ebiten/internal/graphicsdriver/opengl/context.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.
//go:build !playstation5
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package opengl
import (
"errors"
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"fmt"
"image"
"runtime"
"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
)
type blendFactor int
type blendOperation int
func convertBlendFactor(f graphicsdriver.BlendFactor) blendFactor {
switch f {
case graphicsdriver.BlendFactorZero:
return gl.ZERO
case graphicsdriver.BlendFactorOne:
return gl.ONE
case graphicsdriver.BlendFactorSourceColor:
return gl.SRC_COLOR
case graphicsdriver.BlendFactorOneMinusSourceColor:
return gl.ONE_MINUS_SRC_COLOR
case graphicsdriver.BlendFactorSourceAlpha:
return gl.SRC_ALPHA
case graphicsdriver.BlendFactorOneMinusSourceAlpha:
return gl.ONE_MINUS_SRC_ALPHA
case graphicsdriver.BlendFactorDestinationColor:
return gl.DST_COLOR
case graphicsdriver.BlendFactorOneMinusDestinationColor:
return gl.ONE_MINUS_DST_COLOR
case graphicsdriver.BlendFactorDestinationAlpha:
return gl.DST_ALPHA
case graphicsdriver.BlendFactorOneMinusDestinationAlpha:
return gl.ONE_MINUS_DST_ALPHA
case graphicsdriver.BlendFactorSourceAlphaSaturated:
return gl.SRC_ALPHA_SATURATE
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default:
panic(fmt.Sprintf("opengl: invalid blend factor %d", f))
}
}
func convertBlendOperation(o graphicsdriver.BlendOperation) blendOperation {
switch o {
case graphicsdriver.BlendOperationAdd:
return gl.FUNC_ADD
case graphicsdriver.BlendOperationSubtract:
return gl.FUNC_SUBTRACT
case graphicsdriver.BlendOperationReverseSubtract:
return gl.FUNC_REVERSE_SUBTRACT
case graphicsdriver.BlendOperationMin:
return gl.MIN
case graphicsdriver.BlendOperationMax:
return gl.MAX
default:
panic(fmt.Sprintf("opengl: invalid blend operation %d", o))
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}
}
type (
textureNative uint32
renderbufferNative uint32
framebufferNative uint32
shader uint32
program uint32
buffer uint32
)
type (
uniformLocation int32
attribLocation int32
)
const (
invalidFramebuffer = (1 << 32) - 1
invalidUniform = -1
)
type context struct {
ctx gl.Context
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locationCache *locationCache
screenFramebuffer framebufferNative // This might not be the default frame buffer '0' (e.g. iOS).
lastFramebuffer framebufferNative
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lastTexture textureNative
lastRenderbuffer renderbufferNative
lastViewportWidth int
lastViewportHeight int
lastBlend graphicsdriver.Blend
maxTextureSize int
maxTextureSizeOnce sync.Once
highp bool
highpOnce sync.Once
initOnce sync.Once
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}
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func (c *context) bindTexture(t textureNative) {
if c.lastTexture == t {
return
}
c.ctx.BindTexture(gl.TEXTURE_2D, uint32(t))
c.lastTexture = t
}
func (c *context) bindRenderbuffer(r renderbufferNative) {
if c.lastRenderbuffer == r {
return
}
c.ctx.BindRenderbuffer(gl.RENDERBUFFER, uint32(r))
c.lastRenderbuffer = r
}
func (c *context) bindFramebuffer(f framebufferNative) {
if c.lastFramebuffer == f {
return
}
c.ctx.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
c.lastFramebuffer = f
}
func (c *context) setViewport(f *framebuffer) {
c.bindFramebuffer(f.native)
if c.lastViewportWidth == f.viewportWidth && c.lastViewportHeight == f.viewportHeight {
return
}
// On some environments, viewport size must be within the framebuffer size.
// e.g. Edge (#71), Chrome on GPD Pocket (#420), macOS Mojave (#691).
// Use the same size of the framebuffer here.
c.ctx.Viewport(0, 0, int32(f.viewportWidth), int32(f.viewportHeight))
// glViewport must be called at least at every frame on iOS.
// As the screen framebuffer is the last render target, next SetViewport should be
// the first call at a frame.
if f.native == c.screenFramebuffer {
c.lastViewportWidth = 0
c.lastViewportHeight = 0
} else {
c.lastViewportWidth = f.viewportWidth
c.lastViewportHeight = f.viewportHeight
}
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}
func (c *context) newScreenFramebuffer(width, height int) *framebuffer {
return &framebuffer{
native: c.screenFramebuffer,
viewportWidth: width,
viewportHeight: height,
}
}
func (c *context) getMaxTextureSize() int {
c.maxTextureSizeOnce.Do(func() {
c.maxTextureSize = c.ctx.GetInteger(gl.MAX_TEXTURE_SIZE)
})
return c.maxTextureSize
}
func (c *context) reset() error {
var err1 error
c.initOnce.Do(func() {
// Load OpenGL functions after WGL is initialized especially for Windows (#2452).
