err),
|
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)
|
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if l == 0 {
|
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return Library{}, errors.New(cocoa.NSString{ID: err.Send(sel_localizedDescription)}.String())
|
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}
|
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return Library{l}, nil
|
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}
|
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|
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// MakeRenderPipelineState creates a render pipeline state object.
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//
|
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// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433369-makerenderpipelinestate.
|
||||
|
@ -16,6 +16,7 @@ package metal
|
||||
|
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import (
|
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"fmt"
|
||||
"sync"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl"
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@ -23,6 +24,38 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
|
||||
)
|
||||
|
||||
type precompiledLibraries struct {
|
||||
binaries map[shaderir.SourceHash][]byte
|
||||
m sync.Mutex
|
||||
}
|
||||
|
||||
func (c *precompiledLibraries) put(hash shaderir.SourceHash, bin []byte) {
|
||||
c.m.Lock()
|
||||
defer c.m.Unlock()
|
||||
|
||||
if c.binaries == nil {
|
||||
c.binaries = map[shaderir.SourceHash][]byte{}
|
||||
}
|
||||
if _, ok := c.binaries[hash]; ok {
|
||||
panic(fmt.Sprintf("metal: the precompiled library for the hash %s is already registered", hash.String()))
|
||||
}
|
||||
c.binaries[hash] = bin
|
||||
}
|
||||
|
||||
func (c *precompiledLibraries) get(hash shaderir.SourceHash) ([]byte, bool) {
|
||||
c.m.Lock()
|
||||
defer c.m.Unlock()
|
||||
|
||||
bin, ok := c.binaries[hash]
|
||||
return bin, ok
|
||||
}
|
||||
|
||||
var thePrecompiledLibraries precompiledLibraries
|
||||
|
||||
func RegisterPrecompiledLibrary(hash shaderir.SourceHash, bin []byte) {
|
||||
thePrecompiledLibraries.put(hash, bin)
|
||||
}
|
||||
|
||||
type shaderRpsKey struct {
|
||||
blend graphicsdriver.Blend
|
||||
stencilMode stencilMode
|
||||
@ -37,6 +70,8 @@ type Shader struct {
|
||||
fs mtl.Function
|
||||
vs mtl.Function
|
||||
rpss map[shaderRpsKey]mtl.RenderPipelineState
|
||||
|
||||
libraryPrecompiled bool
|
||||
}
|
||||
|
||||
func newShader(device mtl.Device, id graphicsdriver.ShaderID, program *shaderir.Program) (*Shader, error) {
|
||||
@ -61,24 +96,42 @@ func (s *Shader) Dispose() {
|
||||
}
|
||||
s.vs.Release()
|
||||
s.fs.Release()
|
||||
s.lib.Release()
|
||||
// Do not release s.lib if this is precompiled. This is a shared precompiled library.
|
||||
if !s.libraryPrecompiled {
|
||||
s.lib.Release()
|
||||
}
|
||||
}
|
||||
|
||||
func (s *Shader) init(device mtl.Device) error {
|
||||
src := msl.Compile(s.ir)
|
||||
lib, err := device.MakeLibrary(src, mtl.CompileOptions{})
|
||||
if err != nil {
|
||||
return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src)
|
||||
var src string
|
||||
if libBin, ok := thePrecompiledLibraries.get(s.ir.SourceHash); ok {
|
||||
lib, err := device.MakeLibraryWithData(libBin)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
s.lib = lib
|
||||
} else {
|
||||
src = msl.Compile(s.ir)
|
||||
lib, err := device.MakeLibrary(src, mtl.CompileOptions{})
|
||||
if err != nil {
|
||||
return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src)
|
||||
}
|
||||
s.lib = lib
|
||||
}
|
||||
s.lib = lib
|
||||
|
||||
vs, err := s.lib.MakeFunction(msl.VertexName)
|
||||
if err != nil {
|
||||
return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src)
|
||||
if src != "" {
|
||||
return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src)
|
||||
}
|
||||
return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w", err)
|
||||
}
|
||||
fs, err := s.lib.MakeFunction(msl.FragmentName)
|
||||
if err != nil {
|
||||
return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src)
|
||||
if src != "" {
|
||||
return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src)
|
||||
}
|
||||
return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w", err)
|
||||
}
|
||||
s.fs = fs
|
||||
s.vs = vs
|
||||
|
@ -202,6 +202,7 @@ func Compile(src []byte, vertexEntry, fragmentEntry string, textureCount int) (*
