From 32b5e3edd8edcc175ab4612c6be8537ddf6c847a Mon Sep 17 00:00:00 2001 From: Zyko <13394516+Zyko0@users.noreply.github.com> Date: Fri, 5 Apr 2024 20:39:14 +0200 Subject: [PATCH] Saving --- examples/mrt/main.go | 130 +++++++++++++++ image.go | 149 ++++++++++++++++-- internal/atlas/image.go | 144 ++++++++++++++++- internal/atlas/image_test.go | 44 +++--- internal/atlas/shader_test.go | 10 +- internal/buffered/image.go | 47 +++++- internal/buffered/image_test.go | 4 +- internal/graphics/shader.go | 6 +- internal/graphics/vertex.go | 9 +- internal/graphicscommand/command.go | 46 ++++-- internal/graphicscommand/commandqueue.go | 30 ++-- internal/graphicscommand/image.go | 42 ++++- internal/graphicscommand/image_test.go | 10 +- .../directx/graphics11_windows.go | 8 +- .../directx/graphics12_windows.go | 6 +- .../directx/pipeline12_windows.go | 6 +- .../directx/shader11_windows.go | 4 +- internal/graphicsdriver/graphics.go | 2 +- internal/graphicsdriver/opengl/gl/debug.go | 8 + .../opengl/gl/default_purego.go | 6 + .../graphicsdriver/opengl/gl/interface.go | 1 + internal/graphicsdriver/opengl/graphics.go | 59 +++++-- internal/graphicsdriver/opengl/program.go | 14 +- internal/mipmap/mipmap.go | 78 ++++++++- internal/shader/shader.go | 11 +- internal/shaderir/glsl/glsl.go | 24 +-- internal/shaderir/program.go | 19 +-- internal/ui/image.go | 42 +++-- 28 files changed, 805 insertions(+), 154 deletions(-) create mode 100644 examples/mrt/main.go diff --git a/examples/mrt/main.go b/examples/mrt/main.go new file mode 100644 index 000000000..69f955c82 --- /dev/null +++ b/examples/mrt/main.go @@ -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) + } +} diff --git a/image.go b/image.go index 374a63e6e..d8f3d021c 100644 --- a/image.go +++ b/image.go @@ -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 { diff --git a/internal/atlas/image.go b/internal/atlas/image.go index 9a07d015e..66e140fb6 100644 --- a/internal/atlas/image.go +++ b/internal/atlas/image.go @@ -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() diff --git a/internal/atlas/image_test.go b/internal/atlas/image_test.go index 45689b6be..338874ae8 100644 --- a/internal/atlas/image_test.go +++ b/internal/atlas/image_test.go @@ -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()) } diff --git a/internal/atlas/shader_test.go b/internal/atlas/shader_test.go index b6bcb0bfc..5a7c97619 100644 --- a/internal/atlas/shader_test.go +++ b/internal/atlas/shader_test.go @@ -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() diff --git a/internal/buffered/image.go b/internal/buffered/image.go index 7bf2f0f96..1b2c501ac 100644 --- a/internal/buffered/image.go +++ b/internal/buffered/image.go @@ -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 { diff --git a/internal/buffered/image_test.go b/internal/buffered/image_test.go index 87b0dcb07..0516a9c03 100644 --- a/internal/buffered/image_test.go +++ b/internal/buffered/image_test.go @@ -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 diff --git a/internal/graphics/shader.go b/internal/graphics/shader.go index e4e95c701..85d8d1d1c 100644 --- a/internal/graphics/shader.go +++ b/internal/graphics/shader.go @@ -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 } diff --git a/internal/graphics/vertex.go b/internal/graphics/vertex.go index 449392cc1..02ba2e9fc 100644 --- a/internal/graphics/vertex.go +++ b/internal/graphics/vertex.go @@ -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 ) diff --git a/internal/graphicscommand/command.go b/internal/graphicscommand/command.go index dae55d6b4..3139a55bc 100644 --- a/internal/graphicscommand/command.go +++ b/internal/graphicscommand/command.go @@ -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 { diff --git a/internal/graphicscommand/commandqueue.go b/internal/graphicscommand/commandqueue.go index f91a1a52b..7cadaba24 100644 --- a/internal/graphicscommand/commandqueue.go +++ b/internal/graphicscommand/commandqueue.go @@ -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 { diff --git a/internal/graphicscommand/image.go b/internal/graphicscommand/image.go index 64ff0abbd..2ac8ae58d 100644 --- a/internal/graphicscommand/image.go +++ b/internal/graphicscommand/image.go @@ -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. diff --git a/internal/graphicscommand/image_test.go b/internal/graphicscommand/image_test.go index e8d08e032..0ed3d5e31 100644 --- a/internal/graphicscommand/image_test.go +++ b/internal/graphicscommand/image_test.go @@ -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{ diff --git a/internal/graphicsdriver/directx/graphics11_windows.go b/internal/graphicsdriver/directx/graphics11_windows.go index 807009046..1764e1c83 100644 --- a/internal/graphicsdriver/directx/graphics11_windows.go +++ b/internal/graphicsdriver/directx/graphics11_windows.go @@ -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 { diff --git a/internal/graphicsdriver/directx/graphics12_windows.go b/internal/graphicsdriver/directx/graphics12_windows.go index 69740b90e..1827bce44 100644 --- a/internal/graphicsdriver/directx/graphics12_windows.go +++ b/internal/graphicsdriver/directx/graphics12_windows.go @@ -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 { diff --git a/internal/graphicsdriver/directx/pipeline12_windows.go b/internal/graphicsdriver/directx/pipeline12_windows.go index c06b4d9d4..4a768dec7 100644 --- a/internal/graphicsdriver/directx/pipeline12_windows.go +++ b/internal/graphicsdriver/directx/pipeline12_windows.go @@ -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, diff --git a/internal/graphicsdriver/directx/shader11_windows.go b/internal/graphicsdriver/directx/shader11_windows.go index b0abe79c2..c56448e6d 100644 --- a/internal/graphicsdriver/directx/shader11_windows.go +++ b/internal/graphicsdriver/directx/shader11_windows.go @@ -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 diff --git a/internal/graphicsdriver/graphics.go b/internal/graphicsdriver/graphics.go index d15d5defb..2d019f4e0 100644 --- a/internal/graphicsdriver/graphics.go +++ b/internal/graphicsdriver/graphics.go @@ -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 { diff --git a/internal/graphicsdriver/opengl/gl/debug.go b/internal/graphicsdriver/opengl/gl/debug.go index df71d288a..c1fd7a908 100644 --- a/internal/graphicsdriver/opengl/gl/debug.go +++ b/internal/graphicsdriver/opengl/gl/debug.go @@ -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") diff --git a/internal/graphicsdriver/opengl/gl/default_purego.go b/internal/graphicsdriver/opengl/gl/default_purego.go index 179cd8f4e..ac7d219df 100644 --- a/internal/graphicsdriver/opengl/gl/default_purego.go +++ b/internal/graphicsdriver/opengl/gl/default_purego.go @@ -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") diff --git a/internal/graphicsdriver/opengl/gl/interface.go b/internal/graphicsdriver/opengl/gl/interface.go index 4c42319c7..6565d2a30 100644 --- a/internal/graphicsdriver/opengl/gl/interface.go +++ b/internal/graphicsdriver/opengl/gl/interface.go @@ -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() diff --git a/internal/graphicsdriver/opengl/graphics.go b/internal/graphicsdriver/opengl/graphics.go index 44b20d620..38a132a90 100644 --- a/internal/graphicsdriver/opengl/graphics.go +++ b/internal/graphicsdriver/opengl/graphics.go @@ -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) diff --git a/internal/graphicsdriver/opengl/program.go b/internal/graphicsdriver/opengl/program.go index cfe8bf8d4..fadb6fd9c 100644 --- a/internal/graphicsdriver/opengl/program.go +++ b/internal/graphicsdriver/opengl/program.go @@ -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)) diff --git a/internal/mipmap/mipmap.go b/internal/mipmap/mipmap.go index 47ca0cad7..b79b9a079 100644 --- a/internal/mipmap/mipmap.go +++ b/internal/mipmap/mipmap.go @@ -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] diff --git a/internal/shader/shader.go b/internal/shader/shader.go index 12626b12d..2451bd58e 100644 --- a/internal/shader/shader.go +++ b/internal/shader/shader.go @@ -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:]) diff --git a/internal/shaderir/glsl/glsl.go b/internal/shaderir/glsl/glsl.go index e947e0b5c..2504bffe1 100644 --- a/internal/shaderir/glsl/glsl.go +++ b/internal/shaderir/glsl/glsl.go @@ -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, diff --git a/internal/shaderir/program.go b/internal/shaderir/program.go index 792358ab9..e4bdbe5de 100644 --- a/internal/shaderir/program.go +++ b/internal/shaderir/program.go @@ -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 } diff --git a/internal/ui/image.go b/internal/ui/image.go index 0a971a8c4..8c4ac4de8 100644 --- a/internal/ui/image.go +++ b/internal/ui/image.go @@ -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