if err := c.ctx.LoadFunctions(); err != nil {
err1 = err
return
}
})
if err1 != nil {
return err1
}
c.locationCache = newLocationCache()
c.lastTexture = 0
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
c.lastBlend = graphicsdriver.Blend{}
c.ctx.Enable(gl.BLEND)
c.ctx.Enable(gl.SCISSOR_TEST)
c.blend(graphicsdriver.BlendSourceOver)
c.screenFramebuffer = framebufferNative(c.ctx.GetInteger(gl.FRAMEBUFFER_BINDING))
// TODO: Need to update screenFramebufferWidth/Height?
return nil
}
func (c *context) blend(blend graphicsdriver.Blend) {
if c.lastBlend == blend {
return
}
c.lastBlend = blend
c.ctx.BlendFuncSeparate(
uint32(convertBlendFactor(blend.BlendFactorSourceRGB)),
uint32(convertBlendFactor(blend.BlendFactorDestinationRGB)),
uint32(convertBlendFactor(blend.BlendFactorSourceAlpha)),
uint32(convertBlendFactor(blend.BlendFactorDestinationAlpha)),
)
c.ctx.BlendEquationSeparate(
uint32(convertBlendOperation(blend.BlendOperationRGB)),
uint32(convertBlendOperation(blend.BlendOperationAlpha)),
)
}
func (c *context) newTexture(width, height int) (textureNative, error) {
t := c.ctx.CreateTexture()
if t <= 0 {
return 0, errors.New("opengl: creating texture failed")
}
c.bindTexture(textureNative(t))
c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
c.ctx.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
// Firefox warns the usage of textures without specifying pixels (#629, #2077)
//
// Error: WebGL warning: drawElements: This operation requires zeroing texture data. This is slow.
//
// In Ebitengine, textures are filled with pixels later by the filter that ignores destination, so it is fine
// to leave textures as uninitialized here. Rather, extra memory allocating for initialization should be
// avoided.
//
// See also https://stackoverflow.com/questions/57734645.
c.ctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, nil)
return textureNative(t), nil
}
func (c *context) framebufferPixels(buf []byte, f *framebuffer, region image.Rectangle) error {
if got, want := len(buf), 4*region.Dx()*region.Dy(); got != want {
return fmt.Errorf("opengl: len(buf) must be %d but was %d at framebufferPixels", got, want)
}
c.ctx.Flush()
c.bindFramebuffer(f.native)
x := int32(region.Min.X)
y := int32(region.Min.Y)
width := int32(region.Dx())
height := int32(region.Dy())
c.ctx.ReadPixels(buf, x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE)
return nil
}
func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
c.ctx.Flush()
c.bindFramebuffer(f.native)
c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, uint32(buffer))
c.ctx.ReadPixels(nil, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE)
c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, 0)
}
func (c *context) deleteTexture(t textureNative) {
if c.lastTexture == t {
c.lastTexture = 0
}
c.ctx.DeleteTexture(uint32(t))
}
func (c *context) newRenderbuffer(width, height int) (renderbufferNative, error) {
r := c.ctx.CreateRenderbuffer()
if r <= 0 {
return 0, errors.New("opengl: creating renderbuffer failed")
}
renderbuffer := renderbufferNative(r)
c.bindRenderbuffer(renderbuffer)
var stencilFormat uint32
if c.ctx.IsES() {
// https://docs.gl/es2/glRenderbufferStorage
// > Must be one of the following symbolic constants: GL_RGBA4, GL_RGB565, GL_RGB5_A1,
// > GL_DEPTH_COMPONENT16, or GL_STENCIL_INDEX8.
//
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage
// > A GLenum specifying the internal format of the renderbuffer. Possible values:
// > * gl.RGBA4: 4 red bits, 4 green bits, 4 blue bits 4 alpha bits.
// > * gl.RGB565: 5 red bits, 6 green bits, 5 blue bits.
// > * gl.RGB5_A1: 5 red bits, 5 green bits, 5 blue bits, 1 alpha bit.
// > * gl.DEPTH_COMPONENT16: 16 depth bits.
// > * gl.STENCIL_INDEX8: 8 stencil bits.
// > * gl.DEPTH_STENCIL
stencilFormat = gl.STENCIL_INDEX8
} else {
// GL_STENCIL_INDEX8 might not be available with OpenGL 2.1.
// https://www.khronos.org/opengl/wiki/Image_Format
// > There are only 2 depth/stencil formats, each providing 8 stencil bits: GL_DEPTH24_STENCIL8 and GL_DEPTH32F_STENCIL8.
// > [...]
