This commit is contained in:
Zyko 2024-04-05 20:39:14 +02:00
parent bb57fe8e15
commit 32b5e3edd8
28 changed files with 805 additions and 154 deletions

130
examples/mrt/main.go Normal file
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@ -0,0 +1,130 @@
// Copyright 2020 The Ebiten Authors
//
// 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 main
import (
_ "image/jpeg"
"log"
"github.com/hajimehoshi/ebiten/v2"
)
const (
dstSize = 128
screenWidth = dstSize * 2
screenHeight = dstSize * 2
)
var (
dsts = [4]*ebiten.Image{
ebiten.NewImage(dstSize, dstSize),
ebiten.NewImage(dstSize, dstSize),
ebiten.NewImage(dstSize, dstSize),
ebiten.NewImage(dstSize, dstSize),
/*ebiten.NewImageWithOptions(image.Rect(0, 0, dstSize, dstSize), &ebiten.NewImageOptions{
Unmanaged: true,
}),
ebiten.NewImageWithOptions(image.Rect(0, 0, dstSize, dstSize), &ebiten.NewImageOptions{
Unmanaged: true,
}),
ebiten.NewImageWithOptions(image.Rect(0, 0, dstSize, dstSize), &ebiten.NewImageOptions{
Unmanaged: true,
}),
ebiten.NewImageWithOptions(image.Rect(0, 0, dstSize, dstSize), &ebiten.NewImageOptions{
Unmanaged: true,
}),*/
}
shaderSrc = []byte(
`
//kage:units pixels
package main
func Fragment(dst vec4, src vec2, color vec4) (vec4, vec4, vec4, vec4) {
return vec4(1,0,0,1), vec4(0,1,0,1), vec4(0,0,1,1), vec4(1,0,1,1)
}
`)
s *ebiten.Shader
)
func init() {
var err error
s, err = ebiten.NewShader(shaderSrc)
if err != nil {
log.Fatal(err)
}
}
type Game struct {
count int
}
func (g *Game) Update() error {
g.count++
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
vertices := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
},
{
DstX: dstSize,
DstY: 0,
},
{
DstX: 0,
DstY: dstSize,
},
{
DstX: dstSize,
DstY: dstSize,
},
}
indices := []uint16{0, 1, 2, 1, 2, 3}
ebiten.DrawTrianglesShaderMRT(dsts, vertices, indices, s, nil)
// Dst 0
screen.DrawImage(dsts[0], nil)
// Dst 1
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(dstSize, 0)
screen.DrawImage(dsts[1], opts)
// Dst 2
opts.GeoM.Reset()
opts.GeoM.Translate(0, dstSize)
screen.DrawImage(dsts[2], opts)
// Dst 3
opts.GeoM.Reset()
opts.GeoM.Translate(dstSize, dstSize)
screen.DrawImage(dsts[3], opts)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
}
func main() {
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowTitle("MRT (Ebitengine Demo)")
if err := ebiten.RunGameWithOptions(&Game{}, &ebiten.RunGameOptions{
GraphicsLibrary: ebiten.GraphicsLibraryOpenGL,
}); err != nil {
log.Fatal(err)
}
}

149
image.go
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@ -247,7 +247,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
graphics.QuadVertices(vs, float32(sx0), float32(sy0), float32(sx1), float32(sy1), a, b, c, d, tx, ty, cr, cg, cb, ca)
is := graphics.QuadIndices()
srcs := [graphics.ShaderImageCount]*ui.Image{img.image}
srcs := [graphics.ShaderSrcImageCount]*ui.Image{img.image}
useColorM := !colorm.IsIdentity()
shader := builtinShader(filter, builtinshader.AddressUnsafe, useColorM)
@ -262,7 +262,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
})
}
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillAll, canSkipMipmap(geoM, filter), false)
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillAll, canSkipMipmap(geoM, filter), false)
}
// Vertex represents a vertex passed to DrawTriangles.
@ -500,7 +500,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
is[i] = uint32(indices[i])
}
srcs := [graphics.ShaderImageCount]*ui.Image{img.image}
srcs := [graphics.ShaderSrcImageCount]*ui.Image{img.image}
useColorM := !colorm.IsIdentity()
shader := builtinShader(filter, address, useColorM)
@ -515,7 +515,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
})
}
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), filter != builtinshader.FilterLinear, options.AntiAlias)
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), filter != builtinshader.FilterLinear, options.AntiAlias)
}
// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
@ -565,7 +565,7 @@ type DrawTrianglesShaderOptions struct {
}
// Check the number of images.
var _ [len(DrawTrianglesShaderOptions{}.Images) - graphics.ShaderImageCount]struct{} = [0]struct{}{}
var _ [len(DrawTrianglesShaderOptions{}.Images) - graphics.ShaderSrcImageCount]struct{} = [0]struct{}{}
// DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
//
@ -650,7 +650,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
is[i] = uint32(indices[i])
}
var imgs [graphics.ShaderImageCount]*ui.Image
var imgs [graphics.ShaderSrcImageCount]*ui.Image
var imgSize image.Point
for i, img := range options.Images {
if img == nil {
@ -672,7 +672,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
imgs[i] = img.image
}
var srcRegions [graphics.ShaderImageCount]image.Rectangle
var srcRegions [graphics.ShaderSrcImageCount]image.Rectangle
for i, img := range options.Images {
if img == nil {
continue
@ -686,6 +686,135 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), true, options.AntiAlias)
}
// DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
//
// Vertex contains color values, which can be interpreted for any purpose by the shader.
//
// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
//
// If the shader unit is texels, one of the specified image is non-nil and its size is different from (width, height),
// DrawTrianglesShader panics.
// If one of the specified image is non-nil and is disposed, DrawTrianglesShader panics.
//
// If len(vertices) is more than MaxVertexCount, the exceeding part is ignored.
//
// If len(indices) is not multiple of 3, DrawTrianglesShader panics.
//
// If a value in indices is out of range of vertices, or not less than MaxVertexCount, DrawTrianglesShader panics.
//
// When a specified image is non-nil and is disposed, DrawTrianglesShader panics.
//
// If a specified uniform variable's length or type doesn't match with an expected one, DrawTrianglesShader panics.
//
// Even if a result is an invalid color as a premultiplied-alpha color, i.e. an alpha value exceeds other color values,
// the value is kept and is not clamped.
//
// When the image i is disposed, DrawTrianglesShader does nothing.
func DrawTrianglesShaderMRT(dsts [graphics.ShaderDstImageCount]*Image, vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions) {
if dsts[0] == nil || dsts[0].isDisposed() {
panic("ebiten: the first destination image given to DrawTrianglesShaderMRT must not be nil or disposed")
}
var dstImgs [graphics.ShaderDstImageCount]*ui.Image
for i, dst := range dsts {
if dst == nil {
continue
}
dst.copyCheck()
if dst.isDisposed() {
panic("ebiten: the destination images given to DrawTrianglesShaderMRT must not be disposed")
}
dstImgs[i] = dst.image
}
if shader.isDisposed() {
panic("ebiten: the given shader to DrawTrianglesShaderMRT must not be disposed")
}
if len(vertices) > graphicscommand.MaxVertexCount {
// The last part cannot be specified by indices. Just omit them.
vertices = vertices[:graphicscommand.MaxVertexCount]
}
if len(indices)%3 != 0 {
panic("ebiten: len(indices) % 3 must be 0")
}
for i, idx := range indices {
if int(idx) >= len(vertices) {
panic(fmt.Sprintf("ebiten: indices[%d] must be less than len(vertices) (%d) but was %d", i, len(vertices), idx))
}
}
if options == nil {
options = &DrawTrianglesShaderOptions{}
}
var blend graphicsdriver.Blend
if options.CompositeMode == CompositeModeCustom {
blend = options.Blend.internalBlend()
} else {
blend = options.CompositeMode.blend().internalBlend()
}
dst := dsts[0]
vs := dst.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount)
src := options.Images[0]
for i, v := range vertices {
dx, dy := dst.adjustPositionF32(v.DstX, v.DstY)
vs[i*graphics.VertexFloatCount] = dx
vs[i*graphics.VertexFloatCount+1] = dy
sx, sy := v.SrcX, v.SrcY
if src != nil {
sx, sy = src.adjustPositionF32(sx, sy)
}
vs[i*graphics.VertexFloatCount+2] = sx
vs[i*graphics.VertexFloatCount+3] = sy
vs[i*graphics.VertexFloatCount+4] = v.ColorR
vs[i*graphics.VertexFloatCount+5] = v.ColorG
vs[i*graphics.VertexFloatCount+6] = v.ColorB
vs[i*graphics.VertexFloatCount+7] = v.ColorA
}
is := make([]uint32, len(indices))
for i := range is {
is[i] = uint32(indices[i])
}
var srcImgs [graphics.ShaderSrcImageCount]*ui.Image
var imgSize image.Point
for i, img := range options.Images {
if img == nil {
continue
}
if img.isDisposed() {
panic("ebiten: the given image to DrawTrianglesShader must not be disposed")
}
if shader.unit == shaderir.Texels {
if i == 0 {
imgSize = img.Bounds().Size()
} else {
// TODO: Check imgw > 0 && imgh > 0
if img.Bounds().Size() != imgSize {
panic("ebiten: all the source images must be the same size with the rectangle")
}
}
}
srcImgs[i] = img.image
}
var srcRegions [graphics.ShaderSrcImageCount]image.Rectangle
for i, img := range options.Images {
if img == nil {
continue
}
srcRegions[i] = img.adjustedBounds()
}
for _, dst := range dsts {
dst.tmpUniforms = dst.tmpUniforms[:0]
dst.tmpUniforms = shader.appendUniforms(dst.tmpUniforms, options.Uniforms)
}
ui.DrawTrianglesMRT(dstImgs, srcImgs, vs, is, blend, dst.adjustedBounds(), srcRegions, shader.shader, dst.tmpUniforms, graphicsdriver.FillRule(options.FillRule), true, options.AntiAlias)
}
// DrawRectShaderOptions represents options for DrawRectShader.
type DrawRectShaderOptions struct {
// GeoM is a geometry matrix to draw.
@ -724,7 +853,7 @@ type DrawRectShaderOptions struct {
}
// Check the number of images.
var _ [len(DrawRectShaderOptions{}.Images)]struct{} = [graphics.ShaderImageCount]struct{}{}
var _ [len(DrawRectShaderOptions{}.Images)]struct{} = [graphics.ShaderSrcImageCount]struct{}{}
// DrawRectShader draws a rectangle with the specified width and height with the specified shader.
//
@ -771,7 +900,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
blend = options.CompositeMode.blend().internalBlend()
}
var imgs [graphics.ShaderImageCount]*ui.Image
var imgs [graphics.ShaderSrcImageCount]*ui.Image
for i, img := range options.Images {
if img == nil {
continue
@ -785,7 +914,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
imgs[i] = img.image
}
var srcRegions [graphics.ShaderImageCount]image.Rectangle
var srcRegions [graphics.ShaderSrcImageCount]image.Rectangle
for i, img := range options.Images {
if img == nil {
if shader.unit == shaderir.Pixels && i == 0 {

