ebiten/internal/shaderir/uniform.go
2024-11-24 23:16:04 +09:00

111 lines
3.3 KiB
Go

// Copyright 2022 The Ebiten 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 shaderir
import (
"fmt"
)
const UniformVariableBoundaryInDWords = 4
// UniformOffsetsInDWords returns the offsets of the uniform variables in DWROD units in the HLSL layout.
func (p *Program) UniformOffsetsInDWords() []int {
if len(p.offsetsInDWords) > 0 {
return p.offsetsInDWords
}
// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
// https://github.com/microsoft/DirectXShaderCompiler/wiki/Buffer-Packing
align := func(x int) int {
if x == 0 {
return 0
}
return ((x-1)/UniformVariableBoundaryInDWords + 1) * UniformVariableBoundaryInDWords
}
var offsetsInDWords []int
var headInDWords int
// TODO: Reorder the variables with packoffset.
// See https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-variable-packoffset
for _, u := range p.Uniforms {
switch u.Main {
case Float:
offsetsInDWords = append(offsetsInDWords, headInDWords)
headInDWords += 1
case Int:
offsetsInDWords = append(offsetsInDWords, headInDWords)
headInDWords += 1
case Vec2, IVec2:
if headInDWords%UniformVariableBoundaryInDWords >= 3 {
headInDWords = align(headInDWords)
}
offsetsInDWords = append(offsetsInDWords, headInDWords)
headInDWords += 2
case Vec3, IVec3:
if headInDWords%UniformVariableBoundaryInDWords >= 2 {
headInDWords = align(headInDWords)
}
offsetsInDWords = append(offsetsInDWords, headInDWords)
headInDWords += 3
case Vec4, IVec4:
if headInDWords%UniformVariableBoundaryInDWords >= 1 {
headInDWords = align(headInDWords)
}
offsetsInDWords = append(offsetsInDWords, headInDWords)
headInDWords += 4
case Mat2:
// For matrices, each column is aligned to the boundary.
headInDWords = align(headInDWords)
offsetsInDWords = append(offsetsInDWords, headInDWords)
headInDWords += 6
case Mat3:
headInDWords = align(headInDWords)
offsetsInDWords = append(offsetsInDWords, headInDWords)
headInDWords += 11
case Mat4:
headInDWords = align(headInDWords)
offsetsInDWords = append(offsetsInDWords, headInDWords)
headInDWords += 16
case Array:
// Each array is 16-byte aligned.
// TODO: What if the array has 2 or more dimensions?
headInDWords = align(headInDWords)
offsetsInDWords = append(offsetsInDWords, headInDWords)
n := u.Sub[0].Uint32Count()
switch u.Sub[0].Main {
case Mat2:
n = 6
case Mat3:
n = 11
case Mat4:
n = 16
}
headInDWords += (u.Length - 1) * align(n)
// The last element is not with a padding.
headInDWords += n
case Struct:
// TODO: Implement this
panic("shaderir: offset for a struct is not implemented yet")
default:
panic(fmt.Sprintf("shaderir: unexpected type: %s", u.String()))
}
}
p.offsetsInDWords = offsetsInDWords
return p.offsetsInDWords
}