ebiten/internal/graphics/command.go

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// Copyright 2016 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.
package graphics
import (
"fmt"
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"github.com/hajimehoshi/ebiten/internal/affine"
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emath "github.com/hajimehoshi/ebiten/internal/math"
"github.com/hajimehoshi/ebiten/internal/opengl"
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)
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// command represents a drawing command.
//
// A command for drawing that is created when Image functions are called like DrawImage,
// or Fill.
// A command is not immediately executed after created. Instaed, it is queued after created,
// and executed only when necessary.
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type command interface {
Exec(indexOffsetInBytes int) error
NumVertices() int
NumElements() int
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AddNumVertices(n int)
AddNumElements(n int)
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CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool
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}
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// commandQueue is a command queue for drawing commands.
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type commandQueue struct {
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// commands is a queue of drawing commands.
commands []command
// vertices represents a vertices data in OpenGL's array buffer.
vertices []float32
// nvertices represents the current length of vertices.
// nvertices must <= len(vertices).
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// vertices is never shrunk since re-extending a vertices buffer is heavy.
nvertices int
elements []uint16
nelements int
nextIndex int
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}
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// theCommandQueue is the command queue for the current process.
var theCommandQueue = &commandQueue{}
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// appendVertices appends vertices to the queue.
func (q *commandQueue) appendVertices(vertices []float32) {
if len(q.vertices) < q.nvertices+len(vertices) {
n := q.nvertices + len(vertices) - len(q.vertices)
q.vertices = append(q.vertices, make([]float32, n)...)
}
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// for-loop might be faster than copy:
// On GopherJS, copy might cause subarray calls.
for i := 0; i < len(vertices); i++ {
q.vertices[q.nvertices+i] = vertices[i]
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}
q.nvertices += len(vertices)
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}
func (q *commandQueue) appendElements(e0, e1, e2, e3, e4, e5 uint16) {
// For GopherJS performance, take 6 arguments instead of an array.
if len(q.elements) < q.nelements+6 {
n := q.nelements + 6 - len(q.elements)
q.elements = append(q.elements, make([]uint16, n)...)
}
q.elements[q.nelements+0] = e0
q.elements[q.nelements+1] = e1
q.elements[q.nelements+2] = e2
q.elements[q.nelements+3] = e3
q.elements[q.nelements+4] = e4
q.elements[q.nelements+5] = e5
q.nelements += 6
}
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// EnqueueDrawImageCommand enqueues a drawing-image command.
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func (q *commandQueue) EnqueueDrawImageCommand(dst, src *Image, vertices []float32, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) {
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// Avoid defer for performance
q.appendVertices(vertices)
nelements := 6 * len(vertices) * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes()
for i := 0; i < nelements/6; i++ {
if q.nelements%indicesNum > (q.nelements+6)%indicesNum {
q.nextIndex = 0
}
q.appendElements(
uint16(q.nextIndex+0),
uint16(q.nextIndex+1),
uint16(q.nextIndex+2),
uint16(q.nextIndex+1),
uint16(q.nextIndex+2),
uint16(q.nextIndex+3),
)
q.nextIndex += 4
}
if 0 < len(q.commands) {
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last := q.commands[len(q.commands)-1]
if last.CanMerge(dst, src, color, mode, filter) {
last.AddNumVertices(len(vertices))
last.AddNumElements(nelements)
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return
}
}
c := &drawImageCommand{
dst: dst,
src: src,
nvertices: len(vertices),
nelements: nelements,
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color: color,
mode: mode,
filter: filter,
}
q.commands = append(q.commands, c)
}
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// Enqueue enqueues a drawing command other than a draw-image command.
//
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// For a draw-image command, use EnqueueDrawImageCommand.
func (q *commandQueue) Enqueue(command command) {
q.commands = append(q.commands, command)
}
// commandGroups separates q.commands into some groups.
// The number of quads of drawImageCommand in one groups must be equal to or less than
// its limit (maxQuads).
func (q *commandQueue) commandGroups() [][]command {
cs := q.commands
var gs [][]command
quads := 0
for 0 < len(cs) {
if len(gs) == 0 {
gs = append(gs, []command{})
}
c := cs[0]
switch c := c.(type) {
case *drawImageCommand:
// NOTE: WebGL doesn't seem to have gl.MAX_ELEMENTS_VERTICES or
// gl.MAX_ELEMENTS_INDICES so far.
