diff --git a/Directory.Build.props b/Directory.Build.props index 3b6b985961..734374c840 100644 --- a/Directory.Build.props +++ b/Directory.Build.props @@ -1,7 +1,7 @@  - 9.0 + 10.0 true enable diff --git a/osu.Android.props b/osu.Android.props index 234575fc62..4e580a6919 100644 --- a/osu.Android.props +++ b/osu.Android.props @@ -11,7 +11,7 @@ manifestmerger.jar - + diff --git a/osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs b/osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs index 9ecabd1d5e..a29faac5a0 100644 --- a/osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs +++ b/osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs @@ -13,6 +13,7 @@ using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Rendering; using osu.Framework.Graphics.Rendering.Vertices; using osu.Framework.Graphics.Shaders; +using osu.Framework.Graphics.Shaders.Types; using osu.Framework.Graphics.Textures; using osu.Framework.Input; using osu.Framework.Input.Events; @@ -255,15 +256,23 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor Source.parts.CopyTo(parts, 0); } + private IUniformBuffer cursorTrailParameters; + public override void Draw(IRenderer renderer) { base.Draw(renderer); vertexBatch ??= renderer.CreateQuadBatch(max_sprites, 1); + cursorTrailParameters ??= renderer.CreateUniformBuffer(); + cursorTrailParameters.Data = cursorTrailParameters.Data with + { + FadeClock = time, + FadeExponent = fadeExponent + }; + shader.Bind(); - shader.GetUniform("g_FadeClock").UpdateValue(ref time); - shader.GetUniform("g_FadeExponent").UpdateValue(ref fadeExponent); + shader.BindUniformBlock("m_CursorTrailParameters", cursorTrailParameters); texture.Bind(); @@ -323,6 +332,15 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor base.Dispose(isDisposing); vertexBatch?.Dispose(); + cursorTrailParameters?.Dispose(); + } + + [StructLayout(LayoutKind.Sequential, Pack = 1)] + private record struct CursorTrailParameters + { + public UniformFloat FadeClock; + public UniformFloat FadeExponent; + private readonly UniformPadding8 pad1; } } diff --git a/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj b/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj index bf776fe5dd..75656e2976 100644 --- a/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj +++ b/osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj @@ -4,6 +4,7 @@ Library true click the circles. to the beat. + 10 diff --git a/osu.Game.Tests/Rulesets/TestSceneDrawableRulesetDependencies.cs b/osu.Game.Tests/Rulesets/TestSceneDrawableRulesetDependencies.cs index 5cfcca303f..f8248e88bb 100644 --- a/osu.Game.Tests/Rulesets/TestSceneDrawableRulesetDependencies.cs +++ b/osu.Game.Tests/Rulesets/TestSceneDrawableRulesetDependencies.cs @@ -80,7 +80,7 @@ namespace osu.Game.Tests.Rulesets dependencies.CacheAs(ParentTextureStore = new TestTextureStore(parent.Get().Renderer)); dependencies.CacheAs(ParentSampleStore = new TestSampleStore()); - dependencies.CacheAs(ParentShaderManager = new TestShaderManager(parent.Get().Renderer)); + dependencies.CacheAs(ParentShaderManager = new TestShaderManager(parent.Get().Renderer, parent.Get())); return new DrawableRulesetDependencies(new OsuRuleset(), dependencies); } @@ -156,12 +156,15 @@ namespace osu.Game.Tests.Rulesets private class TestShaderManager : ShaderManager { - public TestShaderManager(IRenderer renderer) + private readonly ShaderManager parentManager; + + public TestShaderManager(IRenderer renderer, ShaderManager parentManager) : base(renderer, new ResourceStore()) { + this.parentManager = parentManager; } - public override byte[] LoadRaw(string name) => null; + public override byte[] LoadRaw(string name) => parentManager.LoadRaw(name); public bool IsDisposed { get; private set; } diff --git a/osu.Game.Tests/Visual/Background/TestSceneTriangleBorderShader.cs b/osu.Game.Tests/Visual/Background/TestSceneTriangleBorderShader.cs index 271642edd1..07427c242f 100644 --- a/osu.Game.Tests/Visual/Background/TestSceneTriangleBorderShader.cs +++ b/osu.Game.Tests/Visual/Background/TestSceneTriangleBorderShader.cs @@ -9,6 +9,7 @@ using osuTK; using osuTK.Graphics; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Rendering; +using osu.Game.Graphics.Backgrounds; namespace osu.Game.Tests.Visual.Background { @@ -97,15 +98,29 @@ namespace osu.Game.Tests.Visual.Background texelSize = Source.texelSize; } + private IUniformBuffer? borderDataBuffer; + public override void Draw(IRenderer renderer) { - TextureShader.GetUniform("thickness").UpdateValue(ref thickness); - TextureShader.GetUniform("texelSize").UpdateValue(ref texelSize); + borderDataBuffer ??