mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/graphicsdriver/directx: refactoring
This is a preparation for a DirectX 11 driver. Updates #2613
This commit is contained in:
parent
4779bbc04d
commit
c8a2e5dc71
@ -726,7 +726,7 @@ type _D3D12_ROOT_SIGNATURE_DESC struct {
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}
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type _D3D12_SHADER_BYTECODE struct {
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pShaderBytecode uintptr
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pShaderBytecode unsafe.Pointer
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BytecodeLength uintptr
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}
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@ -1507,10 +1507,10 @@ func (i *_ID3D12Device) CreateRenderTargetView(pResource *_ID3D12Resource, pDesc
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runtime.KeepAlive(pDesc)
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}
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func (i *_ID3D12Device) CreateRootSignature(nodeMask uint32, pBlobWithRootSignature uintptr, blobLengthInBytes uintptr) (*_ID3D12RootSignature, error) {
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func (i *_ID3D12Device) CreateRootSignature(nodeMask uint32, pBlobWithRootSignature unsafe.Pointer, blobLengthInBytes uintptr) (*_ID3D12RootSignature, error) {
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var signature *_ID3D12RootSignature
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r, _, _ := syscall.Syscall6(i.vtbl.CreateRootSignature, 6, uintptr(unsafe.Pointer(i)),
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uintptr(nodeMask), pBlobWithRootSignature, blobLengthInBytes,
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uintptr(nodeMask), uintptr(pBlobWithRootSignature), blobLengthInBytes,
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uintptr(unsafe.Pointer(&_IID_ID3D12RootSignature)), uintptr(unsafe.Pointer(&signature)))
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if uint32(r) != uint32(windows.S_OK) {
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return nil, fmt.Errorf("directx: ID3D12Device::CreateRootSignature failed: %w", handleError(windows.Handle(uint32(r))))
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@ -112,10 +112,10 @@ func (i *_ID3DBlob) AddRef() uint32 {
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return uint32(r)
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}
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func (i *_ID3DBlob) GetBufferPointer() uintptr {
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func (i *_ID3DBlob) GetBufferPointer() unsafe.Pointer {
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r, _, _ := syscall.Syscall(i.vtbl.GetBufferPointer, 1, uintptr(unsafe.Pointer(i)),
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0, 0)
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return r
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return unsafe.Pointer(r)
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}
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func (i *_ID3DBlob) GetBufferSize() uintptr {
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@ -17,7 +17,6 @@ package directx
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import (
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"errors"
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"fmt"
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"math"
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"unsafe"
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"golang.org/x/sys/windows"
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@ -91,9 +90,9 @@ type graphics12 struct {
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nextImageID graphicsdriver.ImageID
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disposedImages [frameCount][]*image12
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shaders map[graphicsdriver.ShaderID]*Shader
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shaders map[graphicsdriver.ShaderID]*shader12
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nextShaderID graphicsdriver.ShaderID
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disposedShaders [frameCount][]*Shader
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disposedShaders [frameCount][]*shader12
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vsyncEnabled bool
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transparent bool
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@ -864,18 +863,6 @@ func (g *graphics12) SetTransparent(transparent bool) {
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g.transparent = transparent
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}
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func pow2(x uint32) uint32 {
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if x > (math.MaxUint32+1)/2 {
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return math.MaxUint32
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}
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var p2 uint32 = 1
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for p2 < x {
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p2 *= 2
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}
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return p2
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}
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func (g *graphics12) SetVertices(vertices []float32, indices []uint16) (ferr error) {
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// Create buffers if necessary.
