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https://github.com/hajimehoshi/ebiten.git
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4818768965
`ShaderSourceID` was confusing as there was no guarantee the same ID is used for the same source if Ebitengine versions are different. `ShaderSource` should be kept as the built-in shader contents should not be exposed. Updates #2861 Closes #2999
187 lines
5.3 KiB
Go
187 lines
5.3 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package metal
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import (
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"fmt"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
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)
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type precompiledLibraries struct {
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binaries map[shaderir.SourceHash][]byte
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m sync.Mutex
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}
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func (c *precompiledLibraries) put(hash shaderir.SourceHash, bin []byte) {
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c.m.Lock()
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defer c.m.Unlock()
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if c.binaries == nil {
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c.binaries = map[shaderir.SourceHash][]byte{}
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}
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if _, ok := c.binaries[hash]; ok {
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panic(fmt.Sprintf("metal: the precompiled library for the hash %s is already registered", hash.String()))
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}
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c.binaries[hash] = bin
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}
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func (c *precompiledLibraries) get(hash shaderir.SourceHash) []byte {
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c.m.Lock()
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defer c.m.Unlock()
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return c.binaries[hash]
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}
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var thePrecompiledLibraries precompiledLibraries
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func RegisterPrecompiledLibrary(source []byte, bin []byte) {
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thePrecompiledLibraries.put(shaderir.CalcSourceHash(source), bin)
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}
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type shaderRpsKey struct {
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blend graphicsdriver.Blend
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stencilMode stencilMode
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screen bool
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}
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type Shader struct {
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id graphicsdriver.ShaderID
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ir *shaderir.Program
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lib mtl.Library
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fs mtl.Function
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vs mtl.Function
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rpss map[shaderRpsKey]mtl.RenderPipelineState
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libraryPrecompiled bool
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}
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func newShader(device mtl.Device, id graphicsdriver.ShaderID, program *shaderir.Program) (*Shader, error) {
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s := &Shader{
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id: id,
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ir: program,
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rpss: map[shaderRpsKey]mtl.RenderPipelineState{},
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}
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if err := s.init(device); err != nil {
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return nil, err
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}
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return s, nil
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}
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func (s *Shader) ID() graphicsdriver.ShaderID {
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return s.id
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}
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func (s *Shader) Dispose() {
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for _, rps := range s.rpss {
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rps.Release()
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}
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s.vs.Release()
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s.fs.Release()
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// Do not release s.lib if this is precompiled. This is a shared precompiled library.
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if !s.libraryPrecompiled {
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s.lib.Release()
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}
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}
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func (s *Shader) init(device mtl.Device) error {
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var src string
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if libBin := thePrecompiledLibraries.get(s.ir.SourceHash); len(libBin) > 0 {
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lib, err := device.NewLibraryWithData(libBin)
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if err != nil {
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return err
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}
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s.lib = lib
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} else {
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src = msl.Compile(s.ir)
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lib, err := device.NewLibraryWithSource(src, mtl.CompileOptions{})
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if err != nil {
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return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src)
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}
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s.lib = lib
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}
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vs, err := s.lib.NewFunctionWithName(msl.VertexName)
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if err != nil {
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if src != "" {
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return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src)
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}
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return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w", err)
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}
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fs, err := s.lib.NewFunctionWithName(msl.FragmentName)
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if err != nil {
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if src != "" {
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return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src)
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}
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return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w", err)
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}
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s.fs = fs
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s.vs = vs
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return nil
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}
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func (s *Shader) RenderPipelineState(view *view, blend graphicsdriver.Blend, stencilMode stencilMode, screen bool) (mtl.RenderPipelineState, error) {
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key := shaderRpsKey{
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blend: blend,
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stencilMode: stencilMode,
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screen: screen,
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}
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if rps, ok := s.rpss[key]; ok {
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return rps, nil
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}
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rpld := mtl.RenderPipelineDescriptor{
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VertexFunction: s.vs,
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FragmentFunction: s.fs,
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}
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if stencilMode != noStencil {
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rpld.StencilAttachmentPixelFormat = mtl.PixelFormatStencil8
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}
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// TODO: For the precise pixel format, whether the render target is the screen or not must be considered.
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pix := mtl.PixelFormatRGBA8UNorm
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if screen {
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pix = view.colorPixelFormat()
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}
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rpld.ColorAttachments[0].PixelFormat = pix
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rpld.ColorAttachments[0].BlendingEnabled = true
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rpld.ColorAttachments[0].DestinationAlphaBlendFactor = blendFactorToMetalBlendFactor(blend.BlendFactorDestinationAlpha)
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rpld.ColorAttachments[0].DestinationRGBBlendFactor = blendFactorToMetalBlendFactor(blend.BlendFactorDestinationRGB)
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rpld.ColorAttachments[0].SourceAlphaBlendFactor = blendFactorToMetalBlendFactor(blend.BlendFactorSourceAlpha)
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rpld.ColorAttachments[0].SourceRGBBlendFactor = blendFactorToMetalBlendFactor(blend.BlendFactorSourceRGB)
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rpld.ColorAttachments[0].AlphaBlendOperation = blendOperationToMetalBlendOperation(blend.BlendOperationAlpha)
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rpld.ColorAttachments[0].RGBBlendOperation = blendOperationToMetalBlendOperation(blend.BlendOperationRGB)
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if stencilMode == noStencil || stencilMode == drawWithStencil {
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rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskAll
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} else {
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rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskNone
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}
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rps, err := view.getMTLDevice().NewRenderPipelineStateWithDescriptor(rpld)
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if err != nil {
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return mtl.RenderPipelineState{}, err
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}
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s.rpss[key] = rps
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return rps, nil
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}
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