mirror of
https://github.com/hajimehoshi/ebiten.git
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internal/graphicsdriver/opengl: Prepare function objects by bind
Passing a Go string to the JS world is expensive. This change reduces this cost by preparing function objects by bind. Closes #1438
This commit is contained in:
parent
5c8d8ab2eb
commit
bd8367588e
@ -89,13 +89,11 @@ var (
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)
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type contextImpl struct {
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gl js.Value
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gl *gl
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lastProgramID programID
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}
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func (c *context) initGL() {
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c.gl = js.Value{}
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var gl js.Value
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// TODO: Define id?
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@ -120,7 +118,7 @@ func (c *context) initGL() {
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gl = go2cpp.Get("gl")
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}
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c.gl = gl
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c.gl = newGL(gl)
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}
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func (c *context) reset() error {
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@ -133,18 +131,18 @@ func (c *context) reset() error {
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c.initGL()
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if c.gl.Call("isContextLost").Bool() {
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if c.gl.isContextLost.Invoke().Bool() {
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return driver.GraphicsNotReady
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}
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gl := c.gl
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gl.Call("enable", gles.BLEND)
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gl.Call("enable", gles.SCISSOR_TEST)
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gl.enable.Invoke(gles.BLEND)
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gl.enable.Invoke(gles.SCISSOR_TEST)
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c.blendFunc(driver.CompositeModeSourceOver)
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f := gl.Call("getParameter", gles.FRAMEBUFFER_BINDING)
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f := gl.getParameter.Invoke(gles.FRAMEBUFFER_BINDING)
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c.screenFramebuffer = framebufferNative(f)
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if !isWebGL2Available {
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gl.Call("getExtension", "OES_standard_derivatives")
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gl.getExtension.Invoke("OES_standard_derivatives")
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}
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return nil
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}
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@ -157,27 +155,27 @@ func (c *context) blendFunc(mode driver.CompositeMode) {
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s, d := mode.Operations()
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s2, d2 := convertOperation(s), convertOperation(d)
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gl := c.gl
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gl.Call("blendFunc", int(s2), int(d2))
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gl.blendFunc.Invoke(int(s2), int(d2))
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}
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func (c *context) scissor(x, y, width, height int) {
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gl := c.gl
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gl.Call("scissor", x, y, width, height)
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gl.scissor.Invoke(x, y, width, height)
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}
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func (c *context) newTexture(width, height int) (textureNative, error) {
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gl := c.gl
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t := gl.Call("createTexture")
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t := gl.createTexture.Invoke()
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if jsutil.Equal(t, js.Null()) {
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return textureNative(js.Null()), errors.New("opengl: glGenTexture failed")
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}
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gl.Call("pixelStorei", gles.UNPACK_ALIGNMENT, 4)
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gl.pixelStorei.Invoke(gles.UNPACK_ALIGNMENT, 4)
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c.bindTexture(textureNative(t))
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gl.Call("texParameteri", gles.TEXTURE_2D, gles.TEXTURE_MAG_FILTER, gles.NEAREST)
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gl.Call("texParameteri", gles.TEXTURE_2D, gles.TEXTURE_MIN_FILTER, gles.NEAREST)
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gl.Call("texParameteri", gles.TEXTURE_2D, gles.TEXTURE_WRAP_S, gles.CLAMP_TO_EDGE)
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gl.Call("texParameteri", gles.TEXTURE_2D, gles.TEXTURE_WRAP_T, gles.CLAMP_TO_EDGE)
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gl.texParameteri.Invoke(gles.TEXTURE_2D, gles.TEXTURE_MAG_FILTER, gles.NEAREST)
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gl.texParameteri.Invoke(gles.TEXTURE_2D, gles.TEXTURE_MIN_FILTER, gles.NEAREST)
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gl.texParameteri.Invoke(gles.TEXTURE_2D, gles.TEXTURE_WRAP_S, gles.CLAMP_TO_EDGE)
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gl.texParameteri.Invoke(gles.TEXTURE_2D, gles.TEXTURE_WRAP_T, gles.CLAMP_TO_EDGE)
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// Firefox warns the usage of textures without specifying pixels (#629)
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//
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@ -186,14 +184,14 @@ func (c *context) newTexture(width, height int) (textureNative, error) {
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// In Ebiten, textures are filled with pixels laster by the filter that ignores destination, so it is fine
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// to leave textures as uninitialized here. Rather, extra memory allocating for initialization should be
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// avoided.
