mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2025-02-03 22:44:28 +01:00
internal/graphicscommand: use multiple command queues
This is a preparation for asynchronous rendering. Updates #2664
This commit is contained in:
parent
5a64f8299e
commit
a7e4665f71
@ -74,8 +74,23 @@ type commandQueue struct {
|
||||
uint32sBuffer uint32sBuffer
|
||||
}
|
||||
|
||||
// theCommandQueue is the command queue for the current process.
|
||||
var theCommandQueue = &commandQueue{}
|
||||
// theCommandQueues is the set of command queues for the current process.
|
||||
var (
|
||||
theCommandQueues = [...]*commandQueue{
|
||||
{},
|
||||
{},
|
||||
}
|
||||
commandQueueIndex int
|
||||
)
|
||||
|
||||
func currentCommandQueue() *commandQueue {
|
||||
return theCommandQueues[commandQueueIndex]
|
||||
}
|
||||
|
||||
func switchCommandQueue() {
|
||||
commandQueueIndex++
|
||||
commandQueueIndex = commandQueueIndex % len(theCommandQueues)
|
||||
}
|
||||
|
||||
func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
|
||||
n := len(q.indices)
|
||||
@ -263,7 +278,11 @@ func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
|
||||
// If endFrame is true, the current screen might be used to present.
|
||||
func FlushCommands(graphicsDriver graphicsdriver.Graphics, endFrame bool, swapBuffersForGL func()) error {
|
||||
flushImageBuffers()
|
||||
return theCommandQueue.Flush(graphicsDriver, endFrame, swapBuffersForGL)
|
||||
if err := currentCommandQueue().Flush(graphicsDriver, endFrame, swapBuffersForGL); err != nil {
|
||||
return err
|
||||
}
|
||||
switchCommandQueue()
|
||||
return nil
|
||||
}
|
||||
|
||||
// drawTrianglesCommand represents a drawing command to draw an image on another image.
|
||||
|
@ -88,7 +88,7 @@ func NewImage(width, height int, screenFramebuffer bool) *Image {
|
||||
height: height,
|
||||
screen: screenFramebuffer,
|
||||
}
|
||||
theCommandQueue.Enqueue(c)
|
||||
currentCommandQueue().Enqueue(c)
|
||||
return i
|
||||
}
|
||||
|
||||
@ -100,7 +100,7 @@ func (i *Image) flushBufferedWritePixels() {
|
||||
dst: i,
|
||||
args: i.bufferedWP,
|
||||
}
|
||||
theCommandQueue.Enqueue(c)
|
||||
currentCommandQueue().Enqueue(c)
|
||||
i.bufferedWP = nil
|
||||
}
|
||||
|
||||
@ -109,7 +109,7 @@ func (i *Image) Dispose() {
|
||||
c := &disposeImageCommand{
|
||||
target: i,
|
||||
}
|
||||
theCommandQueue.Enqueue(c)
|
||||
currentCommandQueue().Enqueue(c)
|
||||
}
|
||||
|
||||
func (i *Image) InternalSize() (int, int) {
|
||||
@ -158,7 +158,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
|
||||
}
|
||||
i.flushBufferedWritePixels()
|
||||
|
||||
theCommandQueue.EnqueueDrawTrianglesCommand(i, srcs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader, uniforms, evenOdd)
|
||||
currentCommandQueue().EnqueueDrawTrianglesCommand(i, srcs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader, uniforms, evenOdd)
|
||||
}
|
||||
|
||||
// ReadPixels reads the image's pixels.
|
||||
@ -170,8 +170,8 @@ func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, buf []byte, r
|
||||
region: region,
|
||||
result: buf,
|
||||
}
|
||||
theCommandQueue.Enqueue(c)
|
||||
if err := theCommandQueue.Flush(graphicsDriver, false, nil); err != nil {
|
||||
currentCommandQueue().Enqueue(c)
|
||||
if err := currentCommandQueue().Flush(graphicsDriver, false, nil); err != nil {
|
||||
return err
|
||||
}
|
||||
return nil
|
||||
@ -200,8 +200,8 @@ func (i *Image) IsInvalidated(graphicsDriver graphicsdriver.Graphics) (bool, err
|
||||
c := &isInvalidatedCommand{
|
||||
image: i,
|
||||
}
|
||||
theCommandQueue.Enqueue(c)
|
||||
if err := theCommandQueue.Flush(graphicsDriver, false, nil); err != nil {
|
||||
currentCommandQueue().Enqueue(c)
|
||||
if err := currentCommandQueue().Flush(graphicsDriver, false, nil); err != nil {
|
||||
return false, err
|
||||
}
|
||||
return c.result, nil
|
||||
|
@ -32,7 +32,7 @@ func NewShader(ir *shaderir.Program) *Shader {
|
||||
result: s,
|
||||
ir: ir,
|
||||
}
|
||||
theCommandQueue.Enqueue(c)
|
||||
currentCommandQueue().Enqueue(c)
|
||||
return s
|
||||
}
|
||||
|
||||
@ -40,7 +40,7 @@ func (s *Shader) Dispose() {
|
||||
c := &disposeShaderCommand{
|
||||
target: s,
|
||||
}
|
||||
theCommandQueue.Enqueue(c)
|
||||
currentCommandQueue().Enqueue(c)
|
||||
}
|
||||
|
||||
func (s *Shader) unit() shaderir.Unit {
|
||||
|
Loading…
Reference in New Issue
Block a user