|
||||
fragmentEntry: fragmentEntry,
|
||||
unit: unit,
|
||||
}
|
||||
s.ir.SourceHash = shaderir.CalcSourceHash(src)
|
||||
s.global.ir = &shaderir.Block{}
|
||||
s.parse(f)
|
||||
|
||||
|
@ -16,8 +16,10 @@
|
||||
package shaderir
|
||||
|
||||
import (
|
||||
"encoding/hex"
|
||||
"go/constant"
|
||||
"go/token"
|
||||
"hash/fnv"
|
||||
"sort"
|
||||
"strings"
|
||||
)
|
||||
@ -29,6 +31,21 @@ const (
|
||||
Pixels
|
||||
)
|
||||
|
||||
type SourceHash [16]byte
|
||||
|
||||
func CalcSourceHash(source []byte) SourceHash {
|
||||
h := fnv.New128a()
|
||||
_, _ = h.Write(source)
|
||||
|
||||
var hash SourceHash
|
||||
h.Sum(hash[:0])
|
||||
return hash
|
||||
}
|
||||
|
||||
func (s SourceHash) String() string {
|
||||
return hex.EncodeToString(s[:])
|
||||
}
|
||||
|
||||
type Program struct {
|
||||
UniformNames []string
|
||||
Uniforms []Type
|
||||
@ -40,6 +57,8 @@ type Program struct {
|
||||
FragmentFunc FragmentFunc
|
||||
Unit Unit
|
||||
|
||||
SourceHash SourceHash
|
||||
|
||||
uniformFactors []uint32
|
||||
}
|
||||
|
||||
|
70
shaderprecomp/shaderprecomp.go
Normal file
70
shaderprecomp/shaderprecomp.go
Normal file
@ -0,0 +1,70 @@
|
||||
// Copyright 2024 The Ebitengine 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 shaderprecomp
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
// AppendBuildinShaderSources appends all the built-in shader sources to the given slice.
|
||||
//
|
||||
// Do not modify the content of the shader source.
|
||||
//
|
||||
// AppendBuildinShaderSources is concurrent-safe.
|
||||
func AppendBuildinShaderSources(sources []*ShaderSource) []*ShaderSource {
|
||||
for _, s := range builtinshader.AppendShaderSources(nil) {
|
||||
src, err := NewShaderSource(s)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
sources = append(sources, src)
|
||||
}
|
||||
return sources
|
||||
}
|
||||
|
||||
// ShaderSource is an object encapsulating a shader source code.
|
||||
type ShaderSource struct {
|
||||
source []byte
|
||||
id ShaderSourceID
|
||||
}
|
||||
|
||||
// NewShaderSource creates a new ShaderSource object from the given source code.
|
||||
func NewShaderSource(source []byte) (*ShaderSource, error) {
|
||||
hash, err := graphics.CalcSourceHash(source)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &ShaderSource{
|
||||
source: source,
|
||||
id: ShaderSourceID(hash),
|
||||
}, nil
|
||||
}
|
||||
|
||||
// ID returns a unique identifier for the shader source.
|
||||
// The ShaderSourceID value must be the same for the same shader source and the same Ebitengine version.
|
||||
// There is no guarantee that the ShaderSourceID value is the same between different Ebitengine versions.
|
||||
func (s *ShaderSource) ID() ShaderSourceID {
|
||||
return s.id
|
||||
}
|
||||
|
||||
// ShaderSourceID is a uniuqe identifier for a shader source.
|
||||
type ShaderSourceID [16]byte
|
||||
|
||||
// String returns a string representation of the shader source ID.
|
||||
func (s ShaderSourceID) String() string {
|
||||
return shaderir.SourceHash(s).String()
|
||||
}
|
47
shaderprecomp/shaderprecomp_darwin.go
Normal file
47
shaderprecomp/shaderprecomp_darwin.go
Normal file
@ -0,0 +1,47 @@
|
||||
// Copyright 2024 The Ebitengine 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 shaderprecomp
|
||||
|
||||
import (
|
||||
"io"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
|
||||
)
|
||||
|
||||
// CompileToMSL compiles the shader source to Metal Shader Language, and writes the result to w.
|
||||
//
|
||||
// CompileToMSL is concurrent-safe.
|
||||
func CompileToMSL(w io.Writer, source *ShaderSource) error {
|
||||
ir, err := graphics.CompileShader(source.source)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if _, err = w.Write([]byte(msl.Compile(ir))); err != nil {
|
||||
return err
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// RegisterMetalLibrary registers a precompiled Metal library for a shader source.
|
||||
// library must be the content of a .metallib file.
|
||||
// For more details, see https://developer.apple.com/documentation/metal/shader_libraries/building_a_shader_library_by_precompiling_source_files.
|
||||
//
|
||||
// RegisterMetalLibrary is concurrent-safe.
|
||||
func RegisterMetalLibrary(source *ShaderSource, library []byte) {
|
||||
metal.RegisterPrecompiledLibrary(shaderir.SourceHash(source.ID()), library)
|
||||
}
|
Loading…
Reference in New Issue
Block a user