View File

@ -153,12 +153,12 @@ func (b *backend) extendIfNeeded(width, height int) {
// Use DrawTriangles instead of WritePixels because the image i might be stale and not have its pixels
// information.
srcs := [graphics.ShaderImageCount]*graphicscommand.Image{b.image}
srcs := [graphics.ShaderSrcImageCount]*graphicscommand.Image{b.image}
sw, sh := b.image.InternalSize()
vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, sw, sh)
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader.ensureShader(), nil, graphicsdriver.FillAll)
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader.ensureShader(), nil, graphicsdriver.FillAll)
b.image.Dispose()
b.image = newImg
@ -182,7 +182,7 @@ func newClearedImage(width, height int, screen bool) *graphicscommand.Image {
func clearImage(i *graphicscommand.Image, region image.Rectangle) {
vs := quadVertices(float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0)
is := graphics.QuadIndices()
i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.ensureShader(), nil, graphicsdriver.FillAll)
i.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderSrcImageCount]image.Rectangle{}, clearShader.ensureShader(), nil, graphicsdriver.FillAll)
}
func (b *backend) clearPixels(region image.Rectangle) {
@ -355,7 +355,7 @@ func (i *Image) ensureIsolatedFromSource(backends []*backend) {
is := graphics.QuadIndices()
dr := image.Rect(0, 0, i.width, i.height)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll)
newI.drawTriangles([graphics.ShaderSrcImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll)
newI.moveTo(i)
}
@ -385,7 +385,7 @@ func (i *Image) putOnSourceBackend(graphicsDriver graphicsdriver.Graphics) {
graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, i.width, i.height)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll)
newI.drawTriangles([graphics.ShaderSrcImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll)
newI.moveTo(i)
i.usedAsSourceCount = 0
@ -417,7 +417,7 @@ func (i *Image) regionWithPadding() image.Rectangle {
// 5: Color G
// 6: Color B
// 7: Color Y
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
backendsM.Lock()
defer backendsM.Unlock()
@ -438,7 +438,28 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
}
func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
backendsM.Lock()
defer backendsM.Unlock()
if !inFrame {
vs := make([]float32, len(vertices))
copy(vs, vertices)
is := make([]uint32, len(indices))
copy(is, indices)
us := make([]uint32, len(uniforms))
copy(us, uniforms)
appendDeferred(func() {
drawTrianglesMRT(dsts, srcs, vs, is, blend, dstRegion, srcRegions, shader, us, fillRule)
})
return
}
drawTrianglesMRT(dsts, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
}
func (i *Image) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
if len(vertices) == 0 {
return
}
@ -515,7 +536,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
srcRegions[i] = srcRegions[i].Add(r.Min)
}
var imgs [graphics.ShaderImageCount]*graphicscommand.Image
var imgs [graphics.ShaderSrcImageCount]*graphicscommand.Image
for i, src := range srcs {
if src == nil {
continue
@ -536,6 +557,113 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
}
}
func drawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
if len(vertices) == 0 {
return
}
backends := make([]*backend, 0, len(srcs))
for _, src := range srcs {
if src == nil {
continue
}
if src.backend == nil {
// It is possible to spcify i.backend as a forbidden backend, but this might prevent a good allocation for a source image.
// If the backend becomes the same as i's, i's backend will be changed at ensureIsolatedFromSource.
src.allocate(nil, true)
}
backends = append(backends, src.backend)
src.backend.sourceInThisFrame = true
}
var dstImgs [graphics.ShaderDstImageCount]*graphicscommand.Image
for i, dst := range dsts {
if dst == nil {
continue
}
dst.ensureIsolatedFromSource(backends)
dstImgs[i] = dst.backend.image
}
for _, src := range srcs {
// Compare i and source images after ensuring i is not on an atlas, or
// i and a source image might share the same atlas even though i != src.
for _, dst := range dsts {
if src != nil && dst != nil && dst.backend.image == src.backend.image {
panic("atlas: Image.DrawTriangles: source must be different from the receiver")
}
}
}
r := dsts[0].regionWithPadding()
// TODO: Check if dstRegion does not to violate the region.
dstRegion = dstRegion.Add(r.Min)
dx, dy := float32(r.Min.X), float32(r.Min.Y)
var oxf, oyf float32
if srcs[0] != nil {
r := srcs[0].regionWithPadding()
oxf, oyf = float32(r.Min.X), float32(r.Min.Y)
n := len(vertices)
for i := 0; i < n; i += graphics.VertexFloatCount {
vertices[i] += dx
vertices[i+1] += dy
vertices[i+2] += oxf
vertices[i+3] += oyf
}
if shader.ir.Unit == shaderir.Texels {
sw, sh := srcs[0].backend.image.InternalSize()
swf, shf := float32(sw), float32(sh)
for i := 0; i < n; i += graphics.VertexFloatCount {
vertices[i+2] /= swf
vertices[i+3] /= shf
}
}
} else {
n := len(vertices)
for i := 0; i < n; i += graphics.VertexFloatCount {
vertices[i] += dx
vertices[i+1] += dy
}
}
for i, src := range srcs {
if src == nil {
continue
}
// A source region can be deliberately empty when this is not needed in order to avoid unexpected
// performance issue (#1293).
if srcRegions[i].Empty() {
continue
}
r := src.regionWithPadding()
srcRegions[i] = srcRegions[i].Add(r.Min)
}
var srcImgs [graphics.ShaderSrcImageCount]*graphicscommand.Image
for i, src := range srcs {
if src == nil {
continue
}
srcImgs[i] = src.backend.image
}
graphicscommand.DrawTrianglesMRT(dstImgs, srcImgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, fillRule)
for _, src := range srcs {
if src == nil {
continue
}
if !src.isOnSourceBackend() && src.canBePutOnAtlas() {
// src might already registered, but assigning it again is not harmful.
imagesToPutOnSourceBackend.add(src)
}
}
}
// WritePixels replaces the pixels on the image.
func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
backendsM.Lock()

