// Copyright 2022 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package directx import ( "fmt" "math" "unsafe" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" ) const numDescriptorsPerFrame = 256 func operationToBlend(c graphicsdriver.Operation, alpha bool) _D3D12_BLEND { switch c { case graphicsdriver.Zero: return _D3D12_BLEND_ZERO case graphicsdriver.One: return _D3D12_BLEND_ONE case graphicsdriver.SrcAlpha: return _D3D12_BLEND_SRC_ALPHA case graphicsdriver.DstAlpha: return _D3D12_BLEND_DEST_ALPHA case graphicsdriver.OneMinusSrcAlpha: return _D3D12_BLEND_INV_SRC_ALPHA case graphicsdriver.OneMinusDstAlpha: return _D3D12_BLEND_INV_DEST_ALPHA case graphicsdriver.DstColor: if alpha { return _D3D12_BLEND_DEST_ALPHA } return _D3D12_BLEND_DEST_COLOR default: panic(fmt.Sprintf("directx: invalid operation: %d", c)) } } type builtinPipelineStatesKey struct { useColorM bool compositeMode graphicsdriver.CompositeMode filter graphicsdriver.Filter address graphicsdriver.Address stencilMode stencilMode screen bool } func (k *builtinPipelineStatesKey) defs() ([]_D3D_SHADER_MACRO, error) { var defs []_D3D_SHADER_MACRO defval := []byte("1\x00") if k.useColorM { name := []byte("USE_COLOR_MATRIX\x00") defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]}) } switch k.filter { case graphicsdriver.FilterNearest: name := []byte("FILTER_NEAREST\x00") defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]}) case graphicsdriver.FilterLinear: name := []byte("FILTER_LINEAR\x00") defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]}) case graphicsdriver.FilterScreen: name := []byte("FILTER_SCREEN\x00") defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]}) default: return nil, fmt.Errorf("directx: invalid filter: %d", k.filter) } switch k.address { case graphicsdriver.AddressUnsafe: name := []byte("ADDRESS_UNSAFE\x00") defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]}) case graphicsdriver.AddressClampToZero: name := []byte("ADDRESS_CLAMP_TO_ZERO\x00") defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]}) case graphicsdriver.AddressRepeat: name := []byte("ADDRESS_REPEAT\x00") defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]}) default: return nil, fmt.Errorf("directx: invalid address: %d", k.address) } // Termination defs = append(defs, _D3D_SHADER_MACRO{}) return defs, nil } func (k *builtinPipelineStatesKey) source() []byte { return []byte(`struct PSInput { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; }; cbuffer ShaderParameter : register(b0) { float2 viewport_size; float2 source_size; float4x4 color_matrix_body; float4 color_matrix_translation; float4 source_region; // This member should be the last not to create a new sector. // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules float scale; } PSInput VSMain(float2 position : POSITION, float2 tex : TEXCOORD, float4 color : COLOR) { // In DirectX, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't // match. Then, the Y direction must be inverted. float4x4 projectionMatrix = { 2.0 / viewport_size.x, 0, 0, -1, 0, -2.0 / viewport_size.y, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, }; PSInput result; result.position = mul(projectionMatrix, float4(position, 0, 1)); result.texcoord = tex; result.color = float4(color.rgb, 1) * color.a; return result; } Texture2D tex : register(t0); SamplerState samp : register(s0); float euclideanMod(float x, float y) { // Assume that y is always positive. return x - y * floor(x/y); } float2 adjustTexelByAddress(float2 p, float4 source_region) { #if defined(ADDRESS_CLAMP_TO_ZERO) return p; #endif #if defined(ADDRESS_REPEAT) float2 o = float2(source_region[0], source_region[1]); float2 size = float2(source_region[2] - source_region[0], source_region[3] - source_region[1]); return