shaderprecomp: accept an ID instead of source to register

Updates #2861
This commit is contained in:
Hajime Hoshi 2024-05-26 19:24:31 +09:00
parent 1c438cb5c8
commit ecc3f29af1
7 changed files with 87 additions and 41 deletions

View File

@ -40,7 +40,7 @@ func run() error {
if errors.Is(err, exec.ErrNotFound) {
fmt.Fprintln(os.Stderr, "fxc.exe not found. Please install Windows SDK.")
fmt.Fprintln(os.Stderr, "See https://learn.microsoft.com/en-us/windows/win32/direct3dtools/fxc for more details.")
fmt.Fprintln(os.Stderr, "On PowerShell, you can add a path to the PATH environment variable temporarily like:")
fmt.Fprintln(os.Stderr, "HINT: On PowerShell, you can add a path to the PATH environment variable temporarily like:")
fmt.Fprintln(os.Stderr)
fmt.Fprintln(os.Stderr, ` & (Get-Process -Id $PID).Path { $env:PATH="C:\Program Files (x86)\Windows Kits\10\bin\10.0.22621.0\x64;"+$env:PATH; go generate .\examples\shaderprecomp\fxc\ }`)
fmt.Fprintln(os.Stderr)

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@ -16,10 +16,9 @@ package main
import (
"embed"
"errors"
"fmt"
"io/fs"
"os"
"strings"
"github.com/hajimehoshi/ebiten/v2/shaderprecomp"
)
@ -28,24 +27,40 @@ import (
var metallibs embed.FS
func registerPrecompiledShaders() error {
srcs := shaderprecomp.AppendBuildinShaderSources(nil)
defaultShaderSource, err := shaderprecomp.NewShaderSource(defaultShaderSourceBytes)
ents, err := metallibs.ReadDir("metallib")
if err != nil {
return err
}
srcs = append(srcs, defaultShaderSource)
for _, src := range srcs {
name := src.ID().String() + ".metallib"
lib, err := metallibs.ReadFile("metallib/" + name)
if err != nil {
if errors.Is(err, fs.ErrNotExist) {
fmt.Fprintf(os.Stderr, "precompiled Metal library %s was not found. Run 'go generate' for 'metallib' directory to generate them.\n", name)
var registered bool
for _, ent := range ents {
if ent.IsDir() {
continue
}
const suffix = ".metallib"
name := ent.Name()
if !strings.HasSuffix(name, suffix) {
continue
}
id := name[:len(name)-len(suffix)]
srcID, err := shaderprecomp.ParseSourceID(id)
if err != nil {
continue
}
lib, err := metallibs.ReadFile("metallib/" + name)
if err != nil {
return err
}
shaderprecomp.RegisterMetalLibrary(src, lib)
shaderprecomp.RegisterMetalLibrary(srcID, lib)
registered = true
}
if !registered {
fmt.Fprintln(os.Stderr, "precompiled Metal libraries were not found. Run 'go generate' for 'metallib' directory to generate them.")
}
return nil

