mirror of
https://github.com/hajimehoshi/ebiten.git
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712940cb02
Mapping for a constant buffer every frame might sometimes fails. We are not sure the reason, but in the official examples, leaving mapped regoins seems the way to go. Updates #2084 Closes #2157
715 lines
22 KiB
Go
715 lines
22 KiB
Go
// Copyright 2022 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 directx
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import (
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"fmt"
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"math"
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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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)
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const numDescriptorsPerFrame = 256
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func operationToBlend(c graphicsdriver.Operation, alpha bool) _D3D12_BLEND {
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switch c {
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case graphicsdriver.Zero:
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return _D3D12_BLEND_ZERO
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case graphicsdriver.One:
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return _D3D12_BLEND_ONE
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case graphicsdriver.SrcAlpha:
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return _D3D12_BLEND_SRC_ALPHA
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case graphicsdriver.DstAlpha:
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return _D3D12_BLEND_DEST_ALPHA
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case graphicsdriver.OneMinusSrcAlpha:
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return _D3D12_BLEND_INV_SRC_ALPHA
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case graphicsdriver.OneMinusDstAlpha:
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return _D3D12_BLEND_INV_DEST_ALPHA
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case graphicsdriver.DstColor:
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if alpha {
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return _D3D12_BLEND_DEST_ALPHA
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}
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return _D3D12_BLEND_DEST_COLOR
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default:
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panic(fmt.Sprintf("directx: invalid operation: %d", c))
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}
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}
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type builtinPipelineStatesKey struct {
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useColorM bool
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compositeMode graphicsdriver.CompositeMode
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filter graphicsdriver.Filter
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address graphicsdriver.Address
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stencilMode stencilMode
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screen bool
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}
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func (k *builtinPipelineStatesKey) defs() ([]_D3D_SHADER_MACRO, error) {
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var defs []_D3D_SHADER_MACRO
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defval := []byte("1\x00")
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if k.useColorM {
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name := []byte("USE_COLOR_MATRIX\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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}
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switch k.filter {
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case graphicsdriver.FilterNearest:
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name := []byte("FILTER_NEAREST\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.FilterLinear:
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name := []byte("FILTER_LINEAR\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.FilterScreen:
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name := []byte("FILTER_SCREEN\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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default:
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return nil, fmt.Errorf("directx: invalid filter: %d", k.filter)
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}
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switch k.address {
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case graphicsdriver.AddressUnsafe:
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name := []byte("ADDRESS_UNSAFE\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.AddressClampToZero:
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name := []byte("ADDRESS_CLAMP_TO_ZERO\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.AddressRepeat:
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name := []byte("ADDRESS_REPEAT\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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default:
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return nil, fmt.Errorf("directx: invalid address: %d", k.address)
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}
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// Termination
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defs = append(defs, _D3D_SHADER_MACRO{})
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return defs, nil
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}
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func (k *builtinPipelineStatesKey) source() []byte {
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return []byte(`struct PSInput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float4 color : COLOR;
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};
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cbuffer ShaderParameter : register(b0) {
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float2 viewport_size;
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float2 source_size;
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float4x4 color_matrix_body;
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float4 color_matrix_translation;
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float4 source_region;
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// This member should be the last not to create a new sector.
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// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
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float scale;
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}
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PSInput VSMain(float2 position : POSITION, float2 tex : TEXCOORD, float4 color : COLOR) {
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// In DirectX, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
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// match. Then, the Y direction must be inverted.
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float4x4 projectionMatrix = {
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2.0 / viewport_size.x, 0, 0, -1,
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0, -2.0 / viewport_size.y, 0, 1,
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0, 0, 1, 0,
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0, 0, 0, 1,
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};
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PSInput result;
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result.position = mul(projectionMatrix, float4(position, 0, 1));
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result.texcoord = tex;
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result.color = float4(color.rgb, 1) * color.a;
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return result;
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}
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Texture2D tex : register(t0);
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SamplerState samp : register(s0);
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float euclideanMod(float x, float y) {
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// Assume that y is always positive.
