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https://github.com/hajimehoshi/ebiten.git
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parent
384dee7160
commit
c4e4e55d75
@ -111,18 +111,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
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uniforms = prependPreservedUniforms(uniforms, dst, srcs, offsets, dstRegion, srcRegion)
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// Remove unused uniform variables so that more commands can be merged.
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uvs := map[int]struct{}{}
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for _, i := range shader.ir.ReachableUniformVariablesFromBlock(shader.ir.VertexFunc.Block) {
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uvs[i] = struct{}{}
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}
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for _, i := range shader.ir.ReachableUniformVariablesFromBlock(shader.ir.FragmentFunc.Block) {
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uvs[i] = struct{}{}
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}
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for i := range uniforms {
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if _, ok := uvs[i]; !ok {
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uniforms[i] = nil
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}
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}
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shader.ir.FilterUniformVariables(uniforms)
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// TODO: If dst is the screen, reorder the command to be the last.
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if !split && 0 < len(q.commands) {
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19
internal/shaderir/export_test.go
Normal file
19
internal/shaderir/export_test.go
Normal file
@ -0,0 +1,19 @@
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// Copyright 2022 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 shaderir
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func (p *Program) ReachableUniformVariablesFromBlock(block *Block) []int {
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return p.reachableUniformVariablesFromBlock(block)
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}
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@ -31,6 +31,8 @@ type Program struct {
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Funcs []Func
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VertexFunc VertexFunc
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FragmentFunc FragmentFunc
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reachableUniforms map[int]struct{}
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}
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type Func struct {
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@ -420,7 +422,7 @@ func walkExprsInExpr(f func(expr *Expr), expr *Expr) {
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}
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}
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func (p *Program) ReachableUniformVariablesFromBlock(block *Block) []int {
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func (p *Program) reachableUniformVariablesFromBlock(block *Block) []int {
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indexToFunc := map[int]*Func{}
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for _, f := range p.Funcs {
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f := f
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@ -451,3 +453,20 @@ func (p *Program) ReachableUniformVariablesFromBlock(block *Block) []int {
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sort.Ints(is)
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return is
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}
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func (p *Program) FilterUniformVariables(uniforms [][]float32) {
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if p.reachableUniforms == nil {
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p.reachableUniforms = map[int]struct{}{}
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for _, i := range p.reachableUniformVariablesFromBlock(p.VertexFunc.Block) {
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p.reachableUniforms[i] = struct{}{}
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}
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for _, i := range p.reachableUniformVariablesFromBlock(p.FragmentFunc.Block) {
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p.reachableUniforms[i] = struct{}{}
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}
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}
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for i := range uniforms {
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if _, ok := p.reachableUniforms[i]; !ok {
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uniforms[i] = nil
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}
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}
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}
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@ -12,12 +12,32 @@
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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 shader_test
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package shaderir_test
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import (
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"go/parser"
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"go/token"
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"testing"
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"github.com/hajimehoshi/ebiten/v2/internal/shader"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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func compileToIR(src []byte) (*shaderir.Program, error) {
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fset := token.NewFileSet()
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f, err := parser.ParseFile(fset, "", src, parser.AllErrors)
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if err != nil {
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return nil, err
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}
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ir, err := shader.Compile(fset, f, "Vertex", "Fragment", 0)
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if err != nil {
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return nil, err
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}
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return ir, nil
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}
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func areIntSlicesEqual(a, b []int) bool {
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if len(a) != len(b) {
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return false
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