// 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 hlsl import ( "fmt" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) const UniformVariableBoundaryInDwords = 4 // UniformVariableOffsetsInDwords returns the offsets of the uniform variables in DWROD units in the HLSL layout. func UniformVariableOffsetsInDwords(program *shaderir.Program) []int { // 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 program.Uniforms { switch u.Main { case shaderir.Float: offsetsInDwords = append(offsetsInDwords, headInDwords) headInDwords += 1 case shaderir.Int: offsetsInDwords = append(offsetsInDwords, headInDwords) headInDwords += 1 case shaderir.Vec2, shaderir.IVec2: if headInDwords%UniformVariableBoundaryInDwords >= 3 { headInDwords = align(headInDwords) } offsetsInDwords = append(offsetsInDwords, headInDwords) headInDwords += 2 case shaderir.Vec3, shaderir.IVec3: if headInDwords%UniformVariableBoundaryInDwords >= 2 { headInDwords = align(headInDwords) } offsetsInDwords = append(offsetsInDwords, headInDwords) headInDwords += 3 case shaderir.Vec4, shaderir.IVec4: if headInDwords%UniformVariableBoundaryInDwords >= 1 { headInDwords = align(headInDwords) } offsetsInDwords = append(offsetsInDwords, headInDwords) headInDwords += 4 case shaderir.Mat2: // For matrices, each column is aligned to the boundary. headInDwords = align(headInDwords) offsetsInDwords = append(offsetsInDwords, headInDwords) headInDwords += 6 case shaderir.Mat3: headInDwords = align(headInDwords) offsetsInDwords = append(offsetsInDwords, headInDwords) headInDwords += 11 case shaderir.Mat4: headInDwords = align(headInDwords) offsetsInDwords = append(offsetsInDwords, headInDwords) headInDwords += 16 case shaderir.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].DwordCount() switch u.Sub[0].Main { case shaderir.Mat2: n = 6 case shaderir.Mat3: n = 11 case shaderir.Mat4: n = 16 } headInDwords += (u.Length - 1) * align(n) // The last element is not with a padding. headInDwords += n case shaderir.Struct: // TODO: Implement this panic("hlsl: offset for a struct is not implemented yet") default: panic(fmt.Sprintf("hlsl: unexpected type: %s", u.String())) } } return offsetsInDwords }