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return x - y * floor(x/y);
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}
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float2 adjustTexelByAddress(float2 p, float4 source_region) {
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#if defined(ADDRESS_CLAMP_TO_ZERO)
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return p;
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#endif
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#if defined(ADDRESS_REPEAT)
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float2 o = float2(source_region[0], source_region[1]);
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float2 size = float2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
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return float2(euclideanMod((p.x - o.x), size.x) + o.x, euclideanMod((p.y - o.y), size.y) + o.y);
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#endif
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#if defined(ADDRESS_UNSAFE)
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return p;
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#endif
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}
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float4 PSMain(PSInput input) : SV_TARGET {
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#if defined(FILTER_NEAREST)
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# if defined(ADDRESS_UNSAFE)
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float4 color = tex.Sample(samp, input.texcoord);
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# else
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float4 color;
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float2 pos = adjustTexelByAddress(input.texcoord, source_region);
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if (source_region[0] <= pos.x &&
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source_region[1] <= pos.y &&
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pos.x < source_region[2] &&
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pos.y < source_region[3]) {
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color = tex.Sample(samp, pos);
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} else {
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color = float4(0, 0, 0, 0);
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}
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# endif // defined(ADDRESS_UNSAFE)
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#endif // defined(FILTER_NEAREST)
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#if defined(FILTER_LINEAR)
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float2 pos = input.texcoord;
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float2 texel_size = 1.0 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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float2 p0 = pos - (texel_size) / 2.0 + (texel_size / 512.0);
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float2 p1 = pos + (texel_size) / 2.0 + (texel_size / 512.0);
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# if !defined(ADDRESS_UNSAFE)
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p0 = adjustTexelByAddress(p0, source_region);
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p1 = adjustTexelByAddress(p1, source_region);
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# endif // !defined(ADDRESS_UNSAFE)
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float4 c0 = tex.Sample(samp, p0);
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float4 c1 = tex.Sample(samp, float2(p1.x, p0.y));
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float4 c2 = tex.Sample(samp, float2(p0.x, p1.y));
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float4 c3 = tex.Sample(samp, p1);
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# if !defined(ADDRESS_UNSAFE)
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if (p0.x < source_region[0]) {
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c0 = float4(0, 0, 0, 0);
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c2 = float4(0, 0, 0, 0);
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}
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if (p0.y < source_region[1]) {
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c0 = float4(0, 0, 0, 0);
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c1 = float4(0, 0, 0, 0);
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}
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if (source_region[2] <= p1.x) {
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c1 = float4(0, 0, 0, 0);
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c3 = float4(0, 0, 0, 0);
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}
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if (source_region[3] <= p1.y) {
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c2 = float4(0, 0, 0, 0);
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c3 = float4(0, 0, 0, 0);
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}
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# endif // !defined(ADDRESS_UNSAFE)
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float2 rate = frac(p0 * source_size);
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float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y);
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#endif // defined(FILTER_LINEAR)
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#if defined(FILTER_SCREEN)
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float2 pos = input.texcoord;
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float2 texel_size = 1.0 / source_size;
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float2 half_scaled_texel_size = texel_size / 2.0 / scale;
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float2 p0 = pos - half_scaled_texel_size + (texel_size / 512.0);
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float2 p1 = pos + half_scaled_texel_size + (texel_size / 512.0);
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float4 c0 = tex.Sample(samp, p0);
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float4 c1 = tex.Sample(samp, float2(p1.x, p0.y));
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float4 c2 = tex.Sample(samp, float2(p0.x, p1.y));
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float4 c3 = tex.Sample(samp, p1);
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// Texels must be in the source rect, so it is not necessary to check that like linear filter.