// > Stencil formats can only be used for Textures if OpenGL 4.4 or ARB_texture_stencil8 is available.
stencilFormat = gl.DEPTH24_STENCIL8
}
c.ctx.RenderbufferStorage(gl.RENDERBUFFER, stencilFormat, int32(width), int32(height))
return renderbuffer, nil
}
func (c *context) deleteRenderbuffer(r renderbufferNative) {
if !c.ctx.IsRenderbuffer(uint32(r)) {
return
}
if c.lastRenderbuffer == r {
c.lastRenderbuffer = 0
}
c.ctx.DeleteRenderbuffer(uint32(r))
}
func (c *context) newFramebuffer(texture textureNative, width, height int) (*framebuffer, error) {
f := c.ctx.CreateFramebuffer()
if f <= 0 {
return nil, fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f)
}
c.bindFramebuffer(framebufferNative(f))
c.ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
if shouldCheckFramebufferStatus() {
if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
if s != 0 {
return nil, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
}
if e := c.ctx.GetError(); e != gl.NO_ERROR {
return nil, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
}
return nil, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
}
}
return &framebuffer{
native: framebufferNative(f),
viewportWidth: width,
viewportHeight: height,
}, nil
}
func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) error {
c.bindFramebuffer(f)
c.ctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, uint32(r))
if shouldCheckFramebufferStatus() {
if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("opengl: glFramebufferRenderbuffer failed: %d", s)
}
}
return nil
}
func (c *context) deleteFramebuffer(f framebufferNative) {
if f == c.screenFramebuffer {
return
}
if !c.ctx.IsFramebuffer(uint32(f)) {
return
}
// 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.DeleteFramebuffer(uint32(f))
}
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)
}
c.ctx.ShaderSource(s, source)
c.ctx.CompileShader(s)
if c.ctx.GetShaderi(s, gl.COMPILE_STATUS) == gl.FALSE {
log := c.ctx.GetShaderInfoLog(s)
return 0, fmt.Errorf("opengl: shader compile failed: %s", log)
}
return shader(s), nil
}
func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
p := c.ctx.CreateProgram()
if p == 0 {
return 0, errors.New("opengl: glCreateProgram failed")
}
for _, shader := range shaders {
c.ctx.AttachShader(p, uint32(shader))
}
for i, name := range attributes {
c.ctx.BindAttribLocation(p, uint32(i), name)
}
c.ctx.LinkProgram(p)
if c.ctx.GetProgrami(p, gl.LINK_STATUS) == gl.FALSE {
info := c.ctx.GetProgramInfoLog(p)
return 0, fmt.Errorf("opengl: program error: %s", info)
}
return program(p), nil
}
func (c *context) deleteProgram(p program) {
c.locationCache.deleteProgram(p)
if !c.ctx.IsProgram(uint32(p)) {
return
}
c.ctx.DeleteProgram(uint32(p))
}
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
}
func (c *context) uniforms(p program, location string, v []uint32, 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), uint32sToFloat32s(v))
case shaderir.Int:
c.ctx.Uniform1iv(int32(l), uint32sToInt32s(v))
case shaderir.Vec2:
c.ctx.Uniform2fv(int32(l), uint32sToFloat32s(v))
case shaderir.Vec3:
c.ctx.Uniform3fv(int32(l), uint32sToFloat32s(v))
case shaderir.Vec4:
c.ctx.Uniform4fv(int32(l), uint32sToFloat32s(v))
case shaderir.IVec2:
c.ctx.Uniform2iv(int32(l), uint32sToInt32s(v))
case shaderir.IVec3:
c.ctx.Uniform3iv(int32(l), uint32sToInt32s(v))
case shaderir.IVec4:
c.ctx.Uniform4iv(int32(l), uint32sToInt32s(v))
case shaderir.Mat2:
c.ctx.UniformMatrix2fv(int32(l), uint32sToFloat32s(v))
case shaderir.Mat3:
c.ctx.UniformMatrix3fv(int32(l), uint32sToFloat32s(v))
case shaderir.Mat4:
c.ctx.UniformMatrix4fv(int32(l), uint32sToFloat32s(v))
default:
panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
}
return true
}
func (c *context) newArrayBuffer(size int) buffer {
b := c.ctx.CreateBuffer()
c.ctx.BindBuffer(gl.ARRAY_BUFFER, b)
c.ctx.BufferInit(gl.ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
return buffer(b)
}
func (c *context) newElementArrayBuffer(size int) buffer {
b := c.ctx.CreateBuffer()
c.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b)
c.ctx.BufferInit(gl.ELEMENT_ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
return buffer(b)
}
func (c *context) glslVersion() glsl.GLSLVersion {
if c.ctx.IsES() {
return glsl.GLSLVersionES300
}
return glsl.GLSLVersionDefault
}
func shouldCheckFramebufferStatus() bool {
// CheckFramebufferStatus is slow and should be avoided especially in browsers.
// See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#avoid_blocking_api_calls_in_production
//
// TODO: Should this be avoided in all environments?
return runtime.GOOS != "js"
}