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@ -16,10 +16,9 @@ package main
import (
"embed"
"errors"
"fmt"
"io/fs"
"os"
"strings"
"github.com/hajimehoshi/ebiten/v2/shaderprecomp"
)
@ -30,35 +29,44 @@ import (
var fxcs embed.FS
func registerPrecompiledShaders() error {
srcs := shaderprecomp.AppendBuildinShaderSources(nil)
defaultShaderSource, err := shaderprecomp.NewShaderSource(defaultShaderSourceBytes)
ents, err := fxcs.ReadDir("fxc")
if err != nil {
return err
}
srcs = append(srcs, defaultShaderSource)
for _, src := range srcs {
vsname := src.ID().String() + "_vs.fxc"
vs, err := fxcs.ReadFile("fxc/" + vsname)
if err != nil {
if errors.Is(err, fs.ErrNotExist) {
fmt.Fprintf(os.Stderr, "precompiled HLSL library %s was not found. Run 'go generate' for 'fxc' directory to generate them.\n", vsname)
var registered bool
for _, ent := range ents {
if ent.IsDir() {
continue
}
return err
}
psname := src.ID().String() + "_ps.fxc"
ps, err := fxcs.ReadFile("fxc/" + psname)
if err != nil {
if errors.Is(err, fs.ErrNotExist) {
fmt.Fprintf(os.Stderr, "precompiled HLSL library %s was not found. Run 'go generate' for 'fxc' directory to generate them.\n", psname)
const suffix = "_vs.fxc"
name := ent.Name()
if !strings.HasSuffix(name, suffix) {
continue
}
id := name[:len(name)-len(suffix)]
srcID, err := shaderprecomp.ParseSourceID(id)
if err != nil {
continue
}
vs, err := fxcs.ReadFile("fxc/" + id + "_vs.fxc")
if err != nil {
return err
}
ps, err := fxcs.ReadFile("fxc/" + id + "_ps.fxc")
if err != nil {
return err
}
shaderprecomp.RegisterFXCs(src, vs, ps)
shaderprecomp.RegisterFXCs(srcID, vs, ps)
registered = true
}
if !registered {
fmt.Fprintln(os.Stderr, "precompiled HLSL libraries were not found. Run 'go generate' for 'fxc' directory to generate them.")
}
return nil

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@ -17,6 +17,7 @@ package shaderir
import (
"encoding/hex"
"fmt"
"go/constant"
"go/token"
"hash/fnv"
@ -42,6 +43,19 @@ func CalcSourceHash(source []byte) SourceHash {
return hash
}
func ParseSourceHash(s string) (SourceHash, error) {
bs, err := hex.DecodeString(s)
if err != nil {
return SourceHash{}, err
}
var hash SourceHash
if len(bs) != len(hash) {
return SourceHash{}, fmt.Errorf("shaderir: invalid size hash: %s", s)
}
copy(hash[:], bs)
return hash, nil
}
func (s SourceHash) String() string {
return hex.EncodeToString(s[:])
}

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@ -64,6 +64,15 @@ func (s *ShaderSource) ID() ShaderSourceID {
// ShaderSourceID is a uniuqe identifier for a shader source.
type ShaderSourceID [16]byte
// ParseSourceID parses a string representation of the shader source ID.
func ParseSourceID(s string) (ShaderSourceID, error) {
h, err := shaderir.ParseSourceHash(s)
if err != nil {
return ShaderSourceID{}, err
}
return ShaderSourceID(h), nil
}
// String returns a string representation of the shader source ID.
func (s ShaderSourceID) String() string {
return shaderir.SourceHash(s).String()

View File

@ -39,11 +39,11 @@ func CompileToMSL(w io.Writer, source *ShaderSource) error {
return nil
}
// RegisterMetalLibrary registers a precompiled Metal library for a shader source.
// RegisterMetalLibrary registers a precompiled Metal library for a shader source ID.
// 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)
func RegisterMetalLibrary(id ShaderSourceID, library []byte) {
metal.RegisterPrecompiledLibrary(shaderir.SourceHash(id), library)
}

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@ -57,11 +57,11 @@ func CompileToHLSL(vertexWriter, pixelWriter io.Writer, source *ShaderSource) er
return nil
}
// RegisterFXCs registers a precompiled HLSL (FXC) for a shader source.
// RegisterFXCs registers a precompiled HLSL (FXC) for a shader source ID.
// vertexFXC and pixelFXC must be the content of .fxc files generated by `fxc` command.
// For more details, see https://learn.microsoft.com/en-us/windows/win32/direct3dtools/dx-graphics-tools-fxc-using.
//
// RegisterFXCs is concurrent-safe.
func RegisterFXCs(source *ShaderSource, vertexFXC, pixelFXC []byte) {
directx.RegisterPrecompiledFXCs(shaderir.SourceHash(source.ID()), vertexFXC, pixelFXC)
func RegisterFXCs(id ShaderSourceID, vertexFXC, pixelFXC []byte) {
directx.RegisterPrecompiledFXCs(shaderir.SourceHash(id), vertexFXC, pixelFXC)
}