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float2 rate_center = float2(1.0, 1.0) - half_scaled_texel_size;
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float2 rate = clamp(((frac(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y);
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#endif // defined(FILTER_SCREEN)
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#if defined(USE_COLOR_MATRIX)
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// Un-premultiply alpha.
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// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
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color.rgb /= color.a + (1.0 - sign(color.a));
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// Apply the color matrix or scale.
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color = mul(color_matrix_body, color) + color_matrix_translation;
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// Premultiply alpha
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color.rgb *= color.a;
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// Apply color scale.
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color *= input.color;
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// Clamp the output.
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color.rgb = min(color.rgb, color.a);
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return color;
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#elif defined(FILTER_SCREEN)
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return color;
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#else
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return input.color * color;
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#endif // defined(USE_COLOR_MATRIX)
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}`)
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}
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type pipelineStates struct {
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rootSignature *_ID3D12RootSignature
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cache map[builtinPipelineStatesKey]*_ID3D12PipelineState
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// builtinShaders is a set of the built-in vertex/pixel shaders that are never released.
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builtinShaders []*_ID3DBlob
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shaderDescriptorHeap *_ID3D12DescriptorHeap
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shaderDescriptorSize uint32
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samplerDescriptorHeap *_ID3D12DescriptorHeap
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constantBuffers [frameCount][]*_ID3D12Resource
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constantBufferMaps [frameCount][]uintptr
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}
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const numConstantBufferAndSourceTextures = 1 + graphics.ShaderImageNum
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func (p *pipelineStates) initialize(device *_ID3D12Device) (ferr error) {
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// Create a CBV/SRV/UAV descriptor heap.
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// 5n+0: constants
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// 5n+m (1<=4): textures
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shaderH, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
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Type: _D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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NumDescriptors: frameCount * numDescriptorsPerFrame * numConstantBufferAndSourceTextures,
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Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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NodeMask: 0,
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})
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if err != nil {
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return err
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}
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p.shaderDescriptorHeap = shaderH
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defer func() {
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if ferr != nil {
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p.shaderDescriptorHeap.Release()
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p.shaderDescriptorHeap = nil
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}
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}()
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p.shaderDescriptorSize = device.GetDescriptorHandleIncrementSize(_D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
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samplerH, err := device.CreateDescriptorHeap(&_D3D12_DESCRIPTOR_HEAP_DESC{
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Type: _D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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NumDescriptors: 1,
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Flags: _D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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NodeMask: 0,
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})
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if err != nil {
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return err
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}
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p.samplerDescriptorHeap = samplerH
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h, err := p.samplerDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
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if err != nil {
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return err
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}
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device.CreateSampler(&_D3D12_SAMPLER_DESC{
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Filter: _D3D12_FILTER_MIN_MAG_MIP_POINT,
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AddressU: _D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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AddressV: _D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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AddressW: _D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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ComparisonFunc: _D3D12_COMPARISON_FUNC_NEVER,
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MinLOD: -math.MaxFloat32,
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MaxLOD: math.MaxFloat32,
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}, h)
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return nil
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}
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func (p *pipelineStates) builtinGraphicsPipelineState(device *_ID3D12Device, key builtinPipelineStatesKey) (*_ID3D12PipelineState, error) {
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state, ok := p.cache[key]
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if ok {
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return state, nil
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}
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defs, err := key.defs()
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if err != nil {
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return nil, err
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}
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vsh, psh, err := newShader(key.source(), defs)
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if err != nil {
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return nil, err
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}
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// Keep the shaders. These are never released.