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vidx := len(g.vertices[g.frameIndex])
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@ -884,7 +871,7 @@ func (g *graphics12) SetVertices(vertices []float32, indices []uint16) (ferr err
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} else {
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g.vertices[g.frameIndex] = append(g.vertices[g.frameIndex], nil)
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}
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vsize := pow2(uint32(len(vertices)) * uint32(unsafe.Sizeof(float32(0))))
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vsize := pow2(uint32(len(vertices)) * uint32(unsafe.Sizeof(vertices[0])))
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if g.vertices[g.frameIndex][vidx] != nil && g.vertices[g.frameIndex][vidx].sizeInBytes < vsize {
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g.vertices[g.frameIndex][vidx].release()
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g.vertices[g.frameIndex][vidx] = nil
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@ -913,7 +900,7 @@ func (g *graphics12) SetVertices(vertices []float32, indices []uint16) (ferr err
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} else {
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g.indices[g.frameIndex] = append(g.indices[g.frameIndex], nil)
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}
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isize := pow2(uint32(len(indices)) * uint32(unsafe.Sizeof(uint16(0))))
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isize := pow2(uint32(len(indices)) * uint32(unsafe.Sizeof(indices[0])))
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if g.indices[g.frameIndex][iidx] != nil && g.indices[g.frameIndex][iidx].sizeInBytes < isize {
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g.indices[g.frameIndex][iidx].release()
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g.indices[g.frameIndex][iidx] = nil
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@ -1031,9 +1018,9 @@ func (g *graphics12) removeImage(img *image12) {
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g.disposedImages[g.frameIndex] = append(g.disposedImages[g.frameIndex], img)
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}
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func (g *graphics12) addShader(s *Shader) {
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func (g *graphics12) addShader(s *shader12) {
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if g.shaders == nil {
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g.shaders = map[graphicsdriver.ShaderID]*Shader{}
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g.shaders = map[graphicsdriver.ShaderID]*shader12{}
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}
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if _, ok := g.shaders[s.id]; ok {
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panic(fmt.Sprintf("directx: shader ID %d was already registered", s.id))
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@ -1041,7 +1028,7 @@ func (g *graphics12) addShader(s *Shader) {
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g.shaders[s.id] = s
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}
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func (g *graphics12) removeShader(s *Shader) {
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func (g *graphics12) removeShader(s *shader12) {
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delete(g.shaders, s.id)
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g.disposedShaders[g.frameIndex] = append(g.disposedShaders[g.frameIndex], s)
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}
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@ -1078,7 +1065,7 @@ func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader
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return nil, err
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}
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s := &Shader{
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s := &shader12{
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graphics: g,
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id: g.genNextShaderID(),
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uniformTypes: program.Uniforms,
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@ -1138,7 +1125,7 @@ func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.
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}
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shader := g.shaders[shaderID]
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adjustedUniforms := shader.adjustUniforms(uniforms)
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adjustedUniforms := adjustUniforms(shader.uniformTypes, shader.uniformOffsets, uniforms)
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w, h := dst.internalSize()
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g.needFlushDrawCommandList = true
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@ -17,6 +17,7 @@ package directx
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import (
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"errors"
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"fmt"
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"math"
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"os"
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"runtime"
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"strings"
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@ -28,8 +29,28 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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type stencilMode int
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const (
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prepareStencil stencilMode = iota
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drawWithStencil
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noStencil
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)
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const frameCount = 2
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func pow2(x uint32) uint32 {
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if x > (math.MaxUint32+1)/2 {
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return math.MaxUint32
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}
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var p2 uint32 = 1
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for p2 < x {
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p2 *= 2
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}
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return p2
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}
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// NewGraphics creates an implementation of graphicsdriver.Graphics for DirectX.
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// The returned graphics value is nil iff the error is not nil.
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func NewGraphics() (graphicsdriver.Graphics, error) {
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@ -23,7 +23,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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var inputElementDescs = []_D3D12_INPUT_ELEMENT_DESC{
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var inputElementDescsForDX12 = []_D3D12_INPUT_ELEMENT_DESC{
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{
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SemanticName: &([]byte("POSITION\000"))[0],
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SemanticIndex: 0,
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@ -55,7 +55,7 @@ var inputElementDescs = []_D3D12_INPUT_ELEMENT_DESC{
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const numDescriptorsPerFrame = 32
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func blendFactorToBlend(f graphicsdriver.BlendFactor, alpha bool) _D3D12_BLEND {
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func blendFactorToBlend12(f graphicsdriver.BlendFactor, alpha bool) _D3D12_BLEND {
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// D3D12_RENDER_TARGET_BLEND_DESC's *BlendAlpha members don't allow *_COLOR values.
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// See https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_render_target_blend_desc.