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gl.Call("texImage2D", gles.TEXTURE_2D, 0, gles.RGBA, width, height, 0, gles.RGBA, gles.UNSIGNED_BYTE, nil)
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gl.texImage2D.Invoke(gles.TEXTURE_2D, 0, gles.RGBA, width, height, 0, gles.RGBA, gles.UNSIGNED_BYTE, nil)
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return textureNative(t), nil
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}
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func (c *context) bindFramebufferImpl(f framebufferNative) {
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gl := c.gl
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gl.Call("bindFramebuffer", gles.FRAMEBUFFER, js.Value(f))
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gl.bindFramebuffer.Invoke(gles.FRAMEBUFFER, js.Value(f))
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}
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func (c *context) framebufferPixels(f *framebuffer, width, height int) []byte {
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@ -203,7 +201,7 @@ func (c *context) framebufferPixels(f *framebuffer, width, height int) []byte {
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l := 4 * width * height
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p := jsutil.TemporaryUint8Array(l, nil)
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gl.Call("readPixels", 0, 0, width, height, gles.RGBA, gles.UNSIGNED_BYTE, p)
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gl.readPixels.Invoke(0, 0, width, height, gles.RGBA, gles.UNSIGNED_BYTE, p)
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return jsutil.Uint8ArrayToSlice(p, l)
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}
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@ -212,31 +210,31 @@ func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width
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gl := c.gl
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c.bindFramebuffer(f.native)
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gl.Call("bindBuffer", gles.PIXEL_PACK_BUFFER, js.Value(buffer))
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gl.bindBuffer.Invoke(gles.PIXEL_PACK_BUFFER, js.Value(buffer))
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// void gl.readPixels(x, y, width, height, format, type, GLintptr offset);
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gl.Call("readPixels", 0, 0, width, height, gles.RGBA, gles.UNSIGNED_BYTE, 0)
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gl.Call("bindBuffer", gles.PIXEL_PACK_BUFFER, nil)
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gl.readPixels.Invoke(0, 0, width, height, gles.RGBA, gles.UNSIGNED_BYTE, 0)
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gl.bindBuffer.Invoke(gles.PIXEL_PACK_BUFFER, nil)
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}
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func (c *context) activeTexture(idx int) {
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gl := c.gl
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gl.Call("activeTexture", gles.TEXTURE0+idx)
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gl.activeTexture.Invoke(gles.TEXTURE0 + idx)
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}
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func (c *context) bindTextureImpl(t textureNative) {
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gl := c.gl
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gl.Call("bindTexture", gles.TEXTURE_2D, js.Value(t))
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gl.bindTexture.Invoke(gles.TEXTURE_2D, js.Value(t))
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}
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func (c *context) deleteTexture(t textureNative) {
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gl := c.gl
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if !gl.Call("isTexture", js.Value(t)).Bool() {
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if !gl.isTexture.Invoke(js.Value(t)).Bool() {
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return
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}
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if c.lastTexture.equal(t) {
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c.lastTexture = textureNative(js.Null())
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}
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gl.Call("deleteTexture", js.Value(t))
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gl.deleteTexture.Invoke(js.Value(t))
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}
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func (c *context) isTexture(t textureNative) bool {
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@ -246,11 +244,11 @@ func (c *context) isTexture(t textureNative) bool {
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func (c *context) newFramebuffer(t textureNative) (framebufferNative, error) {
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gl := c.gl
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f := gl.Call("createFramebuffer")
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f := gl.createFramebuffer.Invoke()
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c.bindFramebuffer(framebufferNative(f))
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gl.Call("framebufferTexture2D", gles.FRAMEBUFFER, gles.COLOR_ATTACHMENT0, gles.TEXTURE_2D, js.Value(t), 0)
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if s := gl.Call("checkFramebufferStatus", gles.FRAMEBUFFER); s.Int() != gles.FRAMEBUFFER_COMPLETE {
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gl.framebufferTexture2D.Invoke(gles.FRAMEBUFFER, gles.COLOR_ATTACHMENT0, gles.TEXTURE_2D, js.Value(t), 0)
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if s := gl.checkFramebufferStatus.Invoke(gles.FRAMEBUFFER); s.Int() != gles.FRAMEBUFFER_COMPLETE {