float2(euclideanMod((p.x - o.x), size.x) + o.x, euclideanMod((p.y - o.y), size.y) + o.y); #endif #if defined(ADDRESS_UNSAFE) return p; #endif } float4 PSMain(PSInput input) : SV_TARGET { #if defined(FILTER_NEAREST) # if defined(ADDRESS_UNSAFE) float4 color = tex.Sample(samp, input.texcoord); # else float4 color; float2 pos = adjustTexelByAddress(input.texcoord, source_region); if (source_region[0] <= pos.x && source_region[1] <= pos.y && pos.x < source_region[2] && pos.y < source_region[3]) { color = tex.Sample(samp, pos); } else { color = float4(0, 0, 0, 0); } # endif // defined(ADDRESS_UNSAFE) #endif // defined(FILTER_NEAREST) #if defined(FILTER_LINEAR) float2 pos = input.texcoord; float2 texel_size = 1.0 / source_size; // Shift 1/512 [texel] to avoid the tie-breaking issue. // As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases. float2 p0 = pos - (texel_size) / 2.0 + (texel_size / 512.0); float2 p1 = pos + (texel_size) / 2.0 + (texel_size / 512.0); # if !defined(ADDRESS_UNSAFE) p0 = adjustTexelByAddress(p0, source_region); p1 = adjustTexelByAddress(p1, source_region); # endif // !defined(ADDRESS_UNSAFE) float4 c0 = tex.Sample(samp, p0); float4 c1 = tex.Sample(samp, float2(p1.x, p0.y)); float4 c2 = tex.Sample(samp, float2(p0.x, p1.y)); float4 c3 = tex.Sample(samp, p1); # if !defined(ADDRESS_UNSAFE) if (p0.x < source_region[0]) { c0 = float4(0, 0, 0, 0); c2 = float4(0, 0, 0, 0); } if (p0.y < source_region[1]) { c0 = float4(0, 0, 0, 0); c1 = float4(0, 0, 0, 0); } if (source_region[2] <= p1.x) { c1 = float4(0, 0, 0, 0); c3 = float4(0, 0, 0, 0); } if (source_region[3] <= p1.y) { c2 = float4(0, 0, 0, 0); c3 = float4(0, 0, 0, 0); } # endif // !defined(ADDRESS_UNSAFE) float2 rate = frac(p0 * source_size); float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y); #endif // defined(FILTER_LINEAR) #if defined(FILTER_SCREEN) float2 pos = input.texcoord; float2 texel_size = 1.0 / source_size; float2 half_scaled_texel_size = texel_size / 2.0 / scale; float2 p0 = pos - half_scaled_texel_size + (texel_size / 512.0); float2 p1 = pos + half_scaled_texel_size + (texel_size / 512.0); float4 c0 = tex.Sample(samp, p0); float4 c1 = tex.Sample(samp, float2(p1.x, p0.y)); float4 c2 = tex.Sample(samp, float2(p0.x, p1.y)); float4 c3 = tex.Sample(samp, p1); // Texels must be in the source rect, so it is not necessary to check that like linear filter. float2 rate_center = float2(1.0, 1.0) - half_scaled_texel_size; float2 rate = clamp(((frac(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0); float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y); #endif // defined(FILTER_SCREEN) #if defined(USE_COLOR_MATRIX) // Un-premultiply alpha. // When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing. color.rgb /= color.a + (1.0 - sign(color.a)); // Apply the color matrix or scale. color = mul(color_matrix_body, color) + color_matrix_translation; // Premultiply alpha color.rgb *= color.a; // Apply color scale. color *= input.color; // Clamp the output. color.rgb = min(color.rgb, color.a); return color; #elif defined(FILTER_SCREEN) return color; #else return input.color * color; #endif // defined(USE_COLOR_MATRIX) }`) } type pipelineStates struct { rootSignature *iD3D12RootSignature cache map[builtinPipelineStatesKey]*iD3D12PipelineState // builtinShaders is a set of the built-in vertex/pixel shaders that are never released. builtinShaders []*iD3DBlob shaderDescriptorHeap *iD3D12DescriptorHeap shaderDescriptorSize uint32 samplerDescriptorHeap *iD3D12DescriptorHeap constantBuffers [frameCount][]*iD3D12Resource1 } const numConstantBufferAndSourceTextures = 1 + graphics.ShaderImageNum func (p *pipelineStates) initialize(device *iD3D12Device) (ferr error) { // Create a CBV/SRV/UAV descriptor heap. // 5n+0: constants // 5n+m (1<=4): textures shaderH, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{ Type: _D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, NumDescriptors: frameCount * numDescriptorsPerFrame * numConstantBufferAndSourceTextures, Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, NodeMask: 0, }) if err != nil { return err } p.shaderDescriptorHeap = shaderH defer func() { if ferr != nil { p.shaderDescriptorHeap.Release() p.shaderDescriptorHeap = nil } }() p.shaderDescriptorSize = device.GetDescriptorHandleIncrementSize(_D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) samplerH, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{ Type: _D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, NumDescriptors: 1, Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, NodeMask: 0, }) if err != nil { return err } p.samplerDescriptorHeap = samplerH device.CreateSampler(&_D3D12_SAMPLER_DESC{ Filter: _D3D12_FILTER_MIN_MAG_MIP_POINT, AddressU: _D3D12_TEXTURE_ADDRESS_MODE_WRAP, AddressV: _D3D12_TEXTURE_ADDRESS_MODE_WRAP, AddressW: _D3D12_TEXTURE_ADDRESS_MODE_WRAP, ComparisonFunc: _D3D12_COMPARISON_FUNC_NEVER, MinLOD: -math.MaxFloat32, MaxLOD: math.MaxFloat32, }, p.samplerDescriptorHeap.GetCPUDescriptorHandleForHeapStart()) return nil } func (p *pipelineStates) builtinGraphicsPipelineState(device *iD3D12Device, key builtinPipelineStatesKey) (*iD3D12PipelineState, error) { state, ok := p.cache[key] if ok { return state, nil } defs, err := key.defs() if err != nil { return nil, err } vsh, psh, err := newShader(key.source(), defs) if err != nil { return nil, err } // Keep the shaders. These are never released. p.builtinShaders = append(p.builtinShaders, vsh, psh) s, err := p.newPipelineState(device, vsh, psh, key.compositeMode, key.stencilMode, key.screen) if err != nil { return nil, err } if p.cache == nil { p.cache = map[builtinPipelineStatesKey]*iD3D12PipelineState{} } p.cache[key] = s return s, nil } func (p *pipelineStates) useGraphicsPipelineState(device *iD3D12Device, commandList *iD3D12GraphicsCommandList, frameIndex int, pipelineState *iD3D12PipelineState, srcs [graphics.ShaderImageNum]*Image, uniforms []float32) error { idx := len(p.constantBuffers[frameIndex]) if idx >= numDescriptorsPerFrame*2 { return fmt.Errorf("directx: too many constant buffers") } if cap(p.constantBuffers[frameIndex]) > idx { p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:idx+1] } else { p.constantBuffers[frameIndex] = append(p.constantBuffers[frameIndex], nil) } const bufferSizeAlignement = 256 bufferSize := uint32(unsafe.Sizeof(float32(0))) * uint32(len(uniforms)) if bufferSize > 0 { bufferSize = ((bufferSize-1)/bufferSizeAlignement + 1) * bufferSizeAlignement } cb := p.constantBuffers[frameIndex][idx] if cb != nil { if uint32(cb.GetDesc().Width) < bufferSize { p.constantBuffers[frameIndex][idx].Release() p.constantBuffers[frameIndex][idx] = nil cb = nil } } if cb == nil { var err error cb, err = createBuffer(device, uint64(bufferSize), _D3D12_HEAP_TYPE_UPLOAD) if err != nil { return err } p.constantBuffers[frameIndex][idx] = cb h := p.shaderDescriptorHeap.GetCPUDescriptorHandleForHeapStart() h.Offset(int32(frameIndex*numDescriptorsPerFrame+numConstantBufferAndSourceTextures*idx), p.shaderDescriptorSize) device.CreateConstantBufferView(&_D3D12_CONSTANT_BUFFER_VIEW_DESC{ BufferLocation: cb.GetGPUVirtualAddress(), SizeInBytes: bufferSize, }, h) } h := p.shaderDescriptorHeap.GetCPUDescriptorHandleForHeapStart() h.Offset(int32(frameIndex*numDescriptorsPerFrame+numConstantBufferAndSourceTextures*idx), p.shaderDescriptorSize) for _, src := range srcs { h.Offset(1, p.shaderDescriptorSize) if src == nil { continue } device.CreateShaderResourceView(src.resource(), &_D3D12_SHADER_RESOURCE_VIEW_DESC{ Format: _DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension: _D3D12_SRV_DIMENSION_TEXTURE2D, Shader4ComponentMapping: _D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, Texture2D: _D3D12_TEX2D_SRV{ MipLevels: 1, }, }, h) } // Update the constant buffer. m, err := cb.Map(0, &_D3D12_RANGE{0, 0}) if err != nil { return err } copyFloat32s(m, uniforms) if err := cb.Unmap(0, nil); err != nil { return err } commandList.SetPipelineState(pipelineState) rs, err := p.ensureRootSignature(device) if err != nil { return err } commandList.SetGraphicsRootSignature(rs) commandList.SetDescriptorHeaps([]*iD3D12DescriptorHeap{ p.shaderDescriptorHeap, p.samplerDescriptorHeap, }) // Match the indices with rootParams in graphicsPipelineState. gh := p.shaderDescriptorHeap.GetGPUDescriptorHandleForHeapStart() gh.Offset(int32(frameIndex*numDescriptorsPerFrame+numConstantBufferAndSourceTextures*idx), p.shaderDescriptorSize) commandList.SetGraphicsRootDescriptorTable(0, gh) gh.Offset(1, p.shaderDescriptorSize) commandList.SetGraphicsRootDescriptorTable(1, gh) commandList.SetGraphicsRootDescriptorTable(2, p.samplerDescriptorHeap.GetGPUDescriptorHandleForHeapStart()) return nil } func (p *pipelineStates) ensureRootSignature(device *iD3D12Device) (rootSignature *iD3D12RootSignature, ferr error) { if p.rootSignature != nil { return p.rootSignature, nil } cbv := _D3D12_DESCRIPTOR_RANGE{ RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_CBV, // b0 NumDescriptors: 1, BaseShaderRegister: 0, RegisterSpace: 0, OffsetInDescriptorsFromTableStart: _D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND, } srv := _D3D12_DESCRIPTOR_RANGE{ RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SRV, // t0 NumDescriptors: graphics.ShaderImageNum, BaseShaderRegister: 0, RegisterSpace: 0, OffsetInDescriptorsFromTableStart: _D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND, } sampler := _D3D12_DESCRIPTOR_RANGE{ RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, // s0 NumDescriptors: 1, BaseShaderRegister: 0, RegisterSpace: 0, OffsetInDescriptorsFromTableStart: _D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND, } rootParams := [...]_D3D12_ROOT_PARAMETER{ { ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{ NumDescriptorRanges: 1, pDescriptorRanges: &cbv, }, ShaderVisibility: _D3D12_SHADER_VISIBILITY_ALL, }, { ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{ NumDescriptorRanges: 1, pDescriptorRanges: &srv, }, ShaderVisibility: _D3D12_SHADER_VISIBILITY_PIXEL, }, { ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{ NumDescriptorRanges: 1, pDescriptorRanges: &sampler, }, ShaderVisibility: _D3D12_SHADER_VISIBILITY_PIXEL, }, } // Create a root signature. sig, err := d3D12SerializeRootSignature(&_D3D12_ROOT_SIGNATURE_DESC{ NumParameters: uint32(len(rootParams)), pParameters: &rootParams[0], NumStaticSamplers: 0, pStaticSamplers: nil, Flags: _D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, }, _D3D_ROOT_SIGNATURE_VERSION_1_0) if err != nil { return nil, err } defer sig.Release() rs, err := device.CreateRootSignature(0, sig.GetBufferPointer(), sig.GetBufferSize()) if err != nil { return nil, err } defer func() { if ferr != nil { rootSignature.Release() } }() p.rootSignature = rs return p.rootSignature, nil } func newShader(source []byte, defs []_D3D_SHADER_MACRO) (vsh, psh *iD3DBlob, ferr error) { // Create a shader v, err := d3DCompile(source, "shader", defs, nil, "VSMain", "vs_5_0", 0, 0) if err != nil { return nil, nil, err } defer func() { if ferr != nil { v.Release() } }() p, err := d3DCompile(source, "shader", defs, nil, "PSMain", "ps_5_0", 0, 0) if err != nil { return nil, nil, err } defer func() { if ferr != nil { p.Release() } }() return v, p, nil } func (p *pipelineStates) newPipelineState(device *iD3D12Device, vsh, psh *iD3DBlob, compositeMode