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internal/graphicsdriver/directx: refactoring
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parent
549e6120b5
commit
dbb167c2d0
@ -1068,7 +1068,7 @@ func (g *graphics12) MaxImageSize() int {
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func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
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vs, ps, offsets := hlsl.Compile(program)
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vsh, psh, err := newShader(vs, ps)
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vsh, psh, err := compileShader(vs, ps)
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if err != nil {
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return nil, err
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}
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@ -19,8 +19,6 @@ import (
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"math"
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"unsafe"
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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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)
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@ -406,63 +404,6 @@ func (p *pipelineStates) ensureRootSignature(device *_ID3D12Device) (rootSignatu
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return p.rootSignature, nil
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}
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var vertexShaderCache = map[string]*_ID3DBlob{}
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func newShader(vs, ps string) (vsh, psh *_ID3DBlob, ferr error) {
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var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)
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defer func() {
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if ferr == nil {
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return
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}
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if vsh != nil {
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vsh.Release()
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}
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if psh != nil {
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psh.Release()
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}
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}()
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var wg errgroup.Group
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// Vertex shaders are likely the same. If so, reuse the same _ID3DBlob.
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if v, ok := vertexShaderCache[vs]; ok {
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// Increment the reference count not to release this object unexpectedly.
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// The value will be removed when the count reached 0.
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// See (*Shader).disposeImpl.
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v.AddRef()
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vsh = v
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} else {
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defer func() {
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if ferr == nil {
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vertexShaderCache[vs] = vsh
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}
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}()
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wg.Go(func() error {
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v, err := _D3DCompile([]byte(vs), "shader", nil, nil, "VSMain", "vs_5_0", flag, 0)
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if err != nil {
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return fmt.Errorf("directx: D3DCompile for VSMain failed, original source: %s, %w", vs, err)
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}
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vsh = v
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return nil
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})
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}
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wg.Go(func() error {
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p, err := _D3DCompile([]byte(ps), "shader", nil, nil, "PSMain", "ps_5_0", flag, 0)
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if err != nil {
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return fmt.Errorf("directx: D3DCompile for PSMain failed, original source: %s, %w", ps, err)
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}
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psh = p
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return nil
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})
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if err := wg.Wait(); err != nil {
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return nil, nil, err
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}
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return
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}
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func (p *pipelineStates) newPipelineState(device *_ID3D12Device, vsh, psh *_ID3DBlob, blend graphicsdriver.Blend, stencilMode stencilMode, screen bool) (state *_ID3D12PipelineState, ferr error) {
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rootSignature, err := p.ensureRootSignature(device)
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if err != nil {
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@ -17,6 +17,8 @@ package directx
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import (
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"fmt"
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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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@ -46,6 +48,63 @@ type Shader struct {
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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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var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)
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defer func() {
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if ferr == nil {
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return
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}
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if vsh != nil {
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vsh.Release()
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}
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if psh != nil {
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psh.Release()
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}
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}()
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var wg errgroup.Group
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// Vertex shaders are likely the same. If so, reuse the same _ID3DBlob.
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if v, ok := vertexShaderCache[vs]; ok {
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// Increment the reference count not to release this object unexpectedly.
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// The value will be removed when the count reached 0.
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// See (*Shader).disposeImpl.
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v.AddRef()
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vsh = v
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} else {
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defer func() {
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if ferr == nil {
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vertexShaderCache[vs] = vsh
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}
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}()
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wg.Go(func() error {
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v, err := _D3DCompile([]byte(vs), "shader", nil, nil, "VSMain", "vs_5_0", flag, 0)
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if err != nil {
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return fmt.Errorf("directx: D3DCompile for VSMain failed, original source: %s, %w", vs, err)
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}
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vsh = v
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return nil
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})
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}
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wg.Go(func() error {
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p, err := _D3DCompile([]byte(ps), "shader", nil, nil, "PSMain", "ps_5_0", flag, 0)
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if err != nil {
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return fmt.Errorf("directx: D3DCompile for PSMain failed, original source: %s, %w", ps, err)
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}
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psh = p
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return nil
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})
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if err := wg.Wait(); err != nil {
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return nil, nil, err
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}
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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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