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return framebufferNative(js.Null()), errors.New(fmt.Sprintf("opengl: creating framebuffer failed: %d", s.Int()))
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}
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@ -259,12 +257,12 @@ func (c *context) newFramebuffer(t textureNative) (framebufferNative, error) {
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func (c *context) setViewportImpl(width, height int) {
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gl := c.gl
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gl.Call("viewport", 0, 0, width, height)
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gl.viewport.Invoke(0, 0, width, height)
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}
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func (c *context) deleteFramebuffer(f framebufferNative) {
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gl := c.gl
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if !gl.Call("isFramebuffer", js.Value(f)).Bool() {
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if !gl.isFramebuffer.Invoke(js.Value(f)).Bool() {
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return
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}
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// If a framebuffer to be deleted is bound, a newly bound framebuffer
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@ -275,7 +273,7 @@ func (c *context) deleteFramebuffer(f framebufferNative) {
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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}
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gl.Call("deleteFramebuffer", js.Value(f))
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gl.deleteFramebuffer.Invoke(js.Value(f))
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}
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func (c *context) newVertexShader(source string) (shader, error) {
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@ -288,16 +286,16 @@ func (c *context) newFragmentShader(source string) (shader, error) {
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func (c *context) newShader(shaderType int, source string) (shader, error) {
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gl := c.gl
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s := gl.Call("createShader", int(shaderType))
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s := gl.createShader.Invoke(int(shaderType))
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if jsutil.Equal(s, js.Null()) {
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return shader(js.Null()), fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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gl.Call("shaderSource", js.Value(s), source)
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gl.Call("compileShader", js.Value(s))
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gl.shaderSource.Invoke(js.Value(s), source)
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gl.compileShader.Invoke(js.Value(s))
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if !gl.Call("getShaderParameter", js.Value(s), gles.COMPILE_STATUS).Bool() {
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log := gl.Call("getShaderInfoLog", js.Value(s))
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if !gl.getShaderParameter.Invoke(js.Value(s), gles.COMPILE_STATUS).Bool() {
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log := gl.getShaderInfoLog.Invoke(js.Value(s))
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return shader(js.Null()), fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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return shader(s), nil
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@ -305,27 +303,27 @@ func (c *context) newShader(shaderType int, source string) (shader, error) {
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func (c *context) deleteShader(s shader) {
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gl := c.gl
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gl.Call("deleteShader", js.Value(s))
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gl.deleteShader.Invoke(js.Value(s))
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}
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func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
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gl := c.gl
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v := gl.Call("createProgram")
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v := gl.createProgram.Invoke()
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if jsutil.Equal(v, js.Null()) {
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return program{}, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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gl.Call("attachShader", v, js.Value(shader))
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gl.attachShader.Invoke(v, js.Value(shader))
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}
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for i, name := range attributes {
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gl.Call("bindAttribLocation", v, i, name)
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gl.bindAttribLocation.Invoke(v, i, name)
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}
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gl.Call("linkProgram", v)
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if !gl.Call("getProgramParameter", v, gles.LINK_STATUS).Bool() {
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info := gl.Call("getProgramInfoLog", v).String()
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gl.linkProgram.Invoke(v)
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if !gl.getProgramParameter.Invoke(v, gles.LINK_STATUS).Bool() {
