ebiten/internal/graphicsdriver/directx/shader12_windows.go
Hajime Hoshi c8a2e5dc71 internal/graphicsdriver/directx: refactoring
This is a preparation for a DirectX 11 driver.

Updates #2613
2023-03-29 15:34:58 +09:00

90 lines
2.2 KiB
Go

// 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 (
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type pipelineStateKey struct {
blend graphicsdriver.Blend
stencilMode stencilMode
screen bool
}
type shader12 struct {
graphics *graphics12
id graphicsdriver.ShaderID
uniformTypes []shaderir.Type
uniformOffsets []int
vertexShader *_ID3DBlob
pixelShader *_ID3DBlob
pipelineStates map[pipelineStateKey]*_ID3D12PipelineState
}
func (s *shader12) ID() graphicsdriver.ShaderID {
return s.id
}
func (s *shader12) Dispose() {
s.graphics.removeShader(s)
}
func (s *shader12) 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 *shader12) 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
}