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22fd1f107e
This just specifies that the constant refers to the number of source images passed to a shader. This makes a distinction with the number of dst images, that could potentially be more than 1 in the future.
196 lines
4.9 KiB
Go
196 lines
4.9 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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"unsafe"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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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 shader11 struct {
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graphics *graphics11
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id graphicsdriver.ShaderID
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uniformTypes []shaderir.Type
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uniformOffsets []int
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vertexShaderBlob *_ID3DBlob
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pixelShaderBlob *_ID3DBlob
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inputLayout *_ID3D11InputLayout
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vertexShader *_ID3D11VertexShader
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pixelShader *_ID3D11PixelShader
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constantBuffer *_ID3D11Buffer
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}
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func (s *shader11) ID() graphicsdriver.ShaderID {
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return s.id
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}
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func (s *shader11) Dispose() {
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s.graphics.removeShader(s)
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}
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func (s *shader11) disposeImpl() {
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if s.pixelShaderBlob != nil {
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s.pixelShaderBlob.Release()
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s.pixelShaderBlob = nil
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}
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if s.vertexShaderBlob != nil {
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count := s.vertexShaderBlob.Release()
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if count == 0 {
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for k, v := range vertexShaderCache {
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if v == s.vertexShaderBlob {
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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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if s.inputLayout != nil {
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s.inputLayout.Release()
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s.inputLayout = nil
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}
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if s.vertexShader != nil {
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s.vertexShader.Release()
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s.vertexShader = nil
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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.constantBuffer != nil {
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s.constantBuffer.Release()
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s.constantBuffer = nil
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}
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}
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func (s *shader11) use(uniforms []uint32, srcs [graphics.ShaderSrcImageCount]*image11) error {
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vs, err := s.ensureVertexShader()
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if err != nil {
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return err
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}
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s.graphics.deviceContext.VSSetShader(vs, nil)
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ps, err := s.ensurePixelShader()
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if err != nil {
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return err
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}
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s.graphics.deviceContext.PSSetShader(ps, nil)
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il, err := s.ensureInputLayout()
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if err != nil {
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return err
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}
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s.graphics.deviceContext.IASetInputLayout(il)
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cb, err := s.ensureConstantBuffer()
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if err != nil {
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return err
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}
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s.graphics.deviceContext.VSSetConstantBuffers(0, []*_ID3D11Buffer{cb})
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s.graphics.deviceContext.PSSetConstantBuffers(0, []*_ID3D11Buffer{cb})
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// Send the constant buffer data.
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uniforms = adjustUniforms(s.uniformTypes, s.uniformOffsets, uniforms)
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var mapped _D3D11_MAPPED_SUBRESOURCE
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if err := s.graphics.deviceContext.Map(unsafe.Pointer(cb), 0, _D3D11_MAP_WRITE_DISCARD, 0, &mapped); err != nil {
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return err
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}
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copy(unsafe.Slice((*uint32)(mapped.pData), len(uniforms)), uniforms)
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s.graphics.deviceContext.Unmap(unsafe.Pointer(cb), 0)
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// Set the render sources.
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var srvs [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView
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for i, src := range srcs {
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if src == nil {
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continue
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}
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srv, err := src.getShaderResourceView()
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if err != nil {
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return err
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}
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srvs[i] = srv
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}
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s.graphics.deviceContext.PSSetShaderResources(0, srvs[:])
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return nil
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}
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func (s *shader11) ensureInputLayout() (*_ID3D11InputLayout, error) {
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if s.inputLayout != nil {
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return s.inputLayout, nil
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}
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i, err := s.graphics.device.CreateInputLayout(inputElementDescsForDX11, s.vertexShaderBlob.GetBufferPointer(), s.vertexShaderBlob.GetBufferSize())
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if err != nil {
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return nil, err
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}
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s.inputLayout = i
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return i, nil
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}
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func (s *shader11) ensureVertexShader() (*_ID3D11VertexShader, error) {
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if s.vertexShader != nil {
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return s.vertexShader, nil
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}
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vs, err := s.graphics.device.CreateVertexShader(s.vertexShaderBlob.GetBufferPointer(), s.vertexShaderBlob.GetBufferSize(), nil)
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if err != nil {
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return nil, err
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}
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s.vertexShader = vs
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return vs, nil
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}
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func (s *shader11) ensurePixelShader() (*_ID3D11PixelShader, error) {
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if s.pixelShader != nil {
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return s.pixelShader, nil
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}
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ps, err := s.graphics.device.CreatePixelShader(s.pixelShaderBlob.GetBufferPointer(), s.pixelShaderBlob.GetBufferSize(), nil)
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if err != nil {
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return nil, err
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}
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s.pixelShader = ps
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return ps, nil
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}
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func alignUp16(x uint32) uint32 {
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if x%16 == 0 {
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return x
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}
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return x + 16 - (x % 16)
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}
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func (s *shader11) ensureConstantBuffer() (*_ID3D11Buffer, error) {
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if s.constantBuffer != nil {
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return s.constantBuffer, nil
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}
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cb, err := s.graphics.device.CreateBuffer(&_D3D11_BUFFER_DESC{
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ByteWidth: alignUp16(uint32(constantBufferSize(s.uniformTypes, s.uniformOffsets)) * 4),
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Usage: _D3D11_USAGE_DYNAMIC,
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BindFlags: uint32(_D3D11_BIND_CONSTANT_BUFFER),
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CPUAccessFlags: uint32(_D3D11_CPU_ACCESS_WRITE),
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}, nil)
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if err != nil {
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return nil, err
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}
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s.constantBuffer = cb
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return cb, nil
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}
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