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p.builtinShaders = append(p.builtinShaders, vsh, psh)
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s, err := p.newPipelineState(device, vsh, psh, key.compositeMode, key.stencilMode, key.screen)
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if err != nil {
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return nil, err
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}
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if p.cache == nil {
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p.cache = map[builtinPipelineStatesKey]*_ID3D12PipelineState{}
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}
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p.cache[key] = s
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return s, nil
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}
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func (p *pipelineStates) useGraphicsPipelineState(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, pipelineState *_ID3D12PipelineState, srcs [graphics.ShaderImageNum]*Image, uniforms []float32) error {
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idx := len(p.constantBuffers[frameIndex])
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if idx >= numDescriptorsPerFrame*2 {
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return fmt.Errorf("directx: too many constant buffers")
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}
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if cap(p.constantBuffers[frameIndex]) > idx {
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p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:idx+1]
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p.constantBufferMaps[frameIndex] = p.constantBufferMaps[frameIndex][:idx+1]
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} else {
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p.constantBuffers[frameIndex] = append(p.constantBuffers[frameIndex], nil)
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p.constantBufferMaps[frameIndex] = append(p.constantBufferMaps[frameIndex], 0)
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}
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const bufferSizeAlignement = 256
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bufferSize := uint32(unsafe.Sizeof(float32(0))) * uint32(len(uniforms))
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if bufferSize > 0 {
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bufferSize = ((bufferSize-1)/bufferSizeAlignement + 1) * bufferSizeAlignement
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}
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cb := p.constantBuffers[frameIndex][idx]
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m := p.constantBufferMaps[frameIndex][idx]
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if cb != nil {
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if uint32(cb.GetDesc().Width) < bufferSize {
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p.constantBuffers[frameIndex][idx].Unmap(0, nil)
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p.constantBuffers[frameIndex][idx].Release()
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p.constantBuffers[frameIndex][idx] = nil
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p.constantBufferMaps[frameIndex][idx] = 0
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cb = nil
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}
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}
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if cb == nil {
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var err error
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cb, err = createBuffer(device, uint64(bufferSize), _D3D12_HEAP_TYPE_UPLOAD)
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if err != nil {
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return err
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}
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p.constantBuffers[frameIndex][idx] = cb
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h, err := p.shaderDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
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if err != nil {
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return err
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}
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h.Offset(int32(frameIndex*numDescriptorsPerFrame+numConstantBufferAndSourceTextures*idx), p.shaderDescriptorSize)
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device.CreateConstantBufferView(&_D3D12_CONSTANT_BUFFER_VIEW_DESC{
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BufferLocation: cb.GetGPUVirtualAddress(),
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SizeInBytes: bufferSize,
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}, h)
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m, err = cb.Map(0, &_D3D12_RANGE{0, 0})
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if err != nil {
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return err
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}
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p.constantBufferMaps[frameIndex][idx] = m
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}
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if m == 0 {
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return fmt.Errorf("directx: ID3D12Resource::Map failed")
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}
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h, err := p.shaderDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
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if err != nil {
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return err
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}
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h.Offset(int32(frameIndex*numDescriptorsPerFrame+numConstantBufferAndSourceTextures*idx), p.shaderDescriptorSize)
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for _, src := range srcs {
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h.Offset(1, p.shaderDescriptorSize)
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if src == nil {
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continue
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}
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device.CreateShaderResourceView(src.resource(), &_D3D12_SHADER_RESOURCE_VIEW_DESC{
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Format: _DXGI_FORMAT_R8G8B8A8_UNORM,
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ViewDimension: _D3D12_SRV_DIMENSION_TEXTURE2D,
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Shader4ComponentMapping: _D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
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Texture2D: _D3D12_TEX2D_SRV{
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MipLevels: 1,
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},
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}, h)
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}
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// Update the constant buffer.
