// Copyright 2020 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. //go:build darwin // +build darwin package metal import ( "fmt" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/metal" ) type Shader struct { id driver.ShaderID ir *shaderir.Program fs mtl.Function vs mtl.Function rpss map[driver.CompositeMode]mtl.RenderPipelineState } func newShader(device mtl.Device, id driver.ShaderID, program *shaderir.Program) (*Shader, error) { s := &Shader{ id: id, ir: program, rpss: map[driver.CompositeMode]mtl.RenderPipelineState{}, } if err := s.init(device); err != nil { return nil, err } return s, nil } func (s *Shader) ID() driver.ShaderID { return s.id } func (s *Shader) Dispose() { for _, rps := range s.rpss { rps.Release() } s.vs.Release() s.fs.Release() } func (s *Shader) init(device mtl.Device) error { const ( v = "Vertex" f = "Fragment" ) src := metal.Compile(s.ir, v, f) lib, err := device.MakeLibrary(src, mtl.CompileOptions{}) if err != nil { return fmt.Errorf("metal: device.MakeLibrary failed: %v, source: %s", err, src) } vs, err := lib.MakeFunction(v) if err != nil { return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %v, source: %s", err, src) } fs, err := lib.MakeFunction(f) if err != nil { return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %v, source: %s", err, src) } s.fs = fs s.vs = vs return nil } func (s *Shader) RenderPipelineState(device mtl.Device, c driver.CompositeMode) (mtl.RenderPipelineState, error) { if rps, ok := s.rpss[c]; ok { return rps, nil } rpld := mtl.RenderPipelineDescriptor{ VertexFunction: s.vs, FragmentFunction: s.fs, } // TODO: For the precise pixel format, whether the render target is the screen or not must be considered. rpld.ColorAttachments[0].PixelFormat = mtl.PixelFormatRGBA8UNorm rpld.ColorAttachments[0].BlendingEnabled = true src, dst := c.Operations() rpld.ColorAttachments[0].DestinationAlphaBlendFactor = operationToBlendFactor(dst) rpld.ColorAttachments[0].DestinationRGBBlendFactor = operationToBlendFactor(dst) rpld.ColorAttachments[0].SourceAlphaBlendFactor = operationToBlendFactor(src) rpld.ColorAttachments[0].SourceRGBBlendFactor = operationToBlendFactor(src) rps, err := device.MakeRenderPipelineState(rpld) if err != nil { return mtl.RenderPipelineState{}, err } s.rpss[c] = rps return rps, nil }