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@ -99,7 +99,7 @@ func blendFactorToBlend(f graphicsdriver.BlendFactor, alpha bool) _D3D12_BLEND {
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}
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}
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func blendOperationToBlendOp(o graphicsdriver.BlendOperation) _D3D12_BLEND_OP {
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func blendOperationToBlendOp12(o graphicsdriver.BlendOperation) _D3D12_BLEND_OP {
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switch o {
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case graphicsdriver.BlendOperationAdd:
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return _D3D12_BLEND_OP_ADD
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@ -176,7 +176,7 @@ 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) drawTriangles(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, screen bool, srcs [graphics.ShaderImageCount]*image12, shader *Shader, dstRegions []graphicsdriver.DstRegion, uniforms []uint32, blend graphicsdriver.Blend, indexOffset int, evenOdd bool) error {
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func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, screen bool, srcs [graphics.ShaderImageCount]*image12, shader *shader12, dstRegions []graphicsdriver.DstRegion, uniforms []uint32, blend graphicsdriver.Blend, indexOffset int, evenOdd bool) error {
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idx := len(p.constantBuffers[frameIndex])
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if idx >= numDescriptorsPerFrame {
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return fmt.Errorf("directx: too many constant buffers")
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@ -479,12 +479,12 @@ func (p *pipelineStates) newPipelineState(device *_ID3D12Device, vsh, psh *_ID3D
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{
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BlendEnable: 1,
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LogicOpEnable: 0,
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SrcBlend: blendFactorToBlend(blend.BlendFactorSourceRGB, false),
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DestBlend: blendFactorToBlend(blend.BlendFactorDestinationRGB, false),
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BlendOp: blendOperationToBlendOp(blend.BlendOperationRGB),
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SrcBlendAlpha: blendFactorToBlend(blend.BlendFactorSourceAlpha, true),
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DestBlendAlpha: blendFactorToBlend(blend.BlendFactorDestinationAlpha, true),
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BlendOpAlpha: blendOperationToBlendOp(blend.BlendOperationAlpha),
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SrcBlend: blendFactorToBlend12(blend.BlendFactorSourceRGB, false),
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DestBlend: blendFactorToBlend12(blend.BlendFactorDestinationRGB, false),
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BlendOp: blendOperationToBlendOp12(blend.BlendOperationRGB),
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SrcBlendAlpha: blendFactorToBlend12(blend.BlendFactorSourceAlpha, true),
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DestBlendAlpha: blendFactorToBlend12(blend.BlendFactorDestinationAlpha, true),
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BlendOpAlpha: blendOperationToBlendOp12(blend.BlendOperationAlpha),
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LogicOp: _D3D12_LOGIC_OP_NOOP,
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RenderTargetWriteMask: writeMask,
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},
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@ -506,8 +506,8 @@ func (p *pipelineStates) newPipelineState(device *_ID3D12Device, vsh, psh *_ID3D
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},
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DepthStencilState: depthStencilDesc,
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InputLayout: _D3D12_INPUT_LAYOUT_DESC{
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pInputElementDescs: &inputElementDescs[0],
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NumElements: uint32(len(inputElementDescs)),
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pInputElementDescs: &inputElementDescsForDX12[0],
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NumElements: uint32(len(inputElementDescsForDX12)),
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},
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PrimitiveTopologyType: _D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
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NumRenderTargets: 1,
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89
internal/graphicsdriver/directx/shader12_windows.go
Normal file
89
internal/graphicsdriver/directx/shader12_windows.go
Normal file
@ -0,0 +1,89 @@
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// Copyright 2023 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 directx
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type pipelineStateKey struct {
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blend graphicsdriver.Blend
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stencilMode stencilMode
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screen bool
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}
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type shader12 struct {
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graphics *graphics12
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id graphicsdriver.ShaderID
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uniformTypes []shaderir.Type
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uniformOffsets []int
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vertexShader *_ID3DBlob
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pixelShader *_ID3DBlob
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pipelineStates map[pipelineStateKey]*_ID3D12PipelineState
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}
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func (s *shader12) ID() graphicsdriver.ShaderID {
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return s.id
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}
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func (s *shader12) Dispose() {
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s.graphics.removeShader(s)
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}
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func (s *shader12) disposeImpl() {
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for c, p := range s.pipelineStates {
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p.Release()
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delete(s.pipelineStates, c)
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}
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if s.pixelShader != nil {
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s.pixelShader.Release()
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s.pixelShader = nil
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}
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if s.vertexShader != nil {
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count := s.vertexShader.Release()
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if count == 0 {
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for k, v := range vertexShaderCache {
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if v == s.vertexShader {
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delete(vertexShaderCache, k)
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}
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}
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}
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s.vertexShader = nil
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}
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}
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func (s *shader12) pipelineState(blend graphicsdriver.Blend, stencilMode stencilMode, screen bool) (*_ID3D12PipelineState, error) {
