// 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 shaderir import ( "fmt" ) const UniformVariableBoundaryInDWords = 4 // UniformOffsetsInDWords returns the offsets of the uniform variables in DWROD units in the HLSL layout. func (p *Program) UniformOffsetsInDWords() []int { if len(p.offsetsInDWords) > 0 { return p.offsetsInDWords } // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules // https://github.com/microsoft/DirectXShaderCompiler/wiki/Buffer-Packing align := func(x int) int { if x == 0 { return 0 } return ((x-1)/UniformVariableBoundaryInDWords + 1) * UniformVariableBoundaryInDWords } var offsetsInDWords []int var headInDWords int // TODO: Reorder the variables with packoffset. // See https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-variable-packoffset for _, u := range p.Uniforms { switch u.Main { case Float: offsetsInDWords = append(offsetsInDWords, headInDWords) headInDWords += 1 case Int: offsetsInDWords = append(offsetsInDWords, headInDWords) headInDWords += 1 case Vec2, IVec2: if headInDWords%UniformVariableBoundaryInDWords >= 3 { headInDWords = align(headInDWords) } offsetsInDWords = append(offsetsInDWords, headInDWords) headInDWords += 2 case Vec3, IVec3: if headInDWords%UniformVariableBoundaryInDWords >= 2 { headInDWords = align(headInDWords) } offsetsInDWords = append(offsetsInDWords, headInDWords) headInDWords += 3 case Vec4, IVec4: if headInDWords%UniformVariableBoundaryInDWords >= 1 { headInDWords = align(headInDWords) } offsetsInDWords = append(offsetsInDWords, headInDWords) headInDWords += 4 case Mat2: // For matrices, each column is aligned to the boundary. headInDWords = align(headInDWords) offsetsInDWords = append(offsetsInDWords, headInDWords) headInDWords += 6 case Mat3: headInDWords = align(headInDWords) offsetsInDWords = append(offsetsInDWords, headInDWords) headInDWords += 11 case Mat4: headInDWords = align(headInDWords) offsetsInDWords = append(offsetsInDWords, headInDWords) headInDWords += 16 case Array: // Each array is 16-byte aligned. // TODO: What if the array has 2 or more dimensions? headInDWords = align(headInDWords) offsetsInDWords = append(offsetsInDWords, headInDWords) n := u.Sub[0].Uint32Count() switch u.Sub[0].Main { case Mat2: n = 6 case Mat3: n = 11 case Mat4: n = 16 } headInDWords += (u.Length - 1) * align(n) // The last element is not with a padding. headInDWords += n case Struct: // TODO: Implement this panic("shaderir: offset for a struct is not implemented yet") default: panic(fmt.Sprintf("shaderir: unexpected type: %s", u.String())) } } p.offsetsInDWords = offsetsInDWords return p.offsetsInDWords }