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info := gl.getProgramInfoLog.Invoke(v).String()
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return program{}, fmt.Errorf("opengl: program error: %s", info)
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}
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@ -339,20 +337,20 @@ func (c *context) newProgram(shaders []shader, attributes []string) (program, er
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func (c *context) useProgram(p program) {
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gl := c.gl
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gl.Call("useProgram", p.value)
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gl.useProgram.Invoke(p.value)
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}
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func (c *context) deleteProgram(p program) {
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gl := c.gl
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if !gl.Call("isProgram", p.value).Bool() {
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if !gl.isProgram.Invoke(p.value).Bool() {
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return
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}
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gl.Call("deleteProgram", p.value)
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gl.deleteProgram.Invoke(p.value)
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}
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func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
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gl := c.gl
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return uniformLocation(gl.Call("getUniformLocation", p.value, location))
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return uniformLocation(gl.getUniformLocation.Invoke(p.value, location))
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}
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func (c *context) uniformInt(p program, location string, v int) bool {
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@ -361,7 +359,7 @@ func (c *context) uniformInt(p program, location string, v int) bool {
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if l.equal(invalidUniform) {
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return false
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}
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gl.Call("uniform1i", js.Value(l), v)
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gl.uniform1i.Invoke(js.Value(l), v)
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return true
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}
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@ -371,7 +369,7 @@ func (c *context) uniformFloat(p program, location string, v float32) bool {
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if l.equal(invalidUniform) {
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return false
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}
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gl.Call("uniform1f", js.Value(l), v)
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gl.uniform1f.Invoke(js.Value(l), v)
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return true
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}
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@ -392,45 +390,45 @@ func (c *context) uniformFloats(p program, location string, v []float32, typ sha
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switch base {
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case shaderir.Float:
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if isWebGL2Available {
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gl.Call("uniform1fv", js.Value(l), arr, 0, len(v))
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gl.uniform1fv.Invoke(js.Value(l), arr, 0, len(v))
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} else {
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gl.Call("uniform1fv", js.Value(l), arr.Call("subarray", 0, len(v)))
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gl.uniform1fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Vec2:
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if isWebGL2Available {
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gl.Call("uniform2fv", js.Value(l), arr, 0, len(v))
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gl.uniform2fv.Invoke(js.Value(l), arr, 0, len(v))
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} else {
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gl.Call("uniform2fv", js.Value(l), arr.Call("subarray", 0, len(v)))
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gl.uniform2fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Vec3:
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if isWebGL2Available {
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gl.Call("uniform3fv", js.Value(l), arr, 0, len(v))
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gl.uniform3fv.Invoke(js.Value(l), arr, 0, len(v))
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} else {
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gl.Call("uniform3fv", js.Value(l), arr.Call("subarray", 0, len(v)))
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gl.uniform3fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Vec4:
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if isWebGL2Available {
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gl.Call("uniform4fv", js.Value(l), arr, 0, len(v))
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gl.uniform4fv.Invoke(js.Value(l), arr, 0, len(v))
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} else {
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gl.Call("uniform4fv", js.Value(l), arr.Call("subarray", 0, len(v)))