View File

@ -105,7 +105,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
vs := quadVertices(size/2, size/2, size/4, size/4, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, size, size)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img4.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img4.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -113,7 +113,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
// img5 is not allocated now, but is allocated at DrawTriangles.
vs = quadVertices(0, 0, size/2, size/2, 1)
dr = image.Rect(0, 0, size/2, size/2)
img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img3.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -147,7 +147,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
// Check further drawing doesn't cause panic.
// This bug was fixed by 03dcd948.
vs = quadVertices(0, 0, size/2, size/2, 1)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img4.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
}
func TestReputOnSourceBackend(t *testing.T) {
@ -191,7 +191,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Render onto img1. The count should not matter.
for i := 0; i < 5; i++ {
vs := quadVertices(size, size, 0, 0, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img1.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -203,7 +203,7 @@ func TestReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -211,7 +211,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Finally, img1 is on a source backend.
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -240,7 +240,7 @@ func TestReputOnSourceBackend(t *testing.T) {
}
vs = quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -270,7 +270,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Use img1 as a render target again. The count should not matter.
for i := 0; i < 5; i++ {
vs := quadVertices(size, size, 0, 0, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img1.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -282,7 +282,7 @@ func TestReputOnSourceBackend(t *testing.T) {
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
img1.WritePixels(make([]byte, 4*size*size), image.Rect(0, 0, size, size))
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -291,7 +291,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// img1 is not on an atlas due to WritePixels.
vs = quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -300,7 +300,7 @@ func TestReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -403,7 +403,7 @@ func TestWritePixelsAfterDrawTriangles(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst.WritePixels(pix, image.Rect(0, 0, w, h))
pix = make([]byte, 4*w*h)
@ -450,7 +450,7 @@ func TestSmallImages(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
pix = make([]byte, 4*w*h)
ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h))
@ -497,7 +497,7 @@ func TestLongImages(t *testing.T) {
vs := quadVertices(w, h, 0, 0, scale)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, dstW, dstH)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
pix = make([]byte, 4*dstW*dstH)
ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, dstW, dstH))
@ -613,7 +613,7 @@ func TestDeallocatedAndReputOnSourceBackend(t *testing.T) {
vs := quadVertices(size, size, 0, 0, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, size, size)
src.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
src.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -622,7 +622,7 @@ func TestDeallocatedAndReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend/2; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -656,7 +656,7 @@ func TestImageIsNotReputOnSourceBackendWithoutUsingAsSource(t *testing.T) {
// Call DrawTriangles multiple times.
// The number of DrawTriangles doesn't matter as long as these are called in one frame.
for i := 0; i < 2; i++ {
src2.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
src2.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
}
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
@ -675,7 +675,7 @@ func TestImageIsNotReputOnSourceBackendWithoutUsingAsSource(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -801,14 +801,14 @@ func TestDestinationCountOverflow(t *testing.T) {
// Use dst0 as a destination for a while.
for i := 0; i < 31; i++ {
dst0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
}
// Use dst0 as a source for a while.
// As dst0 is used as a destination too many times (31 is a maximum), dst0's backend should never be a source backend.
for i := 0; i < 100; i++ {
dst1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{dst0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst1.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{dst0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
if dst0.IsOnSourceBackendForTesting() {
t.Errorf("dst0 cannot be on a source backend: %d", i)
@ -834,7 +834,7 @@ func TestIteratingImagesToPutOnSourceBackend(t *testing.T) {
is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h)
for _, img := range srcs {
img.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
img.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
}
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
@ -842,7 +842,7 @@ func TestIteratingImagesToPutOnSourceBackend(t *testing.T) {
// Check iterating the registered image works correctly.
for i := 0; i < 100; i++ {
for _, src := range srcs {
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
}
atlas.PutImagesOnSourceBackendForTesting(ui.Get().GraphicsDriverForTesting())
}

View File

@ -37,12 +37,12 @@ func TestShaderFillTwice(t *testing.T) {
dr := image.Rect(0, 0, w, h)
g := ui.Get().GraphicsDriverForTesting()
s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s0, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s0, nil, graphicsdriver.FillAll)
// Vertices must be recreated (#1755)
vs = quadVertices(w, h, 0, 0, 1)
s1 := atlas.NewShader(etesting.ShaderProgramFill(0x80, 0x80, 0x80, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s1, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s1, nil, graphicsdriver.FillAll)
pix := make([]byte, 4*w*h)
ok, err := dst.ReadPixels(g, pix, image.Rect(0, 0, w, h))
@ -69,11 +69,11 @@ func TestImageDrawTwice(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
// Vertices must be recreated (#1755)
vs = quadVertices(w, h, 0, 0, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
pix := make([]byte, 4*w*h)
ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h))
@ -97,7 +97,7 @@ func TestGCShader(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillAll)
// Ensure other objects are GCed, as GC appends deferred functions for collected objects.
ensureGC()

