ebiten/internal/graphicsdriver/opengl/context_mobile.go

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// Copyright 2014 Hajime Hoshi
//
// 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.
//go:build android || ios
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// +build android ios
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package opengl
import (
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"errors"
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"fmt"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gles"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
type (
textureNative uint32
framebufferNative uint32
shader uint32
program uint32
buffer uint32
)
func (t textureNative) equal(rhs textureNative) bool {
return t == rhs
}
func (f framebufferNative) equal(rhs framebufferNative) bool {
return f == rhs
}
func (s shader) equal(rhs shader) bool {
return s == rhs
}
func (b buffer) equal(rhs buffer) bool {
return b == rhs
}
func (p program) equal(rhs program) bool {
return p == rhs
}
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var InvalidTexture textureNative
type (
uniformLocation int32
attribLocation int32
)
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func (u uniformLocation) equal(rhs uniformLocation) bool {
return u == rhs
}
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type programID uint32
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const (
invalidTexture = 0
invalidFramebuffer = (1 << 32) - 1
invalidUniform = -1
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)
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func getProgramID(p program) programID {
return programID(p)
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}
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const (
zero = operation(gles.ZERO)
one = operation(gles.ONE)
srcAlpha = operation(gles.SRC_ALPHA)
dstAlpha = operation(gles.DST_ALPHA)
oneMinusSrcAlpha = operation(gles.ONE_MINUS_SRC_ALPHA)
oneMinusDstAlpha = operation(gles.ONE_MINUS_DST_ALPHA)
dstColor = operation(gles.DST_COLOR)
)
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type contextImpl struct {
ctx gles.Context
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}
func (c *context) reset() error {
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c.locationCache = newLocationCache()
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c.lastTexture = invalidTexture
c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
c.lastViewportHeight = 0
c.lastCompositeMode = driver.CompositeModeUnknown
c.ctx.Enable(gles.BLEND)
c.ctx.Enable(gles.SCISSOR_TEST)
c.blendFunc(driver.CompositeModeSourceOver)
f := make([]int32, 1)
c.ctx.GetIntegerv(f, gles.FRAMEBUFFER_BINDING)
c.screenFramebuffer = framebufferNative(f[0])
// TODO: Need to update screenFramebufferWidth/Height?
return nil
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}
func (c *context) blendFunc(mode driver.CompositeMode) {
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if c.lastCompositeMode == mode {
return
}
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c.lastCompositeMode = mode
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s, d := mode.Operations()
s2, d2 := convertOperation(s), convertOperation(d)
c.ctx.BlendFunc(uint32(s2), uint32(d2))
}
func (c *context) scissor(x, y, width, height int) {
c.ctx.Scissor(int32(x), int32(y), int32(width), int32(height))
}
func (c *context) newTexture(width, height int) (textureNative, error) {
t := c.ctx.GenTextures(1)[0]
if t <= 0 {
return 0, errors.New("opengl: creating texture failed")
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}
c.ctx.PixelStorei(gles.UNPACK_ALIGNMENT, 4)
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c.bindTexture(textureNative(t))
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c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_MAG_FILTER, gles.NEAREST)
c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_MIN_FILTER, gles.NEAREST)
c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_WRAP_S, gles.CLAMP_TO_EDGE)
c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_WRAP_T, gles.CLAMP_TO_EDGE)
c.ctx.TexImage2D(gles.TEXTURE_2D, 0, gles.RGBA, int32(width), int32(height), gles.RGBA, gles.UNSIGNED_BYTE, nil)
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return textureNative(t), nil
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}
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func (c *context) bindFramebufferImpl(f framebufferNative) {
c.ctx.BindFramebuffer(gles.FRAMEBUFFER, uint32(f))
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}
func (c *context) framebufferPixels(f *framebuffer, width, height int) []byte {
c.ctx.Flush()
c.bindFramebuffer(f.native)
pixels := make([]byte, 4*width*height)
c.ctx.ReadPixels(pixels, 0, 0, int32(width), int32(height), gles.RGBA, gles.UNSIGNED_BYTE)
return pixels
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}
func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
c.ctx.Flush()
c.bindFramebuffer(f.native)