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key := pipelineStateKey{
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blend: blend,
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stencilMode: stencilMode,
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screen: screen,
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}
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if state, ok := s.pipelineStates[key]; ok {
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return state, nil
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}
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state, err := s.graphics.pipelineStates.newPipelineState(s.graphics.device, s.vertexShader, s.pixelShader, blend, stencilMode, screen)
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if err != nil {
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return nil, err
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}
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if s.pipelineStates == nil {
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s.pipelineStates = map[pipelineStateKey]*_ID3D12PipelineState{}
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}
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s.pipelineStates[key] = state
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return state, nil
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}
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@ -20,34 +20,9 @@ import (
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"golang.org/x/sync/errgroup"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type stencilMode int
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const (
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prepareStencil stencilMode = iota
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drawWithStencil
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noStencil
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)
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type pipelineStateKey struct {
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blend graphicsdriver.Blend
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stencilMode stencilMode
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screen bool
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}
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type Shader struct {
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graphics *graphics12
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id graphicsdriver.ShaderID
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uniformTypes []shaderir.Type
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uniformOffsets []int
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vertexShader *_ID3DBlob
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pixelShader *_ID3DBlob
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pipelineStates map[pipelineStateKey]*_ID3D12PipelineState
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}
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var vertexShaderCache = map[string]*_ID3DBlob{}
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func compileShader(vs, ps string) (vsh, psh *_ID3DBlob, ferr error) {
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@ -105,64 +80,12 @@ func compileShader(vs, ps string) (vsh, psh *_ID3DBlob, ferr error) {
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return
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}
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func (s *Shader) ID() graphicsdriver.ShaderID {
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return s.id
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}
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func (s *Shader) Dispose() {
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s.graphics.removeShader(s)
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}
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func (s *Shader) disposeImpl() {
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for c, p := range s.pipelineStates {
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p.Release()
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delete(s.pipelineStates, c)
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}
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if s.pixelShader != nil {
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s.pixelShader.Release()
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s.pixelShader = nil
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}
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if s.vertexShader != nil {
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count := s.vertexShader.Release()
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if count == 0 {
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for k, v := range vertexShaderCache {
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if v == s.vertexShader {
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delete(vertexShaderCache, k)
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}
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}
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}
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s.vertexShader = nil
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}
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}
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func (s *Shader) pipelineState(blend graphicsdriver.Blend, stencilMode stencilMode, screen bool) (*_ID3D12PipelineState, error) {
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key := pipelineStateKey{
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blend: blend,
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stencilMode: stencilMode,
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screen: screen,
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}
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if state, ok := s.pipelineStates[key]; ok {
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return state, nil
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}
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state, err := s.graphics.pipelineStates.newPipelineState(s.graphics.device, s.vertexShader, s.pixelShader, blend, stencilMode, screen)
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if err != nil {
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return nil, err
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}
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if s.pipelineStates == nil {
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s.pipelineStates = map[pipelineStateKey]*_ID3D12PipelineState{}
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}
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s.pipelineStates[key] = state
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return state, nil
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}
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func (s *Shader) adjustUniforms(uniforms []uint32) []uint32 {
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func adjustUniforms(uniformTypes []shaderir.Type, uniformOffsets []int, uniforms []uint32) []uint32 {
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var fs []uint32
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var idx int
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for i, typ := range s.uniformTypes {
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if len(fs) < s.uniformOffsets[i]/4 {
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fs = append(fs, make([]uint32, s.uniformOffsets[i]/4-len(fs))...)
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for i, typ := range uniformTypes {
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if len(fs) < uniformOffsets[i]/4 {
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fs = append(fs, make([]uint32, uniformOffsets[i]/4-len(fs))...)
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}
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|
||||
n := typ.Uint32Count()
|
||||
|
Loading…
Reference in New Issue
Block a user