= renderer.CreateUniformBuffer(); + borderDataBuffer.Data = borderDataBuffer.Data with + { + Thickness = thickness, + TexelSize = texelSize + }; + + TextureShader.BindUniformBlock("m_BorderData", borderDataBuffer); base.Draw(renderer); } protected override bool CanDrawOpaqueInterior => false; + + protected override void Dispose(bool isDisposing) + { + base.Dispose(isDisposing); + borderDataBuffer?.Dispose(); + } } } } diff --git a/osu.Game/Graphics/Backgrounds/TriangleBorderData.cs b/osu.Game/Graphics/Backgrounds/TriangleBorderData.cs new file mode 100644 index 0000000000..f4d327dc8e --- /dev/null +++ b/osu.Game/Graphics/Backgrounds/TriangleBorderData.cs @@ -0,0 +1,16 @@ +// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. +// See the LICENCE file in the repository root for full licence text. + +using System.Runtime.InteropServices; +using osu.Framework.Graphics.Shaders.Types; + +namespace osu.Game.Graphics.Backgrounds +{ + [StructLayout(LayoutKind.Sequential, Pack = 1)] + public record struct TriangleBorderData + { + public UniformFloat Thickness; + public UniformFloat TexelSize; + private readonly UniformPadding8 pad1; + } +} diff --git a/osu.Game/Graphics/Backgrounds/Triangles.cs b/osu.Game/Graphics/Backgrounds/Triangles.cs index 68ece56d8a..28a715ca0b 100644 --- a/osu.Game/Graphics/Backgrounds/Triangles.cs +++ b/osu.Game/Graphics/Backgrounds/Triangles.cs @@ -252,7 +252,7 @@ namespace osu.Game.Graphics.Backgrounds private class TrianglesDrawNode : DrawNode { - private float fill = 1f; + private const float fill = 1f; protected new Triangles Source => (Triangles)base.Source; @@ -284,6 +284,8 @@ namespace osu.Game.Graphics.Backgrounds parts.AddRange(Source.parts); } + private IUniformBuffer borderDataBuffer; + public override void Draw(IRenderer renderer) { base.Draw(renderer); @@ -294,14 +296,17 @@ namespace osu.Game.Graphics.Backgrounds vertexBatch = renderer.CreateQuadBatch(Source.AimCount, 1); } - // Due to triangles having various sizes we would need to set a different "texelSize" value for each of them, which is insanely expensive, thus we should use one single value. - // texelSize computed for an average triangle (size 100) will result in big triangles becoming blurry, so we may just use 0 for all of them. - // But we still need to specify at least something, because otherwise other shader usages will override this value. - float texelSize = 0f; + borderDataBuffer ??= renderer.CreateUniformBuffer(); + borderDataBuffer.Data = borderDataBuffer.Data with + { + Thickness = fill, + // Due to triangles having various sizes we would need to set a different "TexelSize" value for each of them, which is insanely expensive, thus we should use one single value. + // TexelSize computed for an average triangle (size 100) will result in big triangles becoming blurry, so we may just use 0 for all of them. + TexelSize = 0 + }; shader.Bind(); - shader.GetUniform("thickness").UpdateValue(ref fill); - shader.GetUniform("texelSize").UpdateValue(ref texelSize); + shader.BindUniformBlock("m_BorderData", borderDataBuffer); foreach (TriangleParticle particle in parts) { @@ -352,6 +357,7 @@ namespace osu.Game.Graphics.Backgrounds base.Dispose(isDisposing); vertexBatch?.Dispose(); + borderDataBuffer?.Dispose(); } } diff --git a/osu.Game/Graphics/Backgrounds/TrianglesV2.cs b/osu.Game/Graphics/Backgrounds/TrianglesV2.cs index e7af6cf70d..6a34fefa3a 100644 --- a/osu.Game/Graphics/Backgrounds/TrianglesV2.cs +++ b/osu.Game/Graphics/Backgrounds/TrianglesV2.cs @@ -226,6 +226,8 @@ namespace osu.Game.Graphics.Backgrounds parts.AddRange(Source.parts); } + private IUniformBuffer? borderDataBuffer; + public override void Draw(IRenderer renderer) { base.Draw(renderer); @@ -239,9 +241,15 @@ namespace osu.Game.Graphics.Backgrounds vertexBatch = renderer.CreateQuadBatch(Source.AimCount, 1); } + borderDataBuffer ??