View File

@ -183,7 +183,7 @@ func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
// DrawTriangles draws the src image with the given vertices.
//
// Copying vertices and indices is the caller's responsibility.
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
for _, src := range srcs {
if i == src {
panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
@ -197,7 +197,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
i.syncPixelsIfNeeded()
var imgs [graphics.ShaderImageCount]*atlas.Image
var imgs [graphics.ShaderSrcImageCount]*atlas.Image
for i, img := range srcs {
if img == nil {
continue
@ -211,6 +211,45 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
i.pixels = nil
}
func DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
for _, src := range srcs {
for _, dst := range dsts {
if dst == src {
panic("buffered: DrawTrianglesMRT: source images must be different from the destination")
}
}
if src != nil {
// src's pixels have to be synced between CPU and GPU,
// but doesn't have to be cleared since src is not modified in this function.
src.syncPixelsIfNeeded()
}
}
var dstImgs [graphics.ShaderDstImageCount]*atlas.Image
for i, dst := range dsts {
if dst == nil {
continue
}
dst.syncPixelsIfNeeded()
dstImgs[i] = dst.img
}
var srcImgs [graphics.ShaderSrcImageCount]*atlas.Image
for i, src := range srcs {
if src == nil {
continue
}
srcImgs[i] = src.img
}
atlas.DrawTrianglesMRT(dstImgs, srcImgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
// After rendering, the pixel cache is no longer valid.
for _, dst := range dsts {
dst.pixels = nil
}
}
// syncPixelsIfNeeded syncs the pixels between CPU and GPU.
// After syncPixelsIfNeeded, dotsBuffer is cleared, but pixels might remain.
func (i *Image) syncPixelsIfNeeded() {
@ -289,10 +328,10 @@ func (i *Image) syncPixelsIfNeeded() {
idx++
}
srcs := [graphics.ShaderImageCount]*atlas.Image{whiteImage.img}
srcs := [graphics.ShaderSrcImageCount]*atlas.Image{whiteImage.img}
dr := image.Rect(0, 0, i.width, i.height)
blend := graphicsdriver.BlendCopy
i.img.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
i.img.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
// TODO: Use clear if Go 1.21 is available.
for pos := range i.dotsBuffer {

View File

@ -55,8 +55,8 @@ func TestUnsyncedPixels(t *testing.T) {
graphics.QuadVertices(vs, 0, 0, 16, 16, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, 16, 16)
sr := [graphics.ShaderImageCount]image.Rectangle{image.Rect(0, 0, 16, 16)}
dst.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, sr, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
sr := [graphics.ShaderSrcImageCount]image.Rectangle{image.Rect(0, 0, 16, 16)}
dst.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, sr, atlas.NearestFilterShader, nil, graphicsdriver.FillAll)
// Check the result is correct.
var got [4]byte

View File

@ -89,9 +89,9 @@ var __imageSrcRegionSizes [%[1]d]vec2
func imageSrcRegionOnTexture() (vec2, vec2) {
return __imageSrcRegionOrigins[0], __imageSrcRegionSizes[0]
}
`, ShaderImageCount)
`, ShaderSrcImageCount)
for i := 0; i < ShaderImageCount; i++ {
for i := 0; i < ShaderSrcImageCount; i++ {
shaderSuffix += fmt.Sprintf(`
// imageSrc%[1]dOrigin returns the source image's region origin on its texture.
// The unit is the source texture's pixel or texel.
@ -179,7 +179,7 @@ func CompileShader(src []byte) (*shaderir.Program, error) {
vert = "__vertex"
frag = "Fragment"
)
ir, err := shader.Compile(buf.Bytes(), vert, frag, ShaderImageCount)
ir, err := shader.Compile(buf.Bytes(), vert, frag, ShaderSrcImageCount)
if err != nil {
return nil, err
}

View File

@ -15,7 +15,8 @@
package graphics
const (
ShaderImageCount = 4
ShaderSrcImageCount = 4
ShaderDstImageCount = 4
// PreservedUniformVariablesCount represents the number of preserved uniform variables.
// Any shaders in Ebitengine must have these uniform variables.
@ -30,11 +31,11 @@ const (
ProjectionMatrixUniformVariableIndex = 6
PreservedUniformUint32Count = 2 + // the destination texture size
2*ShaderImageCount + // the source texture sizes array
2*ShaderSrcImageCount + // the source texture sizes array
2 + // the destination image region origin
2 + // the destination image region size
2*ShaderImageCount + // the source image region origins array
2*ShaderImageCount + // the source image region sizes array
2*ShaderSrcImageCount + // the source image region origins array
2*ShaderSrcImageCount + // the source image region sizes array
16 // the projection matrix
)

View File

@ -61,8 +61,8 @@ func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
// drawTrianglesCommand represents a drawing command to draw an image on another image.
type drawTrianglesCommand struct {
dst *Image
srcs [graphics.ShaderImageCount]*Image
dsts [graphics.ShaderDstImageCount]*Image
srcs [graphics.ShaderSrcImageCount]*Image
vertices []float32
blend graphicsdriver.Blend
dstRegions []graphicsdriver.DstRegion
@ -81,12 +81,19 @@ func (c *drawTrianglesCommand) String() string {
c.blend.BlendOperationRGB,
c.blend.BlendOperationAlpha)
dst := fmt.Sprintf("%d", c.dst.id)
if c.dst.screen {
dst += " (screen)"
var dststrs [graphics.ShaderDstImageCount]string
for i, dst := range c.dsts {
if dst == nil {
dststrs[i] = "(nil)"
continue
}
dststrs[i] = fmt.Sprintf("%d", dst.id)
if dst.screen {
dststrs[i] += " (screen)"
}
}
var srcstrs [graphics.ShaderImageCount]string
var srcstrs [graphics.ShaderSrcImageCount]string
for i, src := range c.srcs {
if src == nil {
srcstrs[i] = "(nil)"
@ -98,7 +105,7 @@ func (c *drawTrianglesCommand) String() string {
}
}
return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
return fmt.Sprintf("draw-triangles: dst: [%s] <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", strings.Join(dststrs[:], ", "), strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
}
// Exec executes the drawTrianglesCommand.
@ -108,16 +115,25 @@ func (c *drawTrianglesCommand) Exec(commandQueue *commandQueue, graphicsDriver g
return nil
}
var imgs [graphics.ShaderImageCount]graphicsdriver.ImageID
for i, src := range c.srcs {
if src == nil {
imgs[i] = graphicsdriver.InvalidImageID
var dsts [graphics.ShaderDstImageCount]graphicsdriver.ImageID
for i, dst := range c.dsts {
if dst == nil {
dsts[i] = graphicsdriver.InvalidImageID
continue
}
imgs[i] = src.image.ID()
dsts[i] = dst.image.ID()
}
return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule)
var srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID
for i, src := range c.srcs {
if src == nil {
srcs[i] = graphicsdriver.InvalidImageID
continue
}
srcs[i] = src.image.ID()
}
return graphicsDriver.DrawTriangles(dsts, srcs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule)
}
func (c *drawTrianglesCommand) NeedsSync() bool {
@ -142,7 +158,7 @@ func (c *drawTrianglesCommand) setVertices(vertices []float32) {
// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
// with the drawTrianglesCommand c.
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
if c.shader != shader {
return false
}
@ -154,7 +170,7 @@ func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs
return false
}
}
if c.dst != dst {
if c.dsts != dsts {
return false
}
if c.srcs != srcs {