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copyFloat32s(m, uniforms)
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commandList.SetPipelineState(pipelineState)
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rs, err := p.ensureRootSignature(device)
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if err != nil {
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return err
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}
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commandList.SetGraphicsRootSignature(rs)
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commandList.SetDescriptorHeaps([]*_ID3D12DescriptorHeap{
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p.shaderDescriptorHeap,
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p.samplerDescriptorHeap,
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})
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|
|
// Match the indices with rootParams in graphicsPipelineState.
|
|
gh, err := p.shaderDescriptorHeap.GetGPUDescriptorHandleForHeapStart()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
gh.Offset(int32(frameIndex*numDescriptorsPerFrame+numConstantBufferAndSourceTextures*idx), p.shaderDescriptorSize)
|
|
commandList.SetGraphicsRootDescriptorTable(0, gh)
|
|
gh.Offset(1, p.shaderDescriptorSize)
|
|
commandList.SetGraphicsRootDescriptorTable(1, gh)
|
|
sh, err := p.samplerDescriptorHeap.GetGPUDescriptorHandleForHeapStart()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
commandList.SetGraphicsRootDescriptorTable(2, sh)
|
|
|
|
return nil
|
|
}
|
|
|
|
func (p *pipelineStates) ensureRootSignature(device *_ID3D12Device) (rootSignature *_ID3D12RootSignature, ferr error) {
|
|
if p.rootSignature != nil {
|
|
return p.rootSignature, nil
|
|
}
|
|
|
|
cbv := _D3D12_DESCRIPTOR_RANGE{
|
|
RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_CBV, // b0
|
|
NumDescriptors: 1,
|
|
BaseShaderRegister: 0,
|
|
RegisterSpace: 0,
|
|
OffsetInDescriptorsFromTableStart: _D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
|
|
}
|
|
srv := _D3D12_DESCRIPTOR_RANGE{
|
|
RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SRV, // t0
|
|
NumDescriptors: graphics.ShaderImageNum,
|
|
BaseShaderRegister: 0,
|
|
RegisterSpace: 0,
|
|
OffsetInDescriptorsFromTableStart: _D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
|
|
}
|
|
sampler := _D3D12_DESCRIPTOR_RANGE{
|
|
RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, // s0
|
|
NumDescriptors: 1,
|
|
BaseShaderRegister: 0,
|
|
RegisterSpace: 0,
|
|
OffsetInDescriptorsFromTableStart: _D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
|
|
}
|
|
|
|
rootParams := [...]_D3D12_ROOT_PARAMETER{
|
|
{
|
|
ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
|
|
DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{
|
|
NumDescriptorRanges: 1,
|
|
pDescriptorRanges: &cbv,
|
|
},
|
|
ShaderVisibility: _D3D12_SHADER_VISIBILITY_ALL,
|
|
},
|
|
{
|
|
ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
|
|
DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{
|
|
NumDescriptorRanges: 1,
|
|
pDescriptorRanges: &srv,
|
|
},
|
|
ShaderVisibility: _D3D12_SHADER_VISIBILITY_PIXEL,
|
|
},
|
|
{
|
|
ParameterType: _D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
|
|
DescriptorTable: _D3D12_ROOT_DESCRIPTOR_TABLE{
|
|
NumDescriptorRanges: 1,
|
|
pDescriptorRanges: &sampler,
|
|
},
|
|
ShaderVisibility: _D3D12_SHADER_VISIBILITY_PIXEL,
|
|
},
|
|
}
|
|
|
|
// Create a root signature.
