updated ebiten version from 2.7.9 to 2.9.9

This commit is contained in:
2026-06-15 19:06:55 +02:00
parent 21edbc41c4
commit db1b625069
405 changed files with 31913 additions and 12595 deletions
+97 -41
View File
@@ -52,13 +52,7 @@ func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) strin
return n
}
const Prelude = `struct Varyings {
float4 Position : SV_POSITION;
float2 M0 : TEXCOORD0;
float4 M1 : COLOR;
};
float mod(float x, float y) {
const utilFuncs = `float mod(float x, float y) {
return x - y * floor(x/y);
}
@@ -86,50 +80,84 @@ float4x4 float4x4FromScalar(float x) {
return float4x4(x, 0, 0, 0, 0, x, 0, 0, 0, 0, x, 0, 0, 0, 0, x);
}`
func Compile(p *shaderir.Program) (vertexShader, pixelShader string, offsets []int) {
offsets = calculateMemoryOffsets(p.Uniforms)
func Compile(p *shaderir.Program) (vertexShader, pixelShader, vertexPrelude, pixelPrelude string) {
offsets := UniformVariableOffsetsInDwords(p)
c := &compileContext{
unit: p.Unit,
}
var lines []string
lines = append(lines, strings.Split(Prelude, "\n")...)
lines = append(lines, "", "{{.Structs}}")
appendPrelude := func(lines []string, vertex bool) []string {
lines = append(lines, strings.Split(utilFuncs, "\n")...)
if len(p.Uniforms) > 0 {
lines = append(lines, "")
lines = append(lines, "cbuffer Uniforms : register(b0) {")
for i, t := range p.Uniforms {
// packingoffset is not mandatory, but this is useful to ensure the correct offset is used.
offset := fmt.Sprintf("c%d", offsets[i]/boundaryInBytes)
switch offsets[i] % boundaryInBytes {
case 4:
offset += ".y"
case 8:
offset += ".z"
case 12:
offset += ".w"
lines = append(lines, "", "struct Varyings {")
lines = append(lines, "\tfloat4 Position : SV_POSITION;")
if len(p.Varyings) > 0 {
for i, v := range p.Varyings {
switch i {
case 0:
lines = append(lines, fmt.Sprintf("\tfloat2 M%d : TEXCOORD;", i))
case 1:
lines = append(lines, fmt.Sprintf("\tfloat4 M%d : COLOR0;", i))
default:
// Use COLOR[n] as a general purpose varying.
if v.Main != shaderir.Vec4 {
lines = append(lines, fmt.Sprintf("\t?(unexpected type: %s) M%d : COLOR%d;", v, i, i-1))
} else {
lines = append(lines, fmt.Sprintf("\tfloat4 M%d : COLOR%d;", i, i-1))
}
}
}
lines = append(lines, fmt.Sprintf("\t%s : packoffset(%s);", c.varDecl(p, &t, fmt.Sprintf("U%d", i)), offset))
}
lines = append(lines, "}")
if !vertex {
lines = append(lines, "\tbool FrontFacing : SV_IsFrontFace;")
}
lines = append(lines, "};")
return lines
}
if p.TextureCount > 0 {
lines = append(lines, "")
for i := 0; i < p.TextureCount; i++ {
lines = append(lines, fmt.Sprintf("Texture2D T%[1]d : register(t%[1]d);", i))
}
if c.unit == shaderir.Texels {
lines = append(lines, "SamplerState samp : register(s0);")
}
}
var vslines, pslines []string
vslines = appendPrelude(vslines, true)
pslines = appendPrelude(pslines, false)
vslines := make([]string, len(lines))
copy(vslines, lines)
pslines := make([]string, len(lines))
copy(pslines, lines)
vertexPrelude = strings.Join(vslines, "\n")
pixelPrelude = strings.Join(pslines, "\n")
appendGlobalVariables := func(lines []string) []string {
lines = append(lines, "", "{{.Structs}}")
if len(p.Uniforms) > 0 {
lines = append(lines, "")
lines = append(lines, "cbuffer Uniforms : register(b0) {")
for i, t := range p.Uniforms {
// packingoffset is not mandatory, but this is useful to ensure the correct offset is used.
offset := fmt.Sprintf("c%d", offsets[i]/UniformVariableBoundaryInDwords)
switch offsets[i] % UniformVariableBoundaryInDwords {
case 1:
offset += ".y"
case 2:
offset += ".z"
case 3:
offset += ".w"
}
lines = append(lines, fmt.Sprintf("\t%s : packoffset(%s);", c.varDecl(p, &t, fmt.Sprintf("U%d", i)), offset))
}
lines = append(lines, "}")
}
if p.TextureCount > 0 {
lines = append(lines, "")
for i := 0; i < p.TextureCount; i++ {
lines = append(lines, fmt.Sprintf("Texture2D T%[1]d : register(t%[1]d);", i))
}
if c.unit == shaderir.Texels {
lines = append(lines, "SamplerState samp : register(s0);")
}
}
return lines
}
vslines = appendGlobalVariables(vslines)
pslines = appendGlobalVariables(pslines)
var vsfuncs []*shaderir.Func
if p.VertexFunc.Block != nil {
@@ -156,7 +184,25 @@ func Compile(p *shaderir.Program) (vertexShader, pixelShader string, offsets []i
}
if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 {
vslines = append(vslines, "")
vslines = append(vslines, "Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR) {")
var args []string
for i, a := range p.Attributes {
switch i {
case 0:
args = append(args, fmt.Sprintf("float2 A%d : POSITION", i))
case 1:
args = append(args, fmt.Sprintf("float2 A%d : TEXCOORD", i))
case 2:
args = append(args, fmt.Sprintf("float4 A%d : COLOR0", i))
default:
// Use COLOR[n] as a general purpose varying.