View File

@ -105,7 +105,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func (q *commandQueue) EnqueueDrawTrianglesCommand(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
if len(vertices) > maxVertexFloatCount {
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices)))
}
@ -125,7 +125,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
// prependPreservedUniforms not only prepends values to the given slice but also creates a new slice.
// Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far.
// TODO: This might cause a performance issue (#2601).
uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
uniforms = q.prependPreservedUniforms(uniforms, shader, dsts, srcs, dstRegion, srcRegions)
// Remove unused uniform variables so that more commands can be merged.
shader.ir.FilterUniformVariables(uniforms)
@ -133,7 +133,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
// TODO: If dst is the screen, reorder the command to be the last.
if !split && 0 < len(q.commands) {
if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok {
if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, blend, shader, uniforms, fillRule) {
if last.CanMergeWithDrawTrianglesCommand(dsts, srcs, vertices, blend, shader, uniforms, fillRule) {
last.setVertices(q.lastVertices(len(vertices) + last.numVertices()))
if last.dstRegions[len(last.dstRegions)-1].Region == dstRegion {
last.dstRegions[len(last.dstRegions)-1].IndexCount += len(indices)
@ -149,7 +149,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
}
c := q.drawTrianglesCommandPool.get()
c.dst = dst
c.dsts = dsts
c.srcs = srcs
c.vertices = q.lastVertices(len(vertices))
c.blend = blend
@ -324,18 +324,18 @@ func imageRectangleToRectangleF32(r image.Rectangle) rectangleF32 {
}
}
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle) []uint32 {
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
origUniforms := uniforms
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
// Set the destination texture size.
dw, dh := dst.InternalSize()
dw, dh := dsts[0].InternalSize()
uniforms[0] = math.Float32bits(float32(dw))
uniforms[1] = math.Float32bits(float32(dh))
uniformIndex := 2
for i := 0; i < graphics.ShaderImageCount; i++ {
for i := 0; i < graphics.ShaderSrcImageCount; i++ {
var floatW, floatH uint32
if srcs[i] != nil {
w, h := srcs[i].InternalSize()
@ -346,7 +346,7 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
uniforms[uniformIndex+i*2] = floatW
uniforms[uniformIndex+1+i*2] = floatH
}
uniformIndex += graphics.ShaderImageCount * 2
uniformIndex += graphics.ShaderSrcImageCount * 2
dr := imageRectangleToRectangleF32(dstRegion)
if shader.unit() == shaderir.Texels {
@ -366,7 +366,7 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
uniforms[uniformIndex+1] = math.Float32bits(dr.height)
uniformIndex += 2
var srs [graphics.ShaderImageCount]rectangleF32
var srs [graphics.ShaderSrcImageCount]rectangleF32
for i, r := range srcRegions {
srs[i] = imageRectangleToRectangleF32(r)
}
@ -384,18 +384,18 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
}
// Set the source region origins.
for i := 0; i < graphics.ShaderImageCount; i++ {
for i := 0; i < graphics.ShaderSrcImageCount; i++ {
uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].x)
uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].y)
}
uniformIndex += graphics.ShaderImageCount * 2
uniformIndex += graphics.ShaderSrcImageCount * 2
// Set the source region sizes.
for i := 0; i < graphics.ShaderImageCount; i++ {
for i := 0; i < graphics.ShaderSrcImageCount; i++ {
uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].width)
uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].height)
}
uniformIndex += graphics.ShaderImageCount * 2
uniformIndex += graphics.ShaderSrcImageCount * 2
// Set the projection matrix.
uniforms[uniformIndex] = math.Float32bits(2 / float32(dw))
@ -469,11 +469,11 @@ func (c *commandQueueManager) putCommandQueue(commandQueue *commandQueue) {
c.pool.put(commandQueue)
}
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
if c.current == nil {
c.current, _ = c.pool.get()
}
c.current.EnqueueDrawTrianglesCommand(dst, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
c.current.EnqueueDrawTrianglesCommand(dsts, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
}
func (c *commandQueueManager) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {

View File

@ -130,7 +130,7 @@ func (i *Image) InternalSize() (int, int) {
//
// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
// elements for the source image are not used.
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
for _, src := range srcs {
if src == nil {
continue
@ -142,7 +142,45 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
}
i.flushBufferedWritePixels()
theCommandQueueManager.enqueueDrawTrianglesCommand(i, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
theCommandQueueManager.enqueueDrawTrianglesCommand([graphics.ShaderDstImageCount]*Image{i}, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
}
// DrawTriangles draws triangles with the given image.
//
// The vertex floats are:
//
// 0: Destination X in pixels
// 1: Destination Y in pixels
// 2: Source X in texels
// 3: Source Y in texels
// 4: Color R [0.0-1.0]
// 5: Color G
// 6: Color B
// 7: Color Y
//
// src and shader are exclusive and only either is non-nil.
//
// The elements that index is in between 2 and 7 are used for the source images.
// The source image is 1) src argument if non-nil, or 2) an image value in the uniform variables if it exists.
// If there are multiple images in the uniform variables, the smallest ID's value is adopted.
//
// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
// elements for the source image are not used.
func DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
for _, src := range srcs {
if src == nil {
continue
}
if src.screen {
panic("graphicscommand: the screen image cannot be the rendering des")
}
src.flushBufferedWritePixels()
}
for _, dst := range dsts {
dst.flushBufferedWritePixels()
}
theCommandQueueManager.enqueueDrawTrianglesCommand(dsts, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
}
// ReadPixels reads the image's pixels.

View File

@ -59,7 +59,7 @@ func TestClear(t *testing.T) {
vs := quadVertices(w/2, h/2)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), []graphicsdriver.PixelsArgs{
@ -90,8 +90,8 @@ func TestWritePixelsPartAfterDrawTriangles(t *testing.T) {
vs := quadVertices(w/2, h/2)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll)
bs := graphics.NewManagedBytes(4, func(bs []byte) {
for i := range bs {
bs[i] = 0
@ -109,11 +109,11 @@ func TestShader(t *testing.T) {
vs := quadVertices(w, h)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll)
g := ui.Get().GraphicsDriverForTesting()
s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillAll)
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillAll)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(g, []graphicsdriver.PixelsArgs{

View File

@ -515,14 +515,14 @@ func (g *graphics11) removeShader(s *shader11) {
delete(g.shaders, s.id)
}
func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
func (g *graphics11) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
// Remove bound textures first. This is needed to avoid warnings on the debugger.
g.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{nil}, nil)
srvs := [graphics.ShaderImageCount]*_ID3D11ShaderResourceView{}
srvs := [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView{}
g.deviceContext.PSSetShaderResources(0, srvs[:])
dst := g.images[dstID]
var srcs [graphics.ShaderImageCount]*image11
dst := g.images[dstIDs[0]] // TODO: handle array
var srcs [graphics.ShaderSrcImageCount]*image11
for i, id := range srcIDs {
img := g.images[id]
if img == nil {

View File

@ -1082,7 +1082,7 @@ func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader
return s, nil
}
func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
func (g *graphics12) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("directx: shader ID is invalid")
}
@ -1103,13 +1103,13 @@ func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.
g.pipelineStates.releaseConstantBuffers(g.frameIndex)
}
dst := g.images[dstID]
dst := g.images[dstIDs[0]] // TODO: handle array
var resourceBarriers []_D3D12_RESOURCE_BARRIER_Transition
if rb, ok := dst.transiteState(_D3D12_RESOURCE_STATE_RENDER_TARGET); ok {
resourceBarriers = append(resourceBarriers, rb)
}
var srcImages [graphics.ShaderImageCount]*image12
var srcImages [graphics.ShaderSrcImageCount]*image12
for i, srcID := range srcs {
src := g.images[srcID]
if src == nil {

