// Copyright 2023 The Ebitengine 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" "golang.org/x/sync/errgroup" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type stencilMode int const ( prepareStencil stencilMode = iota drawWithStencil noStencil ) type pipelineStateKey struct { blend graphicsdriver.Blend stencilMode stencilMode screen bool } type Shader struct { graphics *graphics12 id graphicsdriver.ShaderID uniformTypes []shaderir.Type uniformOffsets []int vertexShader *_ID3DBlob pixelShader *_ID3DBlob pipelineStates map[pipelineStateKey]*_ID3D12PipelineState } var vertexShaderCache = map[string]*_ID3DBlob{} func compileShader(vs, ps string) (vsh, psh *_ID3DBlob, ferr error) { var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3) defer func() { if ferr == nil { return } if vsh != nil { vsh.Release() } if psh != nil { psh.Release() } }() var wg errgroup.Group // Vertex shaders are likely the same. If so, reuse the same _ID3DBlob. if v, ok := vertexShaderCache[vs]; ok { // Increment the reference count not to release this object unexpectedly. // The value will be removed when the count reached 0. // See (*Shader).disposeImpl. v.AddRef() vsh = v } else { defer func() { if ferr == nil { vertexShaderCache[vs] = vsh } }() wg.Go(func() error { v, err := _D3DCompile([]byte(vs), "shader", nil, nil, "VSMain", "vs_4_0", flag, 0) if err != nil { return fmt.Errorf("directx: D3DCompile for VSMain failed, original source: %s, %w", vs, err) } vsh = v return nil }) } wg.Go(func() error { p, err := _D3DCompile([]byte(ps), "shader", nil, nil, "PSMain", "ps_4_0", flag, 0) if err != nil { return fmt.Errorf("directx: D3DCompile for PSMain failed, original source: %s, %w", ps, err) } psh = p return nil }) if err := wg.Wait(); err != nil { return nil, nil, err } return } func (s *Shader) ID() graphicsdriver.ShaderID { return s.id } func (s *Shader) Dispose() { s.graphics.removeShader(s) } func (s *Shader) disposeImpl() { for c, p := range s.pipelineStates { p.Release() delete(s.pipelineStates, c) } if s.pixelShader != nil { s.pixelShader.Release() s.pixelShader = nil } if s.vertexShader != nil { count := s.vertexShader.Release() if count == 0 { for k, v := range vertexShaderCache { if v == s.vertexShader { delete(vertexShaderCache, k) } } } s.vertexShader = nil } } func (s *Shader) pipelineState(blend graphicsdriver.Blend, stencilMode stencilMode, screen bool) (*_ID3D12PipelineState, error) { key := pipelineStateKey{ blend: blend, stencilMode: stencilMode, screen: screen, } if state, ok := s.pipelineStates[key]; ok { return state, nil } state, err := s.graphics.pipelineStates.newPipelineState(s.graphics.device, s.vertexShader, s.pixelShader, blend, stencilMode, screen) if err != nil { return nil, err } if s.pipelineStates == nil { s.pipelineStates = map[pipelineStateKey]*_ID3D12PipelineState{} } s.pipelineStates[key] = state return state, nil } func (s *Shader) adjustUniforms(uniforms []uint32) []uint32 { var fs []uint32 var idx int for i, typ := range s.uniformTypes { if len(fs) < s.uniformOffsets[i]/4 { fs = append(fs, make([]uint32, s.uniformOffsets[i]/4-len(fs))...) } n := typ.Uint32Count() switch typ.Main { case shaderir.Float: fs = append(fs, uniforms[idx:idx+1]...) case shaderir.Int: fs = append(fs, uniforms[idx:idx+1]...) case shaderir.Vec2, shaderir.IVec2: fs = append(fs, uniforms[idx:idx+2]...) case shaderir.Vec3, shaderir.IVec3: fs = append(fs, uniforms[idx:idx+3]...) case shaderir.Vec4, shaderir.IVec4: fs = append(fs, uniforms[idx:idx+4]...) case shaderir.Mat2: fs = append(fs, uniforms[idx+0], uniforms[idx+2], 0, 0, uniforms[idx+1], uniforms[idx+3], ) case shaderir.Mat3: fs = append(fs, uniforms[idx+0], uniforms[idx+3], uniforms[idx+6], 0, uniforms[idx+1], uniforms[idx+4], uniforms[idx+7], 0, uniforms[idx+2], uniforms[idx+5], uniforms[idx+8], ) case shaderir.Mat4: if i == graphics.ProjectionMatrixUniformVariableIndex { // 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. // Invert the sign bits as float32 values. fs = append(fs, uniforms[idx+0], uniforms[idx+4], uniforms[idx+8], uniforms[idx+12], uniforms[idx+1]^(1<<31), uniforms[idx+5]^(1<<31), uniforms[idx+9]^(1<<31), uniforms[idx+13]^(1<<31), uniforms[idx+2], uniforms[idx+6], uniforms[idx+10], uniforms[idx+14], uniforms[idx+3], uniforms[idx+7], uniforms[idx+11], uniforms[idx+15], ) } else { fs = append(fs, uniforms[idx+0], uniforms[idx+4], uniforms[idx+8], uniforms[idx+12], uniforms[idx+1], uniforms[idx+5], uniforms[idx+9], uniforms[idx+13], uniforms[idx+2], uniforms[idx+6], uniforms[idx+10], uniforms[idx+14], uniforms[idx+3], uniforms[idx+7], uniforms[idx+11], uniforms[idx+15], ) } case shaderir.Array: // Each element is aligned to the boundary. switch typ.Sub[0].Main { case shaderir.Float: for j := 0; j < typ.Length; j++ { fs = append(fs, uniforms[idx+j]) if j < typ.Length-1 { fs = append(fs, 0, 0, 0) } } case shaderir.Int: for j := 0; j < typ.Length; j++ { fs = append(fs, uniforms[idx+j]) if j < typ.Length-1 { fs = append(fs, 0, 0, 0) } } case shaderir.Vec2, shaderir.IVec2: for j := 0; j < typ.Length; j++ { fs = append(fs, uniforms[idx+2*j:idx+2*(j+1)]...) if j < typ.Length-1 { fs = append(fs, 0, 0) } } case shaderir.Vec3, shaderir.IVec3: for j := 0; j < typ.Length; j++ { fs = append(fs, uniforms[idx+3*j:idx+3*(j+1)]...) if j < typ.Length-1 { fs = append(fs, 0) } } case shaderir.Vec4, shaderir.IVec4: fs = append(fs, uniforms[idx:idx+4*typ.Length]...) case shaderir.Mat2: for j := 0; j < typ.Length; j++ { u := uniforms[idx+4*j : idx+4*(j+1)] fs = append(fs, u[0], u[2], 0, 0, u[1], u[3], 0, 0, ) } if typ.Length > 0 { fs = fs[:len(fs)-2] } case shaderir.Mat3: for j := 0; j < typ.Length; j++ { u := uniforms[idx+9*j : idx+9*(j+1)] fs = append(fs, u[0], u[3], u[6], 0, u[1], u[4], u[7], 0, u[2], u[5], u[8], 0, ) } if typ.Length > 0 { fs = fs[:len(fs)-1] } case shaderir.Mat4: for j := 0; j < typ.Length; j++ { u := uniforms[idx+16*j : idx+16*(j+1)] fs = append(fs, u[0], u[4], u[8], u[12], u[1], u[5], u[9], u[13], u[2], u[6], u[10], u[14], u[3], u[7], u[11], u[15], ) } default: panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String())) } default: panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String())) } idx += n } return fs }