graphics: Cache framebuffers

This commit is contained in:
Hajime Hoshi 2015-02-20 02:02:23 +09:00
parent 936942a28d
commit a67a8a03ec

View File

@ -64,10 +64,9 @@ func GetProgramID(p Program) ProgramID {
type context struct {
gl *webgl.Context
lastFramebuffer Framebuffer
}
var lastFramebuffer Framebuffer
func NewContext() *Context {
var gl *webgl.Context
@ -139,12 +138,20 @@ func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (
return Texture{t}, nil
}
func (c *Context) bindFramebuffer(f Framebuffer) {
gl := c.gl
// TODO: Fix this after the GopherJS bug was fixed (#159)
if c.lastFramebuffer.Object != f.Object {
gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object)
c.lastFramebuffer = f
}
}
func (c *Context) FramebufferPixels(f Framebuffer, width, height int) ([]uint8, error) {
gl := c.gl
gl.Flush()
lastFramebuffer = Framebuffer{nil}
gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object)
c.bindFramebuffer(f)
pixels := js.Global.Get("Uint8Array").New(4 * width * height)
gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
@ -175,8 +182,7 @@ func (c *Context) TexSubImage2D(p []uint8, width, height int) {
func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) {
gl := c.gl
f := gl.CreateFramebuffer()
lastFramebuffer = Framebuffer{nil}
gl.BindFramebuffer(gl.FRAMEBUFFER, f)
c.bindFramebuffer(Framebuffer{f})
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.Object, 0)
if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
@ -186,19 +192,18 @@ func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) {
return Framebuffer{f}, nil
}
var lastBindedFramebuffer js.Object
func (c *Context) SetViewport(f Framebuffer, width, height int) error {
// TODO: Not sure if Flush is needed here.
if f.Object == nil {
c.bindFramebuffer(f)
gl := c.gl
// TODO: Fix this after the GopherJS bug was fixed (#159)
if lastFramebuffer.Object != f.Object {
gl.Flush()
lastFramebuffer = f
gl.Viewport(0, 0, width, height)
return nil
}
if f.Object != nil {
gl.BindFramebuffer(gl.FRAMEBUFFER, f.Object)
} else {
gl.BindFramebuffer(gl.FRAMEBUFFER, nil)
}
// gl.CheckFramebufferStatus might cause a performance problem. Don't call this here.
c.bindFramebuffer(f)
gl := c.gl
gl.Viewport(0, 0, width, height)
return nil
}
@ -220,7 +225,6 @@ func (c *Context) NewShader(shaderType ShaderType, source string) (Shader, error
gl := c.gl
s := gl.CreateShader(int(shaderType))
if s == nil {
println(gl.GetError())
return Shader{nil}, errors.New("glCreateShader failed")
}