View File

@ -128,7 +128,7 @@ type pipelineStates struct {
constantBufferMaps [frameCount][]uintptr
}
const numConstantBufferAndSourceTextures = 1 + graphics.ShaderImageCount
const numConstantBufferAndSourceTextures = 1 + graphics.ShaderSrcImageCount
func (p *pipelineStates) initialize(device *_ID3D12Device) (ferr error) {
// Create a CBV/SRV/UAV descriptor heap.
@ -180,7 +180,7 @@ func (p *pipelineStates) initialize(device *_ID3D12Device) (ferr error) {
return nil
}
func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, screen bool, srcs [graphics.ShaderImageCount]*image12, shader *shader12, dstRegions []graphicsdriver.DstRegion, uniforms []uint32, blend graphicsdriver.Blend, indexOffset int, fillRule graphicsdriver.FillRule) error {
func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, screen bool, srcs [graphics.ShaderSrcImageCount]*image12, shader *shader12, dstRegions []graphicsdriver.DstRegion, uniforms []uint32, blend graphicsdriver.Blend, indexOffset int, fillRule graphicsdriver.FillRule) error {
idx := len(p.constantBuffers[frameIndex])
if idx >= numDescriptorsPerFrame {
return fmt.Errorf("directx: too many constant buffers")
@ -354,7 +354,7 @@ func (p *pipelineStates) ensureRootSignature(device *_ID3D12Device) (rootSignatu
}
srv := _D3D12_DESCRIPTOR_RANGE{
RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SRV, // t0
NumDescriptors: graphics.ShaderImageCount,
NumDescriptors: graphics.ShaderSrcImageCount,
BaseShaderRegister: 0,
RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: 1,

View File

@ -78,7 +78,7 @@ func (s *shader11) disposeImpl() {
}
}
func (s *shader11) use(uniforms []uint32, srcs [graphics.ShaderImageCount]*image11) error {
func (s *shader11) use(uniforms []uint32, srcs [graphics.ShaderSrcImageCount]*image11) error {
vs, err := s.ensureVertexShader()
if err != nil {
return err
@ -114,7 +114,7 @@ func (s *shader11) use(uniforms []uint32, srcs [graphics.ShaderImageCount]*image
s.graphics.deviceContext.Unmap(unsafe.Pointer(cb), 0)
// Set the render sources.
var srvs [graphics.ShaderImageCount]*_ID3D11ShaderResourceView
var srvs [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView
for i, src := range srcs {
if src == nil {
continue

View File

@ -68,7 +68,7 @@ type Graphics interface {
NewShader(program *shaderir.Program) (Shader, error)
// DrawTriangles draws an image onto another image with the given parameters.
DrawTriangles(dst ImageID, srcs [graphics.ShaderImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms []uint32, fillRule FillRule) error
DrawTriangles(dsts [graphics.ShaderDstImageCount]ImageID, srcs [graphics.ShaderSrcImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms []uint32, fillRule FillRule) error
}
type Resetter interface {

View File

@ -293,6 +293,14 @@ func (d *DebugContext) DisableVertexAttribArray(arg0 uint32) {
}
}
func (d *DebugContext) DrawBuffers(arg0 []uint32) {
d.Context.DrawBuffers(arg0)
fmt.Fprintln(os.Stderr, "DrawBuffers")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DrawBuffers", e))
}
}
func (d *DebugContext) DrawElements(arg0 uint32, arg1 int32, arg2 uint32, arg3 int) {
d.Context.DrawElements(arg0, arg1, arg2, arg3)
fmt.Fprintln(os.Stderr, "DrawElements")

View File

@ -51,6 +51,7 @@ type defaultContext struct {
gpDeleteVertexArrays uintptr
gpDisable uintptr
gpDisableVertexAttribArray uintptr
gpDrawBuffers uintptr
gpDrawElements uintptr
gpEnable uintptr
gpEnableVertexAttribArray uintptr
@ -269,6 +270,10 @@ func (c *defaultContext) DrawElements(mode uint32, count int32, xtype uint32, of
purego.SyscallN(c.gpDrawElements, uintptr(mode), uintptr(count), uintptr(xtype), uintptr(offset))
}
func (c *defaultContext) DrawBuffers(buffers []uint32) {
purego.SyscallN(c.gpDrawBuffers, uintptr(len(buffers)), uintptr(unsafe.Pointer(&buffers[0])))
}
func (c *defaultContext) Enable(cap uint32) {
purego.SyscallN(c.gpEnable, uintptr(cap))
}
@ -501,6 +506,7 @@ func (c *defaultContext) LoadFunctions() error {
c.gpDeleteVertexArrays = g.get("glDeleteVertexArrays")
c.gpDisable = g.get("glDisable")
c.gpDisableVertexAttribArray = g.get("glDisableVertexAttribArray")
c.gpDrawBuffers = g.get("glDrawBuffers")
c.gpDrawElements = g.get("glDrawElements")
c.gpEnable = g.get("glEnable")
c.gpEnableVertexAttribArray = g.get("glEnableVertexAttribArray")

View File

@ -60,6 +60,7 @@ type Context interface {
Disable(cap uint32)
DisableVertexAttribArray(index uint32)
DrawElements(mode uint32, count int32, xtype uint32, offset int)
DrawBuffers(buffers []uint32)
Enable(cap uint32)
EnableVertexAttribArray(index uint32)
Flush()

