ebiten/internal/graphicsdriver/directx/shader_windows.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

328 lines
9.0 KiB
Go

// Copyright 2023 The Ebitengine 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 directx
import (
"fmt"
"sync"
"unsafe"
"golang.org/x/sync/errgroup"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
)
const (
VertexShaderProfile = "vs_4_0"
PixelShaderProfile = "ps_4_0"
VertexShaderEntryPoint = "VSMain"
PixelShaderEntryPoint = "PSMain"
)
type fxcPair struct {
vertex []byte
pixel []byte
}
type precompiledFXCs struct {
binaries map[shaderir.SourceHash]fxcPair
m sync.Mutex
}
func (c *precompiledFXCs) put(hash shaderir.SourceHash, vertex, pixel []byte) {
c.m.Lock()
defer c.m.Unlock()
if c.binaries == nil {
c.binaries = map[shaderir.SourceHash]fxcPair{}
}
if _, ok := c.binaries[hash]; ok {
panic(fmt.Sprintf("directx: the precompiled library for the hash %s is already registered", hash.String()))
}
c.binaries[hash] = fxcPair{
vertex: vertex,
pixel: pixel,
}
}
func (c *precompiledFXCs) get(hash shaderir.SourceHash) ([]byte, []byte) {
c.m.Lock()
defer c.m.Unlock()
f := c.binaries[hash]
return f.vertex, f.pixel
}
var thePrecompiledFXCs precompiledFXCs
func RegisterPrecompiledFXCs(source []byte, vertex, pixel []byte) {
thePrecompiledFXCs.put(shaderir.CalcSourceHash(source), vertex, pixel)
}
var vertexShaderCache = map[string]*_ID3DBlob{}
func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, ferr error) {
defer func() {
if ferr == nil {
return
}
if vsh != nil {
vsh.Release()
}
if psh != nil {
psh.Release()
}
}()
if vshBin, pshBin := thePrecompiledFXCs.get(program.SourceHash); vshBin != nil && pshBin != nil {
var err error
if vsh, err = _D3DCreateBlob(uint(len(vshBin))); err != nil {
return nil, nil, err
}
if psh, err = _D3DCreateBlob(uint(len(pshBin))); err != nil {
return nil, nil, err
}
copy(unsafe.Slice((*byte)(vsh.GetBufferPointer()), vsh.GetBufferSize()), vshBin)
copy(unsafe.Slice((*byte)(psh.GetBufferPointer()), psh.GetBufferSize()), pshBin)
return vsh, psh, nil
}
vs, ps := hlsl.Compile(program)
var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)
var wg errgroup.Group
// Vertex shaders are likely the same. If so, reuse the same _ID3DBlob.
if v, ok := vertexShaderCache[vs]; ok {
// Increment the reference count not to release this object unexpectedly.
// The value will be removed when the count reached 0.
// See (*Shader).disposeImpl.
v.AddRef()
vsh = v
} else {
defer func() {
if ferr == nil {
vertexShaderCache[vs] = vsh
}
}()
wg.Go(func() error {
v, err := _D3DCompile([]byte(vs), "shader", nil, nil, VertexShaderEntryPoint, VertexShaderProfile, flag, 0)
if err != nil {
return fmt.Errorf("directx: D3DCompile for VSMain failed, original source: %s, %w", vs, err)
}
vsh = v
return nil
})
}
wg.Go(func() error {
p, err := _D3DCompile([]byte(ps), "shader", nil, nil, PixelShaderEntryPoint, PixelShaderProfile, flag, 0)
if err != nil {
return fmt.Errorf("directx: D3DCompile for PSMain failed, original source: %s, %w", ps, err)
}
psh = p
return nil
})
if err := wg.Wait(); err != nil {
return nil, nil, err
}
return vsh, psh, nil
}
func constantBufferSize(uniformTypes []shaderir.Type, uniformOffsets []int) int {
var size int
for i, typ := range uniformTypes {
if size < uniformOffsets[i]/4 {
size = uniformOffsets[i] / 4
}
switch typ.Main {
case shaderir.Float:
size += 1
case shaderir.Int:
size += 1
case shaderir.Vec2, shaderir.IVec2:
size += 2
case shaderir.Vec3, shaderir.IVec3:
size += 3
case shaderir.Vec4, shaderir.IVec4:
size += 4
case shaderir.Mat2:
size += 6
case shaderir.Mat3:
size += 11
case shaderir.Mat4:
size += 16
case shaderir.Array:
// Each element is aligned to the boundary.
switch typ.Sub[0].Main {
case shaderir.Float:
size += 4*(typ.Length-1) + 1
case shaderir.Int:
size += 4*(typ.Length-1) + 1
case shaderir.Vec2, shaderir.IVec2:
size += 4*(typ.Length-1) + 2
case shaderir.Vec3, shaderir.IVec3:
size += 4*(typ.Length-1) + 3
case shaderir.Vec4, shaderir.IVec4:
size += 4 * typ.Length
case shaderir.Mat2:
size += 8*(typ.Length-1) + 6
case shaderir.Mat3:
size += 12*(typ.Length-1) + 11
case shaderir.Mat4:
size += 16 * typ.Length
default:
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
}
default:
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
}
}
return size
}
func adjustUniforms(uniformTypes []shaderir.Type, uniformOffsets []int, uniforms []uint32) []uint32 {
var fs []uint32
var idx int
for i, typ := range uniformTypes {
if len(fs) < uniformOffsets[i]/4 {
fs = append(fs, make([]uint32, uniformOffsets[i]/4-len(fs))...)