c.ctx.BindBuffer(gles.PIXEL_PACK_BUFFER, uint32(buffer))
c.ctx.ReadPixels(nil, 0, 0, int32(width), int32(height), gles.RGBA, gles.UNSIGNED_BYTE)
c.ctx.BindBuffer(gles.PIXEL_PACK_BUFFER, 0)
}
func (c *context) activeTexture(idx int) {
c.ctx.ActiveTexture(uint32(gles.TEXTURE0 + idx))
}
func (c *context) bindTextureImpl(t textureNative) {
c.ctx.BindTexture(gles.TEXTURE_2D, uint32(t))
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}
func (c *context) deleteTexture(t textureNative) {
if !c.ctx.IsTexture(uint32(t)) {
return
}
if c.lastTexture == t {
c.lastTexture = invalidTexture
}
c.ctx.DeleteTextures([]uint32{uint32(t)})
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}
func (c *context) isTexture(t textureNative) bool {
return c.ctx.IsTexture(uint32(t))
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}
func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) {
f := c.ctx.GenFramebuffers(1)[0]
if f <= 0 {
return 0, fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f)
}
c.bindFramebuffer(framebufferNative(f))
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c.ctx.FramebufferTexture2D(gles.FRAMEBUFFER, gles.COLOR_ATTACHMENT0, gles.TEXTURE_2D, uint32(texture), 0)
s := c.ctx.CheckFramebufferStatus(gles.FRAMEBUFFER)
if s != gles.FRAMEBUFFER_COMPLETE {
if s != 0 {
return 0, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
}
if e := c.ctx.GetError(); e != gles.NO_ERROR {
return 0, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
}
return 0, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
return framebufferNative(f), nil
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}
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func (c *context) setViewportImpl(width, height int) {
c.ctx.Viewport(0, 0, int32(width), int32(height))
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}
func (c *context) deleteFramebuffer(f framebufferNative) {
if !c.ctx.IsFramebuffer(uint32(f)) {
return
}
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// If a framebuffer to be deleted is bound, a newly bound framebuffer
// will be a default framebuffer.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
if c.lastFramebuffer == f {
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
}
c.ctx.DeleteFramebuffers([]uint32{uint32(f)})
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}
func (c *context) newVertexShader(source string) (shader, error) {
return c.newShader(gles.VERTEX_SHADER, source)
}
func (c *context) newFragmentShader(source string) (shader, error) {
return c.newShader(gles.FRAGMENT_SHADER, source)
}
func (c *context) newShader(shaderType uint32, source string) (shader, error) {
s := c.ctx.CreateShader(shaderType)
if s == 0 {
return 0, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
c.ctx.ShaderSource(s, source)
c.ctx.CompileShader(s)
v := make([]int32, 1)
c.ctx.GetShaderiv(v, s, gles.COMPILE_STATUS)
if v[0] == gles.FALSE {
log := c.ctx.GetShaderInfoLog(s)
return 0, fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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return shader(s), nil
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}
func (c *context) deleteShader(s shader) {
c.ctx.DeleteShader(uint32(s))
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}
func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
p := c.ctx.CreateProgram()
if p == 0 {
return 0, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
c.ctx.AttachShader(p, uint32(shader))
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}
for i, name := range attributes {
c.ctx.BindAttribLocation(p, uint32(i), name)
}
c.ctx.LinkProgram(p)
v := make([]int32, 1)
c.ctx.GetProgramiv(v, p, gles.LINK_STATUS)
if v[0] == gles.FALSE {
info := c.ctx.GetProgramInfoLog(p)
return 0, fmt.Errorf("opengl: program error: %s", info)
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}
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return program(p), nil
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}
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func (c *context) useProgram(p program) {
c.ctx.UseProgram(uint32(p))
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}
func (c *context) deleteProgram(p program) {
if !c.ctx.IsProgram(uint32(p)) {
return
}
c.ctx.DeleteProgram(uint32(p))
}
func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
u := uniformLocation(c.ctx.GetUniformLocation(uint32(p), location))
return u
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}
func (c *context) uniformInt(p program, location string, v int) bool {
l := c.locationCache.GetUniformLocation(c, p, location)
if l == invalidUniform {
return false
}
c.ctx.Uniform1i(int32(l), int32(v))
return true
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}
func (c *context) uniformFloat(p program, location string, v float32) bool {
l := c.locationCache.GetUniformLocation(c, p, location)
if l == invalidUniform {
return false
}
c.ctx.Uniform1f(int32(l), v)
return true
}
func (c *context) uniformFloats(p program, location string, v []float32, typ shaderir.Type) bool {