|
|
sig, err := _D3D12SerializeRootSignature(&_D3D12_ROOT_SIGNATURE_DESC{
|
|
NumParameters: uint32(len(rootParams)),
|
|
pParameters: &rootParams[0],
|
|
NumStaticSamplers: 0,
|
|
pStaticSamplers: nil,
|
|
Flags: _D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
|
|
}, _D3D_ROOT_SIGNATURE_VERSION_1_0)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
defer sig.Release()
|
|
|
|
rs, err := device.CreateRootSignature(0, sig.GetBufferPointer(), sig.GetBufferSize())
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
defer func() {
|
|
if ferr != nil {
|
|
rootSignature.Release()
|
|
}
|
|
}()
|
|
|
|
p.rootSignature = rs
|
|
|
|
return p.rootSignature, nil
|
|
}
|
|
|
|
func newShader(source []byte, defs []_D3D_SHADER_MACRO) (vsh, psh *_ID3DBlob, ferr error) {
|
|
// Create a shader
|
|
v, err := _D3DCompile(source, "shader", defs, nil, "VSMain", "vs_5_0", 0, 0)
|
|
if err != nil {
|
|
return nil, nil, err
|
|
}
|
|
defer func() {
|
|
if ferr != nil {
|
|
v.Release()
|
|
}
|
|
}()
|
|
|
|
p, err := _D3DCompile(source, "shader", defs, nil, "PSMain", "ps_5_0", 0, 0)
|
|
if err != nil {
|
|
return nil, nil, err
|
|
}
|
|
defer func() {
|
|
if ferr != nil {
|
|
p.Release()
|
|
}
|
|
}()
|
|
|
|
return v, p, nil
|
|
}
|
|
|
|
func (p *pipelineStates) newPipelineState(device *_ID3D12Device, vsh, psh *_ID3DBlob, compositeMode graphicsdriver.CompositeMode, stencilMode stencilMode, screen bool) (state *_ID3D12PipelineState, ferr error) {
|
|
rootSignature, err := p.ensureRootSignature(device)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
defer func() {
|
|
if ferr != nil {
|
|
rootSignature.Release()
|
|
}
|
|
}()
|
|
|
|
depthStencilDesc := _D3D12_DEPTH_STENCIL_DESC{
|
|
DepthEnable: 0,
|
|
DepthWriteMask: _D3D12_DEPTH_WRITE_MASK_ALL,
|
|
DepthFunc: _D3D12_COMPARISON_FUNC_LESS,
|
|
StencilEnable: 0,
|
|
StencilReadMask: _D3D12_DEFAULT_STENCIL_READ_MASK,
|
|
StencilWriteMask: _D3D12_DEFAULT_STENCIL_WRITE_MASK,
|
|
FrontFace: _D3D12_DEPTH_STENCILOP_DESC{
|
|
StencilFailOp: _D3D12_STENCIL_OP_KEEP,
|
|
StencilDepthFailOp: _D3D12_STENCIL_OP_KEEP,
|
|
StencilPassOp: _D3D12_STENCIL_OP_KEEP,
|
|
StencilFunc: _D3D12_COMPARISON_FUNC_ALWAYS,
|
|
},
|
|
BackFace: _D3D12_DEPTH_STENCILOP_DESC{
|
|
StencilFailOp: _D3D12_STENCIL_OP_KEEP,
|
|
StencilDepthFailOp: _D3D12_STENCIL_OP_KEEP,
|
|
StencilPassOp: _D3D12_STENCIL_OP_KEEP,
|
|
StencilFunc: _D3D12_COMPARISON_FUNC_ALWAYS,
|
|
},
|
|
}
|
|
writeMask := uint8(_D3D12_COLOR_WRITE_ENABLE_ALL)
|
|
|
|
switch stencilMode {
|
|
case prepareStencil:
|
|
depthStencilDesc.StencilEnable = 1
|
|
depthStencilDesc.FrontFace.StencilPassOp = _D3D12_STENCIL_OP_INVERT
|
|
depthStencilDesc.BackFace.StencilPassOp = _D3D12_STENCIL_OP_INVERT
|
|
writeMask = 0
|
|
case drawWithStencil:
|
|
depthStencilDesc.StencilEnable = 1
|
|
depthStencilDesc.FrontFace.StencilFunc = _D3D12_COMPARISON_FUNC_NOT_EQUAL
|
|
depthStencilDesc.BackFace.StencilFunc = _D3D12_COMPARISON_FUNC_NOT_EQUAL
|
|
}
|
|
|
|
rtvFormat := _DXGI_FORMAT_R8G8B8A8_UNORM
|
|
if screen {
|
|
rtvFormat = _DXGI_FORMAT_B8G8R8A8_UNORM
|
|
}
|
|
dsvFormat := _DXGI_FORMAT_UNKNOWN
|
|
if stencilMode != noStencil {
|
|
dsvFormat = _DXGI_FORMAT_D24_UNORM_S8_UINT
|
|
}
|
|
|
|
// Create a pipeline state.
