ebiten/internal/graphicsdriver/opengl/driver.go

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// Copyright 2018 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 opengl
import (
"fmt"
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"github.com/hajimehoshi/ebiten/internal/affine"
"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/thread"
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)
var theDriver Driver
func Get() *Driver {
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return &theDriver
}
type Driver struct {
state openGLState
context context
// drawCalled is true just after Draw is called. This holds true until ReplacePixels is called.
drawCalled bool
}
func (d *Driver) SetThread(thread *thread.Thread) {
d.context.t = thread
}
func (d *Driver) Begin() {
// Do nothing.
}
func (d *Driver) End() {
// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
// TODO: examples/sprites worked without this. Is this really needed?
d.context.flush()
}
func (d *Driver) SetTransparent(transparent bool) {
// Do nothings.
}
func (d *Driver) checkSize(width, height int) {
if width < 1 {
panic(fmt.Sprintf("opengl: width (%d) must be equal or more than %d", width, 1))
}
if height < 1 {
panic(fmt.Sprintf("opengl: height (%d) must be equal or more than %d", height, 1))
}
m := d.context.getMaxTextureSize()
if width > m {
panic(fmt.Sprintf("opengl: width (%d) must be less than or equal to %d", width, m))
}
if height > m {
panic(fmt.Sprintf("opengl: height (%d) must be less than or equal to %d", height, m))
}
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}
func (d *Driver) NewImage(width, height int) (driver.Image, error) {
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i := &Image{
driver: d,
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width: width,
height: height,
}
w := graphics.InternalImageSize(width)
h := graphics.InternalImageSize(height)
d.checkSize(w, h)
t, err := d.context.newTexture(w, h)
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if err != nil {
return nil, err
}
i.textureNative = t
return i, nil
}
func (d *Driver) NewScreenFramebufferImage(width, height int) (driver.Image, error) {
d.checkSize(width, height)
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i := &Image{
driver: d,
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width: width,
height: height,
screen: true,
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}
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return i, nil
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}
// Reset resets or initializes the current OpenGL state.
func (d *Driver) Reset() error {
return d.state.reset(&d.context)
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}
func (d *Driver) SetVertices(vertices []float32, indices []uint16) {
// Note that the vertices passed to BufferSubData is not under GC management
// in opengl package due to unsafe-way.
// See BufferSubData in context_mobile.go.
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d.context.arrayBufferSubData(vertices)
d.context.elementArrayBufferSubData(indices)
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}
func (d *Driver) Draw(indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address) error {
d.drawCalled = true
if err := d.useProgram(mode, colorM, filter, address); err != nil {
return err
}
d.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
// but basically this pass the tests (esp. TestImageTooManyFill).
// As glFlush() causes performance problems, this should be avoided as much as possible.
// Let's wait and see, and file a new issue when this problem is newly found.
return nil
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}
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func (d *Driver) SetVsyncEnabled(enabled bool) {
// Do nothing
}
func (d *Driver) VDirection() driver.VDirection {
return driver.VDownward
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}
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func (d *Driver) NeedsRestoring() bool {
return d.context.needsRestoring()
}
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func (d *Driver) IsGL() bool {
return true
}
func (d *Driver) HasHighPrecisionFloat() bool {
return d.context.hasHighPrecisionFloat()
}
func (d *Driver) MaxImageSize() int {
return d.context.getMaxTextureSize()
}