if a.Main != shaderir.Vec4 {
args = append(args, fmt.Sprintf("?(unexpected type: %s) A%d : COLOR%d", a, i, i-2))
} else {
args = append(args, fmt.Sprintf("float4 A%d : COLOR%d", i, i-2))
}
}
}
vslines = append(vslines, "Varyings VSMain("+strings.Join(args, ", ")+") {")
vslines = append(vslines, fmt.Sprintf("\tVaryings %s;", vsOut))
vslines = append(vslines, c.block(p, p.VertexFunc.Block, p.VertexFunc.Block, 0)...)
if last := fmt.Sprintf("\treturn %s;", vsOut); vslines[len(vslines)-1] != last {
@@ -480,6 +526,16 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
}
}
}
if callee.Type == shaderir.BuiltinFuncExpr && (callee.BuiltinFunc == shaderir.Min || callee.BuiltinFunc == shaderir.Max) {
result := args[0]
for i := 1; i < len(args); i++ {
result = fmt.Sprintf("%s(%s, %s)", expr(&callee), result, args[i])
}
return result
}
if callee.Type == shaderir.BuiltinFuncExpr && callee.BuiltinFunc == shaderir.FrontFacing {
return fmt.Sprintf("%s.FrontFacing", vsOut)
}
return fmt.Sprintf("%s(%s)", expr(&e.Exprs[0]), strings.Join(args, ", "))
case shaderir.FieldSelector:
return fmt.Sprintf("(%s).%s", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
@@ -20,69 +20,73 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
const boundaryInBytes = 16
const UniformVariableBoundaryInDwords = 4
func calculateMemoryOffsets(uniforms []shaderir.Type) []int {
// UniformVariableOffsetsInDwords returns the offsets of the uniform variables in DWROD units in the HLSL layout.
func UniformVariableOffsetsInDwords(program *shaderir.Program) []int {
// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
// https://github.com/microsoft/DirectXShaderCompiler/wiki/Buffer-Packing
var offsets []int
var head int
align := func(x int) int {
if x == 0 {
return 0
}
return ((x-1)/boundaryInBytes + 1) * boundaryInBytes
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 uniforms {
for _, u := range program.Uniforms {
switch u.Main {
case shaderir.Bool:
offsetsInDwords = append(offsetsInDwords, headInDwords)
headInDwords += 1
case shaderir.Float:
offsets = append(offsets, head)
head += 4
offsetsInDwords = append(offsetsInDwords, headInDwords)
headInDwords += 1
case shaderir.Int:
offsets = append(offsets, head)
head += 4
offsetsInDwords = append(offsetsInDwords, headInDwords)
headInDwords += 1
case shaderir.Vec2, shaderir.IVec2:
if head%boundaryInBytes >= 4*3 {
head = align(head)
if headInDwords%UniformVariableBoundaryInDwords >= 3 {
headInDwords = align(headInDwords)
}
offsets = append(offsets, head)
head += 4 * 2
offsetsInDwords = append(offsetsInDwords, headInDwords)
headInDwords += 2
case shaderir.Vec3, shaderir.IVec3:
if head%boundaryInBytes >= 4*2 {
head = align(head)
if headInDwords%UniformVariableBoundaryInDwords >= 2 {
headInDwords = align(headInDwords)
}
offsets = append(offsets, head)
head += 4 * 3
offsetsInDwords = append(offsetsInDwords, headInDwords)
headInDwords += 3
case shaderir.Vec4, shaderir.IVec4:
if head%boundaryInBytes >= 4*1 {
head = align(head)
if headInDwords%UniformVariableBoundaryInDwords >= 1 {
headInDwords = align(headInDwords)
}
offsets = append(offsets, head)
head += 4 * 4
offsetsInDwords = append(offsetsInDwords, headInDwords)
headInDwords += 4
case shaderir.Mat2:
// For matrices, each column is aligned to the boundary.
head = align(head)
offsets = append(offsets, head)
head += 4 * 6
headInDwords = align(headInDwords)
offsetsInDwords = append(offsetsInDwords, headInDwords)
headInDwords += 6
case shaderir.Mat3:
head = align(head)
offsets = append(offsets, head)
head += 4 * 11
headInDwords = align(headInDwords)
offsetsInDwords = append(offsetsInDwords, headInDwords)
headInDwords += 11
case shaderir.Mat4:
head = align(head)
offsets = append(offsets, head)
head += 4 * 16
headInDwords = align(headInDwords)
offsetsInDwords = append(offsetsInDwords, headInDwords)
headInDwords += 16
case shaderir.Array:
// Each array is 16-byte aligned.
// TODO: What if the array has 2 or more dimensions?
head = align(head)
offsets = append(offsets, head)
n := u.Sub[0].Uint32Count()
headInDwords = align(headInDwords)
offsetsInDwords = append(offsetsInDwords, headInDwords)
n := u.Sub[0].DwordCount()
switch u.Sub[0].Main {
case shaderir.Mat2:
n = 6
@@ -91,9 +95,9 @@ func calculateMemoryOffsets(uniforms []shaderir.Type) []int {
case shaderir.Mat4:
n = 16
}
head += (u.Length - 1) * align(4*n)
headInDwords += (u.Length - 1) * align(n)
// The last element is not with a padding.
head += 4 * n
headInDwords += n
case shaderir.Struct:
// TODO: Implement this
panic("hlsl: offset for a struct is not implemented yet")
@@ -102,5 +106,5 @@ func calculateMemoryOffsets(uniforms []shaderir.Type) []int {
}
}
return offsets
return offsetsInDwords
}