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https://github.com/hajimehoshi/ebiten.git
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c8a2e5dc71
This is a preparation for a DirectX 11 driver. Updates #2613
90 lines
2.2 KiB
Go
90 lines
2.2 KiB
Go
// Copyright 2023 The Ebitengine 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 directx
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type pipelineStateKey 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 shader12 struct {
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graphics *graphics12
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id graphicsdriver.ShaderID
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uniformTypes []shaderir.Type
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uniformOffsets []int
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vertexShader *_ID3DBlob
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pixelShader *_ID3DBlob
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pipelineStates map[pipelineStateKey]*_ID3D12PipelineState
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}
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func (s *shader12) ID() graphicsdriver.ShaderID {
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return s.id
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}
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func (s *shader12) Dispose() {
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s.graphics.removeShader(s)
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}
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func (s *shader12) disposeImpl() {
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for c, p := range s.pipelineStates {
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p.Release()
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delete(s.pipelineStates, c)
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}
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if s.pixelShader != nil {
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s.pixelShader.Release()
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s.pixelShader = nil
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}
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if s.vertexShader != nil {
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count := s.vertexShader.Release()
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if count == 0 {
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for k, v := range vertexShaderCache {
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if v == s.vertexShader {
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delete(vertexShaderCache, k)
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}
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}
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}
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s.vertexShader = nil
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}
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}
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func (s *shader12) pipelineState(blend graphicsdriver.Blend, stencilMode stencilMode, screen bool) (*_ID3D12PipelineState, error) {
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key := pipelineStateKey{
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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 state, ok := s.pipelineStates[key]; ok {
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return state, nil
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}
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state, err := s.graphics.pipelineStates.newPipelineState(s.graphics.device, s.vertexShader, s.pixelShader, blend, stencilMode, screen)
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if err != nil {
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return nil, err
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}
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if s.pipelineStates == nil {
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s.pipelineStates = map[pipelineStateKey]*_ID3D12PipelineState{}
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}
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s.pipelineStates[key] = state
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return state, nil
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}
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