= renderer.CreateUniformBuffer(); + borderDataBuffer.Data = borderDataBuffer.Data with + { + Thickness = thickness, + TexelSize = texelSize + }; + shader.Bind(); - shader.GetUniform("thickness").UpdateValue(ref thickness); - shader.GetUniform("texelSize").UpdateValue(ref texelSize); + shader.BindUniformBlock("m_BorderData", borderDataBuffer); Vector2 relativeSize = Vector2.Divide(triangleSize, size); @@ -289,6 +297,7 @@ namespace osu.Game.Graphics.Backgrounds base.Dispose(isDisposing); vertexBatch?.Dispose(); + borderDataBuffer?.Dispose(); } } diff --git a/osu.Game/Graphics/Sprites/LogoAnimation.cs b/osu.Game/Graphics/Sprites/LogoAnimation.cs index e177cc604b..220f57e9fa 100644 --- a/osu.Game/Graphics/Sprites/LogoAnimation.cs +++ b/osu.Game/Graphics/Sprites/LogoAnimation.cs @@ -3,10 +3,12 @@ #nullable disable +using System.Runtime.InteropServices; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Rendering; using osu.Framework.Graphics.Shaders; +using osu.Framework.Graphics.Shaders.Types; using osu.Framework.Graphics.Sprites; namespace osu.Game.Graphics.Sprites @@ -55,14 +57,32 @@ namespace osu.Game.Graphics.Sprites progress = source.animationProgress; } + private IUniformBuffer animationDataBuffer; + protected override void Blit(IRenderer renderer) { - TextureShader.GetUniform("progress").UpdateValue(ref progress); + animationDataBuffer ??= renderer.CreateUniformBuffer(); + animationDataBuffer.Data = animationDataBuffer.Data with { Progress = progress }; + + TextureShader.BindUniformBlock("m_AnimationData", animationDataBuffer); base.Blit(renderer); } protected override bool CanDrawOpaqueInterior => false; + + protected override void Dispose(bool isDisposing) + { + base.Dispose(isDisposing); + animationDataBuffer?.Dispose(); + } + + [StructLayout(LayoutKind.Sequential, Pack = 1)] + private record struct AnimationData + { + public UniformFloat Progress; + private readonly UniformPadding12 pad1; + } } } } diff --git a/osu.Game/Rulesets/Mods/ModFlashlight.cs b/osu.Game/Rulesets/Mods/ModFlashlight.cs index 9fe0864c7a..a7889cb98d 100644 --- a/osu.Game/Rulesets/Mods/ModFlashlight.cs +++ b/osu.Game/Rulesets/Mods/ModFlashlight.cs @@ -2,6 +2,7 @@ // See the LICENCE file in the repository root for full licence text. using System; +using System.Runtime.InteropServices; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; @@ -9,6 +10,7 @@ using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Rendering; using osu.Framework.Graphics.Rendering.Vertices; using osu.Framework.Graphics.Shaders; +using osu.Framework.Graphics.Shaders.Types; using osu.Framework.Graphics.Sprites; using osu.Framework.Localisation; using osu.Game.Configuration; @@ -245,6 +247,8 @@ namespace osu.Game.Rulesets.Mods flashlightSmoothness = Source.flashlightSmoothness; } + private IUniformBuffer? flashlightParametersBuffer; + public override void Draw(IRenderer renderer) { base.Draw(renderer); @@ -259,12 +263,17 @@ namespace osu.Game.Rulesets.Mods }); } - shader.Bind(); + flashlightParametersBuffer ??= renderer.CreateUniformBuffer(); + flashlightParametersBuffer.Data = flashlightParametersBuffer.Data with + { + Position = flashlightPosition, + Size = flashlightSize, + Dim = flashlightDim, + Smoothness = flashlightSmoothness + }; - shader.GetUniform("flashlightPos").UpdateValue(ref flashlightPosition); - shader.GetUniform("flashlightSize").UpdateValue(ref flashlightSize); - shader.GetUniform("flashlightDim").UpdateValue(ref flashlightDim); - shader.GetUniform("flashlightSmoothness").UpdateValue(ref flashlightSmoothness); + shader.Bind(); + shader.BindUniformBlock("m_FlashlightParameters", flashlightParametersBuffer); renderer.DrawQuad(renderer.WhitePixel, screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: addAction); @@ -275,6 +284,17 @@ namespace osu.Game.Rulesets.Mods { base.Dispose(isDisposing); quadBatch?.Dispose(); + flashlightParametersBuffer?.Dispose(); + } + + [StructLayout(LayoutKind.Sequential, Pack = 1)] + private record struct FlashlightParameters + { + public UniformVector2 Position; + public UniformVector2 Size; + public UniformFloat Dim; + public UniformFloat Smoothness; + private readonly UniformPadding8 pad1; } } } diff --git a/osu.Game/osu.Game.csproj b/osu.Game/osu.Game.csproj index 5e540535af..c08dc9ed8f 100644 --- a/osu.Game/osu.Game.csproj +++ b/osu.Game/osu.Game.csproj @@ -3,6 +3,7 @@ net6.0 Library true + 10 osu! @@ -35,8 +36,8 @@ runtime; build; native; contentfiles; analyzers; buildtransitive - - + + diff --git a/osu.iOS.props b/osu.iOS.props index fde45817cf..8738979c57 100644 --- a/osu.iOS.props +++ b/osu.iOS.props @@ -16,6 +16,6 @@ iossimulator-x64 - +