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https://github.com/hajimehoshi/ebiten.git
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internal/graphicsdriver/directx: reuse a compiled vertex shader if possible
D3DCompile can be a very slow function, and let's skip this if possible.
This commit is contained in:
parent
88fe3d1287
commit
fda0b1cbcb
@ -2309,6 +2309,11 @@ type _ID3DBlob_Vtbl struct {
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GetBufferSize uintptr
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}
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func (i *_ID3DBlob) AddRef() uint32 {
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r, _, _ := syscall.Syscall(i.vtbl.AddRef, 1, uintptr(unsafe.Pointer(i)), 0, 0)
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return uint32(r)
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}
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func (i *_ID3DBlob) GetBufferPointer() uintptr {
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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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@ -1214,8 +1214,8 @@ func (g *Graphics) MaxImageSize() int {
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}
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func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) {
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src, offsets := hlsl.Compile(program)
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vsh, psh, err := newShader([]byte(src), nil)
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vs, ps, offsets := hlsl.Compile(program)
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vsh, psh, err := newShader(vs, ps)
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if err != nil {
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return nil, err
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}
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@ -1742,7 +1742,14 @@ func (s *Shader) disposeImpl() {
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s.pixelShader = nil
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}
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if s.vertexShader != nil {
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s.vertexShader.Release()
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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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@ -376,7 +376,9 @@ func (p *pipelineStates) ensureRootSignature(device *_ID3D12Device) (rootSignatu
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return p.rootSignature, nil
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}
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func newShader(source []byte, defs []_D3D_SHADER_MACRO) (vsh, psh *_ID3DBlob, ferr error) {
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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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@ -392,18 +394,28 @@ func newShader(source []byte, defs []_D3D_SHADER_MACRO) (vsh, psh *_ID3DBlob, fe
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}()
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var wg errgroup.Group
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wg.Go(func() error {
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v, err := _D3DCompile(source, "shader", defs, 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", string(source), err)
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}
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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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return nil
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})
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} else {
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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(source, "shader", defs, nil, "PSMain", "ps_5_0", flag, 0)
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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", string(source), err)
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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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@ -413,6 +425,8 @@ func newShader(source []byte, defs []_D3D_SHADER_MACRO) (vsh, psh *_ID3DBlob, fe
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return nil, nil, err
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}
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vertexShaderCache[vs] = vsh
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return
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}
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@ -194,8 +194,8 @@ func TestCompile(t *testing.T) {
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}
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if tc.HLSL != nil {
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h, _ := hlsl.Compile(s)
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if got, want := hlslNormalize(h), hlslNormalize(string(tc.HLSL)); got != want {
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vs, _, _ := hlsl.Compile(s)
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if got, want := hlslNormalize(vs), hlslNormalize(string(tc.HLSL)); got != want {
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compare(t, "HLSL", got, want)
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}
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}
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@ -84,16 +84,16 @@ float4x4 float4x4FromScalar(float x) {
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return float4x4(x, 0, 0, 0, 0, x, 0, 0, 0, 0, x, 0, 0, 0, 0, x);
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}`
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func Compile(p *shaderir.Program) (string, []int) {
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func Compile(p *shaderir.Program) (vertexShader, pixelShader string, offsets []int) {
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offsets = calculateMemoryOffsets(p.Uniforms)
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c := &compileContext{}
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var lines []string
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lines = append(lines, strings.Split(Prelude, "\n")...)
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lines = append(lines, "", "{{.Structs}}")
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var offsets []int
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if len(p.Uniforms) > 0 {
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offsets = calculateMemoryOffsets(p.Uniforms)
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lines = append(lines, "")
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lines = append(lines, "cbuffer Uniforms : register(b0) {")
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for i, t := range p.Uniforms {
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@ -111,6 +111,7 @@ func Compile(p *shaderir.Program) (string, []int) {
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}
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lines = append(lines, "}")
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}
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if p.TextureCount > 0 {
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lines = append(lines, "")
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for i := 0; i < p.TextureCount; i++ {
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@ -119,61 +120,108 @@ func Compile(p *shaderir.Program) (string, []int) {
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lines = append(lines, "SamplerState samp : register(s0);")
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}
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if len(p.Funcs) > 0 {
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lines = append(lines, "")
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vslines := make([]string, len(lines))
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copy(vslines, lines)
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pslines := make([]string, len(lines))
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copy(pslines, lines)
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var vsfuncs []*shaderir.Func
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if p.VertexFunc.Block != nil {
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vsfuncs = p.ReachableFuncsFromBlock(p.VertexFunc.Block)
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} else {
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// Use all the functions for testing.
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vsfuncs = make([]*shaderir.Func, 0, len(p.Funcs))
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for _, f := range p.Funcs {
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lines = append(lines, c.function(p, &f, true)...)
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f := f
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vsfuncs = append(vsfuncs, &f)
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}
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for _, f := range p.Funcs {
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if len(lines) > 0 && lines[len(lines)-1] != "" {
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lines = append(lines, "")
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}
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if len(vsfuncs) > 0 {
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vslines = append(vslines, "")
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for _, f := range vsfuncs {
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vslines = append(vslines, c.function(p, f, true)...)