View File

@ -45,8 +45,9 @@ type Graphics struct {
// drawCalled is true just after Draw is called. This holds true until WritePixels is called.
drawCalled bool
uniformVariableNameCache map[int]string
textureVariableNameCache map[int]string
uniformVariableNameCache map[int]string
textureVariableNameCache map[int]string
colorBufferVariableNameCache map[int]string
uniformVars []uniformVariable
@ -198,18 +199,47 @@ func (g *Graphics) uniformVariableName(idx int) string {
return name
}
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
func (g *Graphics) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
if shaderID == graphicsdriver.InvalidShaderID {
return fmt.Errorf("opengl: shader ID is invalid")
}
destination := g.images[dstID]
g.drawCalled = true
if err := destination.setViewport(); err != nil {
return err
dstCount := 0
var destinations [graphics.ShaderDstImageCount]*Image
for i, dstID := range dstIDs {
if dstID == graphicsdriver.InvalidImageID {
continue
}
dst := g.images[dstIDs[i]]
if dst == nil {
continue
}
if err := dst.setViewport(); err != nil {
return err
}
destinations[i] = dst
dstCount++
}
if dstCount == 0 {
return nil
}
// Color attachments
var attached []uint32
for i, dst := range destinations {
if dst == nil {
continue
}
if dstCount > 1 {
//fmt.Println("id:", dst.texture, "ok:", dst.id, "regions:", len(dstRegions))
}
attached = append(attached, uint32(gl.COLOR_ATTACHMENT0+i))
g.context.ctx.FramebufferTexture2D(gl.FRAMEBUFFER, uint32(gl.COLOR_ATTACHMENT0+i), gl.TEXTURE_2D, uint32(dst.texture), 0)
}
g.context.ctx.DrawBuffers(attached)
g.context.blend(blend)
shader := g.shaders[shaderID]
@ -232,7 +262,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
}
// In OpenGL, the NDC's Y direction is upward, so flip the Y direction for the final framebuffer.
if destination.screen {
if dstCount == 1 && destinations[0] != nil && destinations[0].screen {
const idx = graphics.ProjectionMatrixUniformVariableIndex
// Invert the sign bits as float32 values.
g.uniformVars[idx].value[1] ^= 1 << 31
@ -241,7 +271,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
g.uniformVars[idx].value[13] ^= 1 << 31
}
var imgs [graphics.ShaderImageCount]textureVariable
var imgs [graphics.ShaderSrcImageCount]textureVariable
for i, srcID := range srcIDs {
if srcID == graphicsdriver.InvalidImageID {
continue
@ -260,8 +290,13 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
g.uniformVars = g.uniformVars[:0]
if fillRule != graphicsdriver.FillAll {
if err := destination.ensureStencilBuffer(); err != nil {
return err
for _, dst := range destinations {
if dst == nil {
continue
}
if err := dst.ensureStencilBuffer(); err != nil {
return err
}
}
g.context.ctx.Enable(gl.STENCIL_TEST)
}
@ -273,6 +308,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
int32(dstRegion.Region.Dx()),
int32(dstRegion.Region.Dy()),
)
switch fillRule {
case graphicsdriver.NonZero:
g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT)
@ -280,6 +316,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
g.context.ctx.StencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.INCR_WRAP)
g.context.ctx.StencilOpSeparate(gl.BACK, gl.KEEP, gl.KEEP, gl.DECR_WRAP)
g.context.ctx.ColorMask(false, false, false, false)
g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_INT, indexOffset*int(unsafe.Sizeof(uint32(0))))
case graphicsdriver.EvenOdd:
g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT)

View File

@ -258,8 +258,20 @@ func (g *Graphics) textureVariableName(idx int) string {
return name
}
func (g *Graphics) colorBufferVariableName(idx int) string {
if v, ok := g.colorBufferVariableNameCache[idx]; ok {
return v
}
if g.colorBufferVariableNameCache == nil {
g.colorBufferVariableNameCache = map[int]string{}
}
name := fmt.Sprintf("gl_FragData[%d]", idx)
g.colorBufferVariableNameCache[idx] = name
return name
}
// useProgram uses the program (programTexture).
func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderImageCount]textureVariable) error {
func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderSrcImageCount]textureVariable) error {
if g.state.lastProgram != program {
g.context.ctx.UseProgram(uint32(program))

View File

@ -65,7 +65,7 @@ func (m *Mipmap) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byt
return m.orig.ReadPixels(graphicsDriver, pixels, region)
}
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool) {
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool) {
if len(indices) == 0 {
return
}
@ -103,7 +103,7 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices
}
}
var imgs [graphics.ShaderImageCount]*buffered.Image
var imgs [graphics.ShaderSrcImageCount]*buffered.Image
for i, src := range srcs {
if src == nil {
continue
@ -127,6 +127,78 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices
m.deallocateMipmaps()
}
func DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Mipmap, srcs [graphics.ShaderSrcImageCount]*Mipmap, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool) {
if len(indices) == 0 {
return
}
level := 0
// TODO: Do we need to check all the sources' states of being volatile?
if !canSkipMipmap && srcs[0] != nil && canUseMipmap(srcs[0].imageType) {
level = math.MaxInt32
for i := 0; i < len(indices)/3; i++ {
const n = graphics.VertexFloatCount
dx0 := vertices[n*indices[3*i]+0]
dy0 := vertices[n*indices[3*i]+1]
sx0 := vertices[n*indices[3*i]+2]
sy0 := vertices[n*indices[3*i]+3]
dx1 := vertices[n*indices[3*i+1]+0]
dy1 := vertices[n*indices[3*i+1]+1]
sx1 := vertices[n*indices[3*i+1]+2]
sy1 := vertices[n*indices[3*i+1]+3]
dx2 := vertices[n*indices[3*i+2]+0]
dy2 := vertices[n*indices[3*i+2]+1]
sx2 := vertices[n*indices[3*i+2]+2]
sy2 := vertices[n*indices[3*i+2]+3]
if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
level = l
}
if l := mipmapLevelFromDistance(dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2); level > l {
level = l
}
if l := mipmapLevelFromDistance(dx2, dy2, dx0, dy0, sx2, sy2, sx0, sy0); level > l {
level = l
}
}
if level == math.MaxInt32 {
panic("mipmap: level must be calculated at least once but not")
}
}
var dstImgs [graphics.ShaderDstImageCount]*buffered.Image
for i, dst := range dsts {
if dst == nil {
continue
}
dstImgs[i] = dst.orig
}
var srcImgs [graphics.ShaderSrcImageCount]*buffered.Image
for i, src := range srcs {
if src == nil {
continue
}
if level != 0 {
if img := src.level(level); img != nil {
const n = graphics.VertexFloatCount
s := float32(pow2(level))
for i := 0; i < len(vertices)/n; i++ {
vertices[i*n+2] /= s
vertices[i*n+3] /= s
}
srcImgs[i] = img
continue
}
}
srcImgs[i] = src.orig
}
buffered.DrawTrianglesMRT(dstImgs, srcImgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
for _, dst := range dsts {
dst.deallocateMipmaps()
}
}
func (m *Mipmap) setImg(level int, img *buffered.Image) {
if m.imgs == nil {
m.imgs = map[int]*buffered.Image{}
@ -187,7 +259,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
s := buffered.NewImage(w2, h2, m.imageType)
dstRegion := image.Rect(0, 0, w2, h2)
s.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, shader, nil, graphicsdriver.FillAll)
s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, shader, nil, graphicsdriver.FillAll)
m.setImg(level, s)
return m.imgs[level]

View File

@ -215,6 +215,7 @@ func Compile(src []byte, vertexEntry, fragmentEntry string, textureCount int) (*
// TODO: Make a call graph and reorder the elements.
s.ir.TextureCount = textureCount
return &s.ir, nil
}
@ -741,8 +742,9 @@ func (cs *compileState) parseFuncParams(block *block, fname string, d *ast.FuncD
}
// If there is only one returning value, it is treated as a returning value.
// Only if not the fragment entrypoint.
// An array cannot be a returning value, especially for HLSL (#2923).
if len(out) == 1 && out[0].name == "" && out[0].typ.Main != shaderir.Array {
if fname != cs.fragmentEntry && len(out) == 1 && out[0].name == "" && out[0].typ.Main != shaderir.Array {
ret = out[0].typ
out = nil
}
@ -820,10 +822,13 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) (function, bool
return function{}, false
}
if len(outParams) != 0 || returnType.Main != shaderir.Vec4 {
cs.addError(d.Pos(), "fragment entry point must have one returning vec4 value for a color")
// The first out-param is treated as gl_FragColor in GLSL.
if outParams[0].typ.Main != shaderir.Vec4 {
cs.addError(d.Pos(), "fragment entry point must have at least one returning vec4 value for a color")
return function{}, false
}
// Adjust the number of textures to write to
cs.ir.ColorsOutCount = len(outParams)
if cs.varyingParsed {
checkVaryings(inParams[1:])

