ebiten/internal/graphicsdriver/metal/shader_darwin.go
Hajime Hoshi 4818768965 shaderprecomp: remove ShaderSourceID
`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
2024-05-27 00:01:05 +09:00

187 lines
5.3 KiB
Go

// Copyright 2020 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 metal
import (
"fmt"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
)
type precompiledLibraries struct {
binaries map[shaderir.SourceHash][]byte
m sync.Mutex
}
func (c *precompiledLibraries) put(hash shaderir.SourceHash, bin []byte) {
c.m.Lock()
defer c.m.Unlock()
if c.binaries == nil {
c.binaries = map[shaderir.SourceHash][]byte{}
}
if _, ok := c.binaries[hash]; ok {
panic(fmt.Sprintf("metal: the precompiled library for the hash %s is already registered", hash.String()))
}
c.binaries[hash] = bin
}
func (c *precompiledLibraries) get(hash shaderir.SourceHash) []byte {
c.m.Lock()
defer c.m.Unlock()
return c.binaries[hash]
}
var thePrecompiledLibraries precompiledLibraries
func RegisterPrecompiledLibrary(source []byte, bin []byte) {
thePrecompiledLibraries.put(shaderir.CalcSourceHash(source), bin)
}
type shaderRpsKey struct {
blend graphicsdriver.Blend
stencilMode stencilMode
screen bool
}
type Shader struct {
id graphicsdriver.ShaderID
ir *shaderir.Program
lib mtl.Library
fs mtl.Function
vs mtl.Function
rpss map[shaderRpsKey]mtl.RenderPipelineState
libraryPrecompiled bool
}
func newShader(device mtl.Device, id graphicsdriver.ShaderID, program *shaderir.Program) (*Shader, error) {
s := &Shader{
id: id,
ir: program,
rpss: map[shaderRpsKey]mtl.RenderPipelineState{},
}
if err := s.init(device); err != nil {
return nil, err
}
return s, nil
}
func (s *Shader) ID() graphicsdriver.ShaderID {
return s.id
}
func (s *Shader) Dispose() {
for _, rps := range s.rpss {
rps.Release()
}
s.vs.Release()
s.fs.Release()
// Do not release s.lib if this is precompiled. This is a shared precompiled library.
if !s.libraryPrecompiled {
s.lib.Release()
}
}
func (s *Shader) init(device mtl.Device) error {
var src string
if libBin := thePrecompiledLibraries.get(s.ir.SourceHash); len(libBin) > 0 {
lib, err := device.NewLibraryWithData(libBin)
if err != nil {
return err
}
s.lib = lib
} else {
src = msl.Compile(s.ir)
lib, err := device.NewLibraryWithSource(src, mtl.CompileOptions{})
if err != nil {
return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src)
}
s.lib = lib
}
vs, err := s.lib.NewFunctionWithName(msl.VertexName)
if err != nil {
if src != "" {
return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src)
}
return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w", err)
}
fs, err := s.lib.NewFunctionWithName(msl.FragmentName)
if err != nil {
if src != "" {
return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src)
}
return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w", err)
}
s.fs = fs
s.vs = vs
return nil
}
func (s *Shader) RenderPipelineState(view *view, blend graphicsdriver.Blend, stencilMode stencilMode, screen bool) (mtl.RenderPipelineState, error) {
key := shaderRpsKey{
blend: blend,
stencilMode: stencilMode,
screen: screen,
}
if rps, ok := s.rpss[key]; ok {
return rps, nil
}
rpld := mtl.RenderPipelineDescriptor{
VertexFunction: s.vs,
FragmentFunction: s.fs,
}
if stencilMode != noStencil {
rpld.StencilAttachmentPixelFormat = mtl.PixelFormatStencil8
}
// TODO: For the precise pixel format, whether the render target is the screen or not must be considered.
pix := mtl.PixelFormatRGBA8UNorm
if screen {
pix = view.colorPixelFormat()
}
rpld.ColorAttachments[0].PixelFormat = pix
rpld.ColorAttachments[0].BlendingEnabled = true
rpld.ColorAttachments[0].DestinationAlphaBlendFactor = blendFactorToMetalBlendFactor(blend.BlendFactorDestinationAlpha)
rpld.ColorAttachments[0].DestinationRGBBlendFactor = blendFactorToMetalBlendFactor(blend.BlendFactorDestinationRGB)
rpld.ColorAttachments[0].SourceAlphaBlendFactor = blendFactorToMetalBlendFactor(blend.BlendFactorSourceAlpha)
rpld.ColorAttachments[0].SourceRGBBlendFactor = blendFactorToMetalBlendFactor(blend.BlendFactorSourceRGB)
rpld.ColorAttachments[0].AlphaBlendOperation = blendOperationToMetalBlendOperation(blend.BlendOperationAlpha)
rpld.ColorAttachments[0].RGBBlendOperation = blendOperationToMetalBlendOperation(blend.BlendOperationRGB)
if stencilMode == noStencil || stencilMode == drawWithStencil {
rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskAll
} else {
rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskNone
}
rps, err := view.getMTLDevice().NewRenderPipelineStateWithDescriptor(rpld)
if err != nil {
return mtl.RenderPipelineState{}, err
}
s.rpss[key] = rps
return rps, nil
}