// Let's use them to compare to len(quads) in the future.
if maxQuads >= quads+c.quadsNum() {
quads += c.quadsNum()
break
}
cc := c.split(maxQuads - quads)
gs[len(gs)-1] = append(gs[len(gs)-1], cc[0])
cs[0] = cc[1]
quads = 0
gs = append(gs, []command{})
continue
}
gs[len(gs)-1] = append(gs[len(gs)-1], c)
cs = cs[1:]
}
return gs
}
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// Flush flushes the command queue.
func (q *commandQueue) Flush() error {
// glViewport must be called at least at every frame on iOS.
opengl.GetContext().ResetViewportSize()
nv := 0
lastNv := 0
ne := 0
lastNe := 0
for _, g := range q.commandGroups() {
for _, c := range g {
nv += c.NumVertices()
ne += c.NumElements()
}
if 0 < ne-lastNe {
// 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.
opengl.GetContext().ElementArrayBufferSubData(q.elements[lastNe:ne])
opengl.GetContext().ArrayBufferSubData(q.vertices[lastNv:nv])
}
numc := len(g)
indexOffsetInBytes := 0
for _, c := range g {
if err := c.Exec(indexOffsetInBytes); err != nil {
return err
}
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// TODO: indexOffsetInBytes should be reset if the command type is different
// from the previous one. This fix is needed when another drawing command is
// introduced than drawImageCommand.
indexOffsetInBytes += c.NumElements() * 2 // 2 is uint16 size in bytes
}
if 0 < numc {
// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
opengl.GetContext().Flush()
}
lastNv = nv
lastNe = ne
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}
q.commands = nil
q.nvertices = 0
q.nelements = 0
q.nextIndex = 0
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return nil
}
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// FlushCommands flushes the command queue.
func FlushCommands() error {
return theCommandQueue.Flush()
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}
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// drawImageCommand represents a drawing command to draw an image on another image.
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type drawImageCommand struct {
dst *Image
src *Image
nvertices int
nelements int
color *affine.ColorM
mode opengl.CompositeMode
filter Filter
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}
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// QuadVertexSizeInBytes returns the size in bytes of vertices for a quadrangle.
func QuadVertexSizeInBytes() int {
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return 4 * theArrayBufferLayout.totalBytes()
}
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// Exec executes the drawImageCommand.
func (c *drawImageCommand) Exec(indexOffsetInBytes int) error {
f, err := c.dst.createFramebufferIfNeeded()
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if err != nil {
return err
}
f.setAsViewport()
opengl.GetContext().BlendFunc(c.mode)
if c.nelements == 0 {
return nil
}
proj := f.projectionMatrix()
theOpenGLState.useProgram(proj, c.src.texture.native, c.dst, c.src, c.color, c.filter)
opengl.GetContext().DrawElements(opengl.Triangles, c.nelements, indexOffsetInBytes)
// 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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}
func (c *drawImageCommand) NumVertices() int {
return c.nvertices
}
func (c *drawImageCommand) NumElements() int {
return c.nelements
}
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func (c *drawImageCommand) AddNumVertices(n int) {
c.nvertices += n
}
func (c *drawImageCommand) AddNumElements(n int) {
c.nelements += n
}
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// split splits the drawImageCommand c into two drawImageCommands.
//
// split is called when the number of vertices reaches of the maximum and
// a command is needed to be executed as another draw call.
func (c *drawImageCommand) split(quadsNum int) [2]*drawImageCommand {
c1 := *c
c2 := *c
s := opengl.Float.SizeInBytes()
n := quadsNum * QuadVertexSizeInBytes() / s
c1.nvertices = n
c2.nvertices -= n
c1.nelements = 6 * quadsNum
c2.nelements -= 6 * quadsNum
return [2]*drawImageCommand{&c1, &c2}
}
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// CanMerge returns a boolean value indicating whether the other drawImageCommand can be merged
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// with the drawImageCommand c.
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func (c *drawImageCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool {
if c.dst != dst {
return false
}
if c.src != src {
return false
}
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if !c.color.Equals(color) {
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return false
}
if c.mode != mode {
return false
}
if c.filter != filter {
return false
}
return true
}
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// quadsNum returns the number of quadrangles.
func (c *drawImageCommand) quadsNum() int {
return c.nvertices * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes()
}
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// replacePixelsCommand represents a command to replace pixels of an image.
