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internal/graphicsdriver/opengl: refactoring
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23e90b7e39
@ -18,7 +18,6 @@ import (
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"errors"
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"fmt"
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"sync"
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"unsafe"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
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@ -503,13 +502,3 @@ func (c *context) newElementArrayBuffer(size int) buffer {
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c.ctx.BufferInit(gl.ELEMENT_ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) arrayBufferSubData(data []float32) {
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s := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), len(data)*4)
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c.ctx.BufferSubData(gl.ARRAY_BUFFER, 0, s)
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}
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func (c *context) elementArrayBufferSubData(data []uint16) {
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s := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), len(data)*2)
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c.ctx.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, s)
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}
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@ -155,9 +155,7 @@ func (g *Graphics) Reset() error {
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}
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func (g *Graphics) SetVertices(vertices []float32, indices []uint16) error {
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// Note that the vertices and the indices passed to BufferSubData is not under GC management in the gl package.
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g.context.arrayBufferSubData(vertices)
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g.context.elementArrayBufferSubData(indices)
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g.state.setVertices(&g.context, vertices, indices)
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return nil
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}
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@ -63,11 +63,6 @@ func (a *arrayBufferLayout) totalBytes() int {
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return a.total
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}
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// newArrayBuffer creates OpenGL's buffer object for the array buffer.
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func (a *arrayBufferLayout) newArrayBuffer(context *context) buffer {
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return context.newArrayBuffer(a.totalBytes() * graphics.IndicesCount)
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}
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// enable starts using the array buffer.
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func (a *arrayBufferLayout) enable(context *context) {
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for i := range a.parts {
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@ -115,7 +110,6 @@ func init() {
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}
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}
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// openGLState is a state for
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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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@ -150,13 +144,29 @@ func (s *openGLState) reset(context *context) error {
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context.ctx.DeleteBuffer(uint32(s.elementArrayBuffer))
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}
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}
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s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)
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s.elementArrayBuffer = context.newElementArrayBuffer(graphics.IndicesCount * 2)
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s.arrayBuffer = 0
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s.elementArrayBuffer = 0
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return nil
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}
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func (s *openGLState) setVertices(context *context, vertices []float32, indices []uint16) {
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if s.arrayBuffer == 0 {
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s.arrayBuffer = context.newArrayBuffer(graphics.IndicesCount * graphics.VertexFloatCount * floatSizeInBytes)
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context.ctx.BindBuffer(gl.ARRAY_BUFFER, uint32(s.arrayBuffer))
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}
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if s.elementArrayBuffer == 0 {
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s.elementArrayBuffer = context.newElementArrayBuffer(graphics.IndicesCount * 2)
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context.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(s.elementArrayBuffer))
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}
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// Note that the vertices and the indices passed to BufferSubData is not under GC management in the gl package.
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vs := unsafe.Slice((*byte)(unsafe.Pointer(&vertices[0])), len(vertices)*4)
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context.ctx.BufferSubData(gl.ARRAY_BUFFER, 0, vs)
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is := unsafe.Slice((*byte)(unsafe.Pointer(&indices[0])), len(indices)*2)
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context.ctx.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, is)
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}
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func (s *openGLState) resetLastUniforms() {
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for k := range s.lastUniforms {
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delete(s.lastUniforms, k)
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@ -205,8 +215,6 @@ func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textu
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g.context.ctx.UseProgram(uint32(program))
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if g.state.lastProgram == 0 {
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theArrayBufferLayout.enable(&g.context)
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g.context.ctx.BindBuffer(gl.ARRAY_BUFFER, uint32(g.state.arrayBuffer))
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g.context.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, uint32(g.state.elementArrayBuffer))
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}
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g.state.lastProgram = program
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