You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: shader_windows.go
    path of file: ./repos/ebiten/internal/graphicsdriver/directx
    
    the code of the file until where you have to start completion: // 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"

	"golang.org/x/sync/errgroup"

	"github.com/hajimehoshi/ebiten/v2/internal/graphics"
	"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)

var vertexShaderCache = map[string]*_ID3DBlob{}

func compileShader(vs, ps string) (vsh, psh *_ID3DBlob, ferr error) {
	var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)

	defer func() {
		if ferr == nil {
			return
		}
		if vsh != nil {
			vsh.Release()
		}
		if psh != nil {
			psh.Release()
		}
	}()

	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, "VSMain", "vs_4_0", 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, "PSMain", "ps_4_0", 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
}

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
			
    
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
}