}
n := typ.Uint32Count()
switch typ.Main {
case shaderir.Float:
fs = append(fs, uniforms[idx:idx+1]...)
case shaderir.Int:
fs = append(fs, uniforms[idx:idx+1]...)
case shaderir.Vec2, shaderir.IVec2:
fs = append(fs, uniforms[idx:idx+2]...)
case shaderir.Vec3, shaderir.IVec3:
fs = append(fs, uniforms[idx:idx+3]...)
case shaderir.Vec4, shaderir.IVec4:
fs = append(fs, uniforms[idx:idx+4]...)
case shaderir.Mat2:
fs = append(fs,
uniforms[idx+0], uniforms[idx+2], 0, 0,
uniforms[idx+1], uniforms[idx+3],
)
case shaderir.Mat3:
fs = append(fs,
uniforms[idx+0], uniforms[idx+3], uniforms[idx+6], 0,
uniforms[idx+1], uniforms[idx+4], uniforms[idx+7], 0,
uniforms[idx+2], uniforms[idx+5], uniforms[idx+8],
)
case shaderir.Mat4:
if i == graphics.ProjectionMatrixUniformVariableIndex {
// In DirectX, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
// match. Then, the Y direction must be inverted.
// Invert the sign bits as float32 values.
fs = append(fs,
uniforms[idx+0], uniforms[idx+4], uniforms[idx+8], uniforms[idx+12],
uniforms[idx+1]^(1<<31), uniforms[idx+5]^(1<<31), uniforms[idx+9]^(1<<31), uniforms[idx+13]^(1<<31),
uniforms[idx+2], uniforms[idx+6], uniforms[idx+10], uniforms[idx+14],
uniforms[idx+3], uniforms[idx+7], uniforms[idx+11], uniforms[idx+15],
)
} else {
fs = append(fs,
uniforms[idx+0], uniforms[idx+4], uniforms[idx+8], uniforms[idx+12],
uniforms[idx+1], uniforms[idx+5], uniforms[idx+9], uniforms[idx+13],
uniforms[idx+2], uniforms[idx+6], uniforms[idx+10], uniforms[idx+14],
uniforms[idx+3], uniforms[idx+7], uniforms[idx+11], uniforms[idx+15],
)
}
case shaderir.Array:
// Each element is aligned to the boundary.
switch typ.Sub[0].Main {
case shaderir.Float:
for j := 0; j < typ.Length; j++ {
fs = append(fs, uniforms[idx+j])
if j < typ.Length-1 {
fs = append(fs, 0, 0, 0)
}
}
case shaderir.Int:
for j := 0; j < typ.Length; j++ {
fs = append(fs, uniforms[idx+j])
if j < typ.Length-1 {
fs = append(fs, 0, 0, 0)
}
}
case shaderir.Vec2, shaderir.IVec2:
for j := 0; j < typ.Length; j++ {
fs = append(fs, uniforms[idx+2*j:idx+2*(j+1)]...)
if j < typ.Length-1 {
fs = append(fs, 0, 0)
}
}
case shaderir.Vec3, shaderir.IVec3:
for j := 0; j < typ.Length; j++ {
fs = append(fs, uniforms[idx+3*j:idx+3*(j+1)]...)
if j < typ.Length-1 {
fs = append(fs, 0)
}
}
case shaderir.Vec4, shaderir.IVec4:
fs = append(fs, uniforms[idx:idx+4*typ.Length]...)
case shaderir.Mat2:
for j := 0; j < typ.Length; j++ {
u := uniforms[idx+4*j : idx+4*(j+1)]
fs = append(fs,
u[0], u[2], 0, 0,
u[1], u[3], 0, 0,
)
}
if typ.Length > 0 {
fs = fs[:len(fs)-2]
}
case shaderir.Mat3:
for j := 0; j < typ.Length; j++ {
u := uniforms[idx+9*j : idx+9*(j+1)]
fs = append(fs,
u[0], u[3], u[6], 0,
u[1], u[4], u[7], 0,
u[2], u[5], u[8], 0,
)
}
if typ.Length > 0 {
fs = fs[:len(fs)-1]
}
case shaderir.Mat4:
for j := 0; j < typ.Length; j++ {
u := uniforms[idx+16*j : idx+16*(j+1)]
fs = append(fs,
u[0], u[4], u[8], u[12],
u[1], u[5], u[9], u[13],
u[2], u[6], u[10], u[14],
u[3], u[7], u[11], u[15],
)
}
default:
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
}
default:
panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", typ.String()))
}
idx += n
}
return fs
}