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gl.uniform4fv.Invoke(js.Value(l), arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Mat2:
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if isWebGL2Available {
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gl.Call("uniformMatrix2fv", js.Value(l), false, arr, 0, len(v))
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gl.uniformMatrix2fv.Invoke(js.Value(l), false, arr, 0, len(v))
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} else {
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gl.Call("uniformMatrix2fv", js.Value(l), false, arr.Call("subarray", 0, len(v)))
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gl.uniformMatrix2fv.Invoke(js.Value(l), false, arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Mat3:
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if isWebGL2Available {
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gl.Call("uniformMatrix3fv", js.Value(l), false, arr, 0, len(v))
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gl.uniformMatrix3fv.Invoke(js.Value(l), false, arr, 0, len(v))
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} else {
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gl.Call("uniformMatrix3fv", js.Value(l), false, arr.Call("subarray", 0, len(v)))
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gl.uniformMatrix3fv.Invoke(js.Value(l), false, arr.Call("subarray", 0, len(v)))
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}
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case shaderir.Mat4:
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if isWebGL2Available {
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gl.Call("uniformMatrix4fv", js.Value(l), false, arr, 0, len(v))
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gl.uniformMatrix4fv.Invoke(js.Value(l), false, arr, 0, len(v))
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} else {
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gl.Call("uniformMatrix4fv", js.Value(l), false, arr.Call("subarray", 0, len(v)))
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gl.uniformMatrix4fv.Invoke(js.Value(l), false, arr.Call("subarray", 0, len(v)))
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}
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default:
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panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
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@ -441,43 +439,43 @@ func (c *context) uniformFloats(p program, location string, v []float32, typ sha
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func (c *context) vertexAttribPointer(index int, size int, stride int, offset int) {
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gl := c.gl
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gl.Call("vertexAttribPointer", index, size, gles.FLOAT, false, stride, offset)
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gl.vertexAttribPointer.Invoke(index, size, gles.FLOAT, false, stride, offset)
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}
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func (c *context) enableVertexAttribArray(index int) {
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gl := c.gl
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gl.Call("enableVertexAttribArray", index)
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gl.enableVertexAttribArray.Invoke(index)
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}
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func (c *context) disableVertexAttribArray(index int) {
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gl := c.gl
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gl.Call("disableVertexAttribArray", index)
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gl.disableVertexAttribArray.Invoke(index)
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}
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func (c *context) newArrayBuffer(size int) buffer {
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gl := c.gl
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b := gl.Call("createBuffer")
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gl.Call("bindBuffer", gles.ARRAY_BUFFER, js.Value(b))
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gl.Call("bufferData", gles.ARRAY_BUFFER, size, gles.DYNAMIC_DRAW)
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b := gl.createBuffer.Invoke()
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gl.bindBuffer.Invoke(gles.ARRAY_BUFFER, js.Value(b))
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gl.bufferData.Invoke(gles.ARRAY_BUFFER, size, gles.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) newElementArrayBuffer(size int) buffer {
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gl := c.gl
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b := gl.Call("createBuffer")
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gl.Call("bindBuffer", gles.ELEMENT_ARRAY_BUFFER, js.Value(b))
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gl.Call("bufferData", gles.ELEMENT_ARRAY_BUFFER, size, gles.DYNAMIC_DRAW)
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b := gl.createBuffer.Invoke()
|
||||
gl.bindBuffer.Invoke(gles.ELEMENT_ARRAY_BUFFER, js.Value(b))
|
||||
gl.bufferData.Invoke(gles.ELEMENT_ARRAY_BUFFER, size, gles.DYNAMIC_DRAW)
|
||||
return buffer(b)
|
||||
}
|
||||
|
||||
func (c *context) bindArrayBuffer(b buffer) {
|
||||
gl := c.gl
|
||||
gl.Call("bindBuffer", gles.ARRAY_BUFFER, js.Value(b))
|
||||
gl.bindBuffer.Invoke(gles.ARRAY_BUFFER, js.Value(b))
|
||||
}
|
||||
|
||||
func (c *context) bindElementArrayBuffer(b buffer) {
|
||||
gl := c.gl
|
||||
gl.Call("bindBuffer", gles.ELEMENT_ARRAY_BUFFER, js.Value(b))
|
||||
gl.bindBuffer.Invoke(gles.ELEMENT_ARRAY_BUFFER, js.Value(b))
|
||||
}
|
||||
|
||||
func (c *context) arrayBufferSubData(data []float32) {
|
||||
@ -