|
|
srcOp, dstOp := compositeMode.Operations()
|
|
psoDesc := _D3D12_GRAPHICS_PIPELINE_STATE_DESC{
|
|
pRootSignature: rootSignature,
|
|
VS: _D3D12_SHADER_BYTECODE{
|
|
pShaderBytecode: vsh.GetBufferPointer(),
|
|
BytecodeLength: vsh.GetBufferSize(),
|
|
},
|
|
PS: _D3D12_SHADER_BYTECODE{
|
|
pShaderBytecode: psh.GetBufferPointer(),
|
|
BytecodeLength: psh.GetBufferSize(),
|
|
},
|
|
BlendState: _D3D12_BLEND_DESC{
|
|
AlphaToCoverageEnable: 0,
|
|
IndependentBlendEnable: 0,
|
|
RenderTarget: [8]_D3D12_RENDER_TARGET_BLEND_DESC{
|
|
{
|
|
BlendEnable: 1,
|
|
LogicOpEnable: 0,
|
|
SrcBlend: operationToBlend(srcOp, false),
|
|
DestBlend: operationToBlend(dstOp, false),
|
|
BlendOp: _D3D12_BLEND_OP_ADD,
|
|
SrcBlendAlpha: operationToBlend(srcOp, true),
|
|
DestBlendAlpha: operationToBlend(dstOp, true),
|
|
BlendOpAlpha: _D3D12_BLEND_OP_ADD,
|
|
LogicOp: _D3D12_LOGIC_OP_NOOP,
|
|
RenderTargetWriteMask: writeMask,
|
|
},
|
|
},
|
|
},
|
|
SampleMask: math.MaxUint32,
|
|
RasterizerState: _D3D12_RASTERIZER_DESC{
|
|
FillMode: _D3D12_FILL_MODE_SOLID,
|
|
CullMode: _D3D12_CULL_MODE_NONE,
|
|
FrontCounterClockwise: 0,
|
|
DepthBias: _D3D12_DEFAULT_DEPTH_BIAS,
|
|
DepthBiasClamp: _D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
|
|
SlopeScaledDepthBias: _D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
|
|
DepthClipEnable: 0,
|
|
MultisampleEnable: 0,
|
|
AntialiasedLineEnable: 0,
|
|
ForcedSampleCount: 0,
|
|
ConservativeRaster: _D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
|
|
},
|
|
DepthStencilState: depthStencilDesc,
|
|
InputLayout: _D3D12_INPUT_LAYOUT_DESC{
|
|
pInputElementDescs: &inputElementDescs[0],
|
|
NumElements: uint32(len(inputElementDescs)),
|
|
},
|
|
PrimitiveTopologyType: _D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
|
|
NumRenderTargets: 1,
|
|
RTVFormats: [8]_DXGI_FORMAT{
|
|
rtvFormat,
|
|
},
|
|
DSVFormat: dsvFormat,
|
|
SampleDesc: _DXGI_SAMPLE_DESC{
|
|
Count: 1,
|
|
Quality: 0,
|
|
},
|
|
}
|
|
|
|
s, err := device.CreateGraphicsPipelineState(&psoDesc)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
return s, nil
|
|
}
|
|
|
|
func (p *pipelineStates) releaseConstantBuffers(frameIndex int) {
|
|
for i := range p.constantBuffers[frameIndex] {
|
|
p.constantBuffers[frameIndex][i].Release()
|
|
p.constantBuffers[frameIndex][i] = nil
|
|
}
|
|
p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0]
|
|
}
|
|
|
|
func (p *pipelineStates) resetConstantBuffers(frameIndex int) {
|
|
p.constantBuffers[frameIndex] = p.constantBuffers[frameIndex][:0]
|
|
}
|