ebiten/internal/graphicsdriver/opengl/program.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.
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package opengl
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import (
"fmt"
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"runtime"
"unsafe"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
const floatSizeInBytes = 4
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// arrayBufferLayoutPart is a part of an array buffer layout.
type arrayBufferLayoutPart struct {
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// TODO: This struct should belong to a program and know it.
name string
num int
}
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// arrayBufferLayout is an array buffer layout.
//
// An array buffer in OpenGL is a buffer representing vertices and
// is passed to a vertex shader.
type arrayBufferLayout struct {
parts []arrayBufferLayoutPart
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total int
}
func (a *arrayBufferLayout) names() []string {
ns := make([]string, len(a.parts))
for i, p := range a.parts {
ns[i] = p.name
}
return ns
}
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// totalBytes returns the size in bytes for one element of the array buffer.
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func (a *arrayBufferLayout) totalBytes() int {
if a.total != 0 {
return a.total
}
t := 0
for _, p := range a.parts {
t += floatSizeInBytes * p.num
}
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a.total = t
return a.total
}
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// newArrayBuffer creates OpenGL's buffer object for the array buffer.
func (a *arrayBufferLayout) newArrayBuffer(context *context) buffer {
return context.newArrayBuffer(a.totalBytes() * graphics.IndicesCount)
}
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// enable starts using the array buffer.
func (a *arrayBufferLayout) enable(context *context) {
for i := range a.parts {
context.ctx.EnableVertexAttribArray(uint32(i))
}
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total := a.totalBytes()
offset := 0
for i, p := range a.parts {
context.ctx.VertexAttribPointer(uint32(i), int32(p.num), gl.FLOAT, false, int32(total), offset)
offset += floatSizeInBytes * p.num
}
}
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// disable stops using the array buffer.
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func (a *arrayBufferLayout) disable(context *context) {
// TODO: Disabling should be done in reversed order?
for i := range a.parts {
context.ctx.DisableVertexAttribArray(uint32(i))
}
}
// theArrayBufferLayout is the array buffer layout for Ebitengine.
var theArrayBufferLayout = arrayBufferLayout{
// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
parts: []arrayBufferLayoutPart{
{
name: "A0",
num: 2,
},
{
name: "A1",
num: 2,
},
{
name: "A2",
num: 4,
},
},
}
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func init() {
vertexFloatCount := theArrayBufferLayout.totalBytes() / floatSizeInBytes
if graphics.VertexFloatCount != vertexFloatCount {
panic(fmt.Sprintf("vertex float num must be %d but %d", graphics.VertexFloatCount, vertexFloatCount))
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}
}
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// openGLState is a state for
type openGLState struct {
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// arrayBuffer is OpenGL's array buffer (vertices data).
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arrayBuffer buffer
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// elementArrayBuffer is OpenGL's element array buffer (indices data).
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elementArrayBuffer buffer
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lastProgram program
lastActiveTexture int
}
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// reset resets or initializes the OpenGL state.
func (s *openGLState) reset(context *context) error {
if err := context.reset(); err != nil {
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return err
}
s.lastProgram = 0
context.ctx.UseProgram(0)
// On browsers (at least Chrome), buffers are already detached from the context
// and must not be deleted by DeleteBuffer.
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if runtime.GOOS != "js" {
if s.arrayBuffer != 0 {
context.ctx.DeleteBuffer(uint32(s.arrayBuffer))
}
if s.elementArrayBuffer != 0 {
context.ctx.DeleteBuffer(uint32(s.elementArrayBuffer))
}
}
s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)
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// Note that the indices passed to NewElementArrayBuffer is not under GC management
// in opengl package due to unsafe-way.
// See NewElementArrayBuffer in context_mobile.go.
s.elementArrayBuffer = context.newElementArrayBuffer(graphics.IndicesCount * 2)
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return nil
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}
type uniformVariable struct {
name string
value []uint32
typ shaderir.Type
}
type textureVariable struct {
valid bool
native textureNative
}
func (g *Graphics) textureVariableName(idx int) string {
if v, ok := g.textureVariableNameCache[idx]; ok {
return v
}
if g.textureVariableNameCache == nil {
g.textureVariableNameCache = map[int]string{}
}
name := fmt.Sprintf("T%d", idx)
g.textureVariableNameCache[idx] = name
return name
}
// useProgram uses the program (programTexture).
func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderImageCount]textureVariable) error {
if g.state.lastProgram != program {
g.context.ctx.UseProgram(uint32(program))
if g.state.lastProgram == 0 {
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theArrayBufferLayout.enable(&g.context)
g.context.ctx.BindBuffer(gl.ARRAY_BUFFER, uint32(g.state.arrayBuffer))
g.context.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(g.state.elementArrayBuffer))
}
g.state.lastProgram = program
g.state.lastActiveTexture = 0
g.context.ctx.ActiveTexture(gl.TEXTURE0)
}
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for _, u := range uniforms {
if u.value == nil {
continue
}
if got, expected := len(u.value), u.typ.Uint32Count(); got != expected {
// Copy a shaderir.Type value once. Do not pass u.typ directly to fmt.Errorf arguments, or
// the value u would be allocated on heap.
typ := u.typ
return fmt.Errorf("opengl: length of a uniform variables %s (%s) doesn't match: expected %d but %d", u.name, typ.String(), expected, got)
}
// Set the uniform variables, even though they are the same as the last time (#2517).
g.context.uniforms(program, u.name, u.value, u.typ)
}
var idx int
loop:
for i, t := range textures {
if !t.valid {
continue
}
// If the texture is already bound, set the texture variable to point to the texture.
// Rebinding the same texture seems problematic (#1193).
for _, at := range g.activatedTextures {
if t.native == at.textureNative {
g.context.uniformInt(program, g.textureVariableName(i), at.index)
continue loop
}
}
g.activatedTextures = append(g.activatedTextures, activatedTexture{
textureNative: t.native,
index: idx,
})
g.context.uniformInt(program, g.textureVariableName(i), idx)
if g.state.lastActiveTexture != idx {
g.context.ctx.ActiveTexture(uint32(gl.TEXTURE0 + idx))
g.state.lastActiveTexture = idx
}
// Apparently, a texture must be bound every time. The cache is not used here.
g.context.bindTexture(t.native)
idx++
}
for i := range g.activatedTextures {
g.activatedTextures[i] = activatedTexture{}
}
g.activatedTextures = g.activatedTextures[:0]
return nil
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}
func uint32sToFloat32s(s []uint32) []float32 {
return unsafe.Slice((*float32)(unsafe.Pointer(&s[0])), len(s))
}
func uint32sToInt32s(s []uint32) []int32 {
return unsafe.Slice((*int32)(unsafe.Pointer(&s[0])), len(s))
}