View File

@ -87,8 +87,7 @@ precision highp int;
#define mediump
#define highp
#endif
out vec4 fragColor;`
`
if version == GLSLVersionDefault {
prelude += "\n\n" + utilFunctions
}
@ -420,7 +419,7 @@ func (c *compileContext) localVariableName(p *shaderir.Program, topBlock *shader
case idx < nv+1:
return fmt.Sprintf("V%d", idx-1)
default:
return fmt.Sprintf("l%d", idx-(nv+1))
return fmt.Sprintf("gl_FragData[%d]", idx-(nv+1))
}
default:
return fmt.Sprintf("l%d", idx)
@ -595,7 +594,7 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
case shaderir.Return:
switch {
case topBlock == p.FragmentFunc.Block:
lines = append(lines, fmt.Sprintf("%sfragColor = %s;", idt, expr(&s.Exprs[0])))
lines = append(lines, fmt.Sprintf("%s%s;", idt, expr(&s.Exprs[0])))
// The 'return' statement is not required so far, as the fragment entrypoint has only one sentence so far. See adjustProgram implementation.
case len(s.Exprs) == 0:
lines = append(lines, idt+"return;")
@ -645,15 +644,20 @@ func adjustProgram(p *shaderir.Program) *shaderir.Program {
Main: shaderir.Vec4, // gl_FragCoord
}
copy(inParams[1:], newP.Varyings)
// Out parameters of a fragment func are colors
outParams := make([]shaderir.Type, p.ColorsOutCount)
for i := range outParams {
outParams[i] = shaderir.Type{
Main: shaderir.Vec4,
}
}
newP.FragmentFunc.Block.LocalVarIndexOffset += (p.ColorsOutCount-1)
newP.Funcs = append(newP.Funcs, shaderir.Func{
Index: funcIdx,
InParams: inParams,
OutParams: nil,
Return: shaderir.Type{
Main: shaderir.Vec4,
},
Block: newP.FragmentFunc.Block,
OutParams: outParams,
Block: newP.FragmentFunc.Block,
})
// Create an AST to call the new function.
@ -663,7 +667,7 @@ func adjustProgram(p *shaderir.Program) *shaderir.Program {
Index: funcIdx,
},
}
for i := 0; i < 1+len(newP.Varyings); i++ {
for i := 0; i < 1+len(newP.Varyings)+p.ColorsOutCount; i++ {
call = append(call, shaderir.Expr{
Type: shaderir.LocalVariable,
Index: i,

View File

@ -30,15 +30,16 @@ const (
)
type Program struct {
UniformNames []string
Uniforms []Type
TextureCount int
Attributes []Type
Varyings []Type
Funcs []Func
VertexFunc VertexFunc
FragmentFunc FragmentFunc
Unit Unit
UniformNames []string
Uniforms []Type
TextureCount int
ColorsOutCount int
Attributes []Type
Varyings []Type
Funcs []Func
VertexFunc VertexFunc
FragmentFunc FragmentFunc
Unit Unit
uniformFactors []uint32
}

View File

@ -77,7 +77,7 @@ func (i *Image) Deallocate() {
i.mipmap.Deallocate()
}
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool, antialias bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool, antialias bool) {
if i.modifyCallback != nil {
i.modifyCallback()
}
@ -104,7 +104,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
i.flushBufferIfNeeded()
var srcMipmaps [graphics.ShaderImageCount]*mipmap.Mipmap
var srcMipmaps [graphics.ShaderSrcImageCount]*mipmap.Mipmap
for i, src := range srcs {
if src == nil {
continue
@ -116,6 +116,30 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
i.mipmap.DrawTriangles(srcMipmaps, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule, canSkipMipmap)
}
func DrawTrianglesMRT(dsts [graphics.ShaderDstImageCount]*Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool, antialias bool) {
var dstMipmaps [graphics.ShaderDstImageCount]*mipmap.Mipmap
for i, dst := range dsts {
if dst.modifyCallback != nil {
dst.modifyCallback()
}
dst.lastBlend = blend
dst.flushBufferIfNeeded()
dstMipmaps[i] = dst.mipmap
}
var srcMipmaps [graphics.ShaderSrcImageCount]*mipmap.Mipmap
for i, src := range srcs {
if src == nil {
continue
}
src.flushBufferIfNeeded()
srcMipmaps[i] = src.mipmap
}
mipmap.DrawTrianglesMRT(dstMipmaps, srcMipmaps, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule, canSkipMipmap)
}
func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
if i.modifyCallback != nil {
i.modifyCallback()
@ -175,7 +199,7 @@ func (i *Image) Fill(r, g, b, a float32, region image.Rectangle) {
r, g, b, a)
is := graphics.QuadIndices()
srcs := [graphics.ShaderImageCount]*Image{i.ui.whiteImage}
srcs := [graphics.ShaderSrcImageCount]*Image{i.ui.whiteImage}
blend := graphicsdriver.BlendCopy
// If possible, use BlendSourceOver to encourage batching (#2817).
@ -183,7 +207,7 @@ func (i *Image) Fill(r, g, b, a float32, region image.Rectangle) {
blend = graphicsdriver.BlendSourceOver
}
// i.lastBlend is updated in DrawTriangles.
i.DrawTriangles(srcs, i.tmpVerticesForFill, is, blend, region, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll, true, false)
i.DrawTriangles(srcs, i.tmpVerticesForFill, is, blend, region, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll, true, false)
}
type bigOffscreenImage struct {
@ -217,7 +241,7 @@ func (i *bigOffscreenImage) deallocate() {
i.dirty = false
}
func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool, antialias bool) {
func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool, antialias bool) {
if i.blend != blend {
i.flush()
}
@ -240,7 +264,7 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
// Copy the current rendering result to get the correct blending result.
if blend != graphicsdriver.BlendSourceOver && !i.dirty {
srcs := [graphics.ShaderImageCount]*Image{i.orig}
srcs := [graphics.ShaderSrcImageCount]*Image{i.orig}
if len(i.tmpVerticesForCopying) < 4*graphics.VertexFloatCount {
i.tmpVerticesForCopying = make([]float32, 4*graphics.VertexFloatCount)
}
@ -252,7 +276,7 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
1, 1, 1, 1)
is := graphics.QuadIndices()
dstRegion := image.Rect(0, 0, i.region.Dx()*bigOffscreenScale, i.region.Dy()*bigOffscreenScale)
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll, true, false)
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll, true, false)
}
for idx := 0; idx < len(vertices); idx += graphics.VertexFloatCount {
@ -284,7 +308,7 @@ func (i *bigOffscreenImage) flush() {
// Mark the offscreen clean earlier to avoid recursive calls.
i.dirty = false
srcs := [graphics.ShaderImageCount]*Image{i.image}
srcs := [graphics.ShaderSrcImageCount]*Image{i.image}
if len(i.tmpVerticesForFlushing) < 4*graphics.VertexFloatCount {
i.tmpVerticesForFlushing = make([]float32, 4*graphics.VertexFloatCount)
}
@ -300,7 +324,7 @@ func (i *bigOffscreenImage) flush() {
if i.blend != graphicsdriver.BlendSourceOver {
blend = graphicsdriver.BlendCopy
}
i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, LinearFilterShader, nil, graphicsdriver.FillAll, true, false)
i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, LinearFilterShader, nil, graphicsdriver.FillAll, true, false)
i.image.clear()
i.dirty = false