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}
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for _, f := range vsfuncs {
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if len(vslines) > 0 && vslines[len(vslines)-1] != "" {
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vslines = append(vslines, "")
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}
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lines = append(lines, c.function(p, &f, false)...)
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vslines = append(vslines, c.function(p, f, false)...)
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}
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}
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if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 {
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lines = append(lines, "")
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lines = append(lines, "Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR) {")
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lines = append(lines, fmt.Sprintf("\tVaryings %s;", vsOut))
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lines = append(lines, c.block(p, p.VertexFunc.Block, p.VertexFunc.Block, 0)...)
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if last := fmt.Sprintf("\treturn %s;", vsOut); lines[len(lines)-1] != last {
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lines = append(lines, last)
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vslines = append(vslines, "")
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vslines = append(vslines, "Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR) {")
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vslines = append(vslines, fmt.Sprintf("\tVaryings %s;", vsOut))
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vslines = append(vslines, c.block(p, p.VertexFunc.Block, p.VertexFunc.Block, 0)...)
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if last := fmt.Sprintf("\treturn %s;", vsOut); vslines[len(vslines)-1] != last {
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vslines = append(vslines, last)
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}
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lines = append(lines, "}")
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vslines = append(vslines, "}")
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}
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var psfuncs []*shaderir.Func
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if p.FragmentFunc.Block != nil {
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psfuncs = p.ReachableFuncsFromBlock(p.FragmentFunc.Block)
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} else {
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// Use all the functions for testing.
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psfuncs = make([]*shaderir.Func, 0, len(p.Funcs))
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for _, f := range p.Funcs {
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f := f
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psfuncs = append(psfuncs, &f)
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}
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}
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if len(psfuncs) > 0 {
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pslines = append(pslines, "")
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for _, f := range psfuncs {
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pslines = append(pslines, c.function(p, f, true)...)
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}
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for _, f := range psfuncs {
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if len(pslines) > 0 && pslines[len(pslines)-1] != "" {
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pslines = append(pslines, "")
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}
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pslines = append(pslines, c.function(p, f, false)...)
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}
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}
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if p.FragmentFunc.Block != nil && len(p.FragmentFunc.Block.Stmts) > 0 {
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lines = append(lines, "")
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lines = append(lines, fmt.Sprintf("float4 PSMain(Varyings %s) : SV_TARGET {", vsOut))
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lines = append(lines, c.block(p, p.FragmentFunc.Block, p.FragmentFunc.Block, 0)...)
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lines = append(lines, "}")
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pslines = append(pslines, "")
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pslines = append(pslines, fmt.Sprintf("float4 PSMain(Varyings %s) : SV_TARGET {", vsOut))
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pslines = append(pslines, c.block(p, p.FragmentFunc.Block, p.FragmentFunc.Block, 0)...)
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pslines = append(pslines, "}")
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}
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ls := strings.Join(lines, "\n")
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vertexShader = strings.Join(vslines, "\n")
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pixelShader = strings.Join(pslines, "\n")
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// Struct types are determined after converting the program.
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if len(c.structTypes) > 0 {
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var stlines []string
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for i, t := range c.structTypes {
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stlines = append(stlines, fmt.Sprintf("struct S%d {", i))
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for j, st := range t.Sub {
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stlines = append(stlines, fmt.Sprintf("\t%s;", c.varDecl(p, &st, fmt.Sprintf("M%d", j))))
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shaders := []string{vertexShader, pixelShader}
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for i, shader := range shaders {
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if len(c.structTypes) > 0 {
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var stlines []string
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for i, t := range c.structTypes {
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stlines = append(stlines, fmt.Sprintf("struct S%d {", i))
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for j, st := range t.Sub {
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stlines = append(stlines, fmt.Sprintf("\t%s;", c.varDecl(p, &st, fmt.Sprintf("M%d", j))))
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}
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stlines = append(stlines, "};")
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}
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stlines = append(stlines, "};")
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st := strings.Join(stlines, "\n")
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shader = strings.ReplaceAll(shader, "{{.Structs}}", st)
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} else {
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shader = strings.ReplaceAll(shader, "{{.Structs}}", "")
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}
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st := strings.Join(stlines, "\n")
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ls = strings.ReplaceAll(ls, "{{.Structs}}", st)
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} else {
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ls = strings.ReplaceAll(ls, "{{.Structs}}", "")
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nls := regexp.MustCompile(`\n\n+`)
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shader = nls.ReplaceAllString(shader, "\n\n")
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shader = strings.TrimSpace(shader) + "\n"
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shaders[i] = shader
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}
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nls := regexp.MustCompile(`\n\n+`)
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ls = nls.ReplaceAllString(ls, "\n\n")
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vertexShader = shaders[0]
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pixelShader = shaders[1]
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ls = strings.TrimSpace(ls) + "\n"
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return ls, offsets
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return
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}
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func (c *compileContext) typ(p *shaderir.Program, t *shaderir.Type) (string, string) {
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