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type replacePixelsCommand struct {
dst *Image
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pixels []byte
x int
y int
width int
height int
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}
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// Exec executes the replacePixelsCommand.
func (c *replacePixelsCommand) Exec(indexOffsetInBytes int) error {
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// glFlush is necessary on Android.
// glTexSubImage2D didn't work without this hack at least on Nexus 5x and NuAns NEO [Reloaded] (#211).
opengl.GetContext().Flush()
opengl.GetContext().BindTexture(c.dst.texture.native)
opengl.GetContext().TexSubImage2D(c.pixels, c.x, c.y, c.width, c.height)
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return nil
}
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func (c *replacePixelsCommand) NumVertices() int {
return 0
}
func (c *replacePixelsCommand) NumElements() int {
return 0
}
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func (c *replacePixelsCommand) AddNumVertices(n int) {
}
func (c *replacePixelsCommand) AddNumElements(n int) {
}
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func (c *replacePixelsCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool {
return false
}
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// disposeCommand represents a command to dispose an image.
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type disposeCommand struct {
target *Image
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}
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// Exec executes the disposeCommand.
func (c *disposeCommand) Exec(indexOffsetInBytes int) error {
if c.target.framebuffer != nil &&
c.target.framebuffer.native != opengl.GetContext().ScreenFramebuffer() {
opengl.GetContext().DeleteFramebuffer(c.target.framebuffer.native)
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}
if c.target.texture != nil {
opengl.GetContext().DeleteTexture(c.target.texture.native)
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}
return nil
}
func (c *disposeCommand) NumVertices() int {
return 0
}
func (c *disposeCommand) NumElements() int {
return 0
}
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func (c *disposeCommand) AddNumVertices(n int) {
}
func (c *disposeCommand) AddNumElements(n int) {
}
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func (c *disposeCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool {
return false
}
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// newImageCommand represents a command to create an empty image with given width and height.
type newImageCommand struct {
result *Image
width int
height int
}
func checkSize(width, height int) {
if width < 1 {
panic(fmt.Sprintf("graphics: width (%d) must be equal or more than 1.", width))
}
if height < 1 {
panic(fmt.Sprintf("graphics: height (%d) must be equal or more than 1.", height))
}
m := MaxImageSize()
if width > m {
panic(fmt.Sprintf("graphics: width (%d) must be less than or equal to %d", width, m))
}
if height > m {
panic(fmt.Sprintf("graphics: height (%d) must be less than or equal to %d", height, m))
}
}
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// Exec executes a newImageCommand.
func (c *newImageCommand) Exec(indexOffsetInBytes int) error {
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w := emath.NextPowerOf2Int(c.width)
h := emath.NextPowerOf2Int(c.height)
checkSize(w, h)
native, err := opengl.GetContext().NewTexture(w, h)
if err != nil {
return err
}
c.result.texture = &texture{
native: native,
}
return nil
}
func (c *newImageCommand) NumVertices() int {
return 0
}
func (c *newImageCommand) NumElements() int {
return 0
}
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func (c *newImageCommand) AddNumVertices(n int) {
}
func (c *newImageCommand) AddNumElements(n int) {
}
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func (c *newImageCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool {
return false
}
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// newScreenFramebufferImageCommand is a command to create a special image for the screen.
type newScreenFramebufferImageCommand struct {
result *Image
width int
height int
}
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// Exec executes a newScreenFramebufferImageCommand.
func (c *newScreenFramebufferImageCommand) Exec(indexOffsetInBytes int) error {
checkSize(c.width, c.height)
// The (default) framebuffer size can't be converted to a power of 2.
// On browsers, c.width and c.height are used as viewport size and
// Edge can't treat a bigger viewport than the drawing area (#71).
c.result.framebuffer = newScreenFramebuffer(c.width, c.height)
return nil
}
func (c *newScreenFramebufferImageCommand) NumVertices() int {
return 0
}
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func (c *newScreenFramebufferImageCommand) NumElements() int {
return 0
}
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func (c *newScreenFramebufferImageCommand) AddNumVertices(n int) {
}
func (c *newScreenFramebufferImageCommand) AddNumElements(n int) {
}
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func (c *newScreenFramebufferImageCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool {
return false
}