graphicsdriver.CompositeMode, stencilMode stencilMode, screen bool) (state *iD3D12PipelineState, ferr error) { rootSignature, err := p.ensureRootSignature(device) if err != nil { return nil, err } defer func() { if ferr != nil { rootSignature.Release() } }() depthStencilDesc := _D3D12_DEPTH_STENCIL_DESC{ DepthEnable: 0, DepthWriteMask: _D3D12_DEPTH_WRITE_MASK_ALL, DepthFunc: _D3D12_COMPARISON_FUNC_LESS, StencilEnable: 0, StencilReadMask: _D3D12_DEFAULT_STENCIL_READ_MASK, StencilWriteMask: _D3D12_DEFAULT_STENCIL_WRITE_MASK, FrontFace: _D3D12_DEPTH_STENCILOP_DESC{ StencilFailOp: _D3D12_STENCIL_OP_KEEP, StencilDepthFailOp: _D3D12_STENCIL_OP_KEEP, StencilPassOp: _D3D12_STENCIL_OP_KEEP, StencilFunc: _D3D12_COMPARISON_FUNC_ALWAYS, }, BackFace: _D3D12_DEPTH_STENCILOP_DESC{ StencilFailOp: _D3D12_STENCIL_OP_KEEP, StencilDepthFailOp: _D3D12_STENCIL_OP_KEEP, StencilPassOp: _D3D12_STENCIL_OP_KEEP, StencilFunc: _D3D12_COMPARISON_FUNC_ALWAYS, }, } writeMask := uint8(_D3D12_COLOR_WRITE_ENABLE_ALL) switch stencilMode { case prepareStencil: depthStencilDesc.StencilEnable = 1 depthStencilDesc.FrontFace.StencilPassOp = _D3D12_STENCIL_OP_INVERT depthStencilDesc.BackFace.StencilPassOp = _D3D12_STENCIL_OP_INVERT writeMask = 0 case drawWithStencil: depthStencilDesc.StencilEnable = 1 depthStencilDesc.FrontFace.StencilFunc = _D3D12_COMPARISON_FUNC_NOT_EQUAL depthStencilDesc.BackFace.StencilFunc = _D3D12_COMPARISON_FUNC_NOT_EQUAL } rtvFormat := _DXGI_FORMAT_R8G8B8A8_UNORM if screen { rtvFormat = _DXGI_FORMAT_B8G8R8A8_UNORM } // Create a pipeline state. srcOp, dstOp := compositeMode.Operations() psoDesc := _D3D12_GRAPHICS_PIPELINE_STATE_DESC{ pRootSignature: rootSignature, VS: _D3D12_SHADER_BYTECODE{ pShaderBytecode: vsh.GetBufferPointer(), BytecodeLength: vsh.GetBufferSize(), }, PS: _D3D12_SHADER_BYTECODE{ pShaderBytecode: psh.GetBufferPointer(), BytecodeLength: psh.GetBufferSize(), }, BlendState: _D3D12_BLEND_DESC{ AlphaToCoverageEnable: 0, IndependentBlendEnable: 0, RenderTarget: [8]_D3D12_RENDER_TARGET_BLEND_DESC{ { BlendEnable: 1, LogicOpEnable: 0, SrcBlend: operationToBlend(srcOp, false), DestBlend: operationToBlend(dstOp, false), BlendOp: _D3D12_BLEND_OP_ADD, SrcBlendAlpha: operationToBlend(srcOp, true), DestBlendAlpha: operationToBlend(dstOp, true), BlendOpAlpha: _D3D12_BLEND_OP_ADD, LogicOp: _D3D12_LOGIC_OP_NOOP, RenderTargetWriteMask: writeMask, }, }, }, SampleMask: math.MaxUint32, RasterizerState: _D3D12_RASTERIZER_DESC{ FillMode: _D3D12_FILL_MODE_SOLID, CullMode: _D3D12_CULL_MODE_NONE, FrontCounterClockwise: 0, DepthBias: _D3D12_DEFAULT_DEPTH_BIAS, DepthBiasClamp: _D3D12_DEFAULT_DEPTH_BIAS_CLAMP, SlopeScaledDepthBias: _D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS, DepthClipEnable: 0, MultisampleEnable: 0, AntialiasedLineEnable: 0, ForcedSampleCount: 0, ConservativeRaster: _D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF, }, DepthStencilState: depthStencilDesc, InputLayout: _D3D12_INPUT_LAYOUT_DESC{ pInputElementDescs: &inputElementDescs[0], NumElements: uint32(len(inputElementDescs)), }, PrimitiveTopologyType: _D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, NumRenderTargets: 1, RTVFormats: [8]_DXGI_FORMAT{ rtvFormat, }, DSVFormat: _DXGI_FORMAT_D24_UNORM_S8_UINT, SampleDesc: _DXGI_SAMPLE_DESC{ Count: 1, Quality: 0, }, } s, err := device.CreateGraphicsPipelineState(&psoDesc) if err != nil { return nil, err } return s, nil } func (p *pipelineStates) releaseConstantBuffers(frameIndex int) { for i := range p.constantBuffers[frameIndex] { p.constantBuffers[frameIndex][i].Release() p.constantBuffers[frameIndex][i] = nil } p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0] } func (p *pipelineStates) resetConstantBuffers(frameIndex int) { p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0] }