l := c.locationCache.GetUniformLocation(c, p, location)
if l == invalidUniform {
return false
}
base := typ.Main
if base == shaderir.Array {
base = typ.Sub[0].Main
}
switch base {
case shaderir.Float:
c.ctx.Uniform1fv(int32(l), v)
case shaderir.Vec2:
c.ctx.Uniform2fv(int32(l), v)
case shaderir.Vec3:
c.ctx.Uniform3fv(int32(l), v)
case shaderir.Vec4:
c.ctx.Uniform4fv(int32(l), v)
case shaderir.Mat2:
c.ctx.UniformMatrix2fv(int32(l), false, v)
case shaderir.Mat3:
c.ctx.UniformMatrix3fv(int32(l), false, v)
case shaderir.Mat4:
c.ctx.UniformMatrix4fv(int32(l), false, v)
default:
panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
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}
return true
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}
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func (c *context) vertexAttribPointer(index int, size int, stride int, offset int) {
c.ctx.VertexAttribPointer(uint32(index), int32(size), gles.FLOAT, false, int32(stride), offset)
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}
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func (c *context) enableVertexAttribArray(index int) {
c.ctx.EnableVertexAttribArray(uint32(index))
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}
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func (c *context) disableVertexAttribArray(index int) {
c.ctx.DisableVertexAttribArray(uint32(index))
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}
func (c *context) newArrayBuffer(size int) buffer {
b := c.ctx.GenBuffers(1)[0]
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c.ctx.BindBuffer(gles.ARRAY_BUFFER, b)
c.ctx.BufferData(gles.ARRAY_BUFFER, size, nil, gles.DYNAMIC_DRAW)
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return buffer(b)
}
func (c *context) newElementArrayBuffer(size int) buffer {
b := c.ctx.GenBuffers(1)[0]
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c.ctx.BindBuffer(gles.ELEMENT_ARRAY_BUFFER, b)
c.ctx.BufferData(gles.ELEMENT_ARRAY_BUFFER, size, nil, gles.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) bindArrayBuffer(b buffer) {
c.ctx.BindBuffer(gles.ARRAY_BUFFER, uint32(b))
}
func (c *context) bindElementArrayBuffer(b buffer) {
c.ctx.BindBuffer(gles.ELEMENT_ARRAY_BUFFER, uint32(b))
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}
func (c *context) arrayBufferSubData(data []float32) {
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c.ctx.BufferSubData(gles.ARRAY_BUFFER, 0, float32sToBytes(data))
}
func (c *context) elementArrayBufferSubData(data []uint16) {
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c.ctx.BufferSubData(gles.ELEMENT_ARRAY_BUFFER, 0, uint16sToBytes(data))
}
func (c *context) deleteBuffer(b buffer) {
c.ctx.DeleteBuffers([]uint32{uint32(b)})
}
func (c *context) drawElements(len int, offsetInBytes int) {
c.ctx.DrawElements(gles.TRIANGLES, int32(len), gles.UNSIGNED_SHORT, offsetInBytes)
}
func (c *context) maxTextureSizeImpl() int {
v := make([]int32, 1)
c.ctx.GetIntegerv(v, gles.MAX_TEXTURE_SIZE)
return int(v[0])
}
func (c *context) getShaderPrecisionFormatPrecision() int {
_, _, p := c.ctx.GetShaderPrecisionFormat(gles.FRAGMENT_SHADER, gles.HIGH_FLOAT)
return p
}
func (c *context) flush() {
c.ctx.Flush()
}
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func (c *context) needsRestoring() bool {
return true
}
func (c *context) canUsePBO() bool {
// On Android, using PBO might slow the applications, especially when coming back from the context lost.
// Let's not use PBO until we find a good solution.
return false
}
func (c *context) texSubImage2D(t textureNative, args []*driver.ReplacePixelsArgs) {
c.bindTexture(t)
for _, a := range args {
c.ctx.TexSubImage2D(gles.TEXTURE_2D, 0, int32(a.X), int32(a.Y), int32(a.Width), int32(a.Height), gles.RGBA, gles.UNSIGNED_BYTE, a.Pixels)
}
}
func (c *context) newPixelBufferObject(width, height int) buffer {
b := c.ctx.GenBuffers(1)[0]
c.ctx.BindBuffer(gles.PIXEL_UNPACK_BUFFER, b)
c.ctx.BufferData(gles.PIXEL_UNPACK_BUFFER, 4*width*height, nil, gles.STREAM_DRAW)
c.ctx.BindBuffer(gles.PIXEL_UNPACK_BUFFER, 0)
return buffer(b)
}
func (c *context) replacePixelsWithPBO(buffer buffer, t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
// This implementation is not used yet so far. See the comment at canUsePBO.
c.bindTexture(t)
c.ctx.BindBuffer(gles.PIXEL_UNPACK_BUFFER, uint32(buffer))
stride := 4 * width
for _, a := range args {
offset := 4 * (a.Y*width + a.X)
for j := 0; j < a.Height; j++ {
c.ctx.BufferSubData(gles.PIXEL_UNPACK_BUFFER, offset+stride*j, a.Pixels[4*a.Width*j:4*a.Width*(j+1)])
}
}
c.ctx.TexSubImage2D(gles.TEXTURE_2D, 0, 0, 0, int32(width), int32(height), gles.RGBA, gles.UNSIGNED_BYTE, nil)
c.ctx.BindBuffer(gles.PIXEL_UNPACK_BUFFER, 0)
}
func (c *context) getBufferSubData(buffer buffer, width, height int) []byte {
// gl.GetBufferSubData doesn't exist on OpenGL ES 2 and 3.
// As PBO is not used in mobiles, leave this unimplemented so far.
panic("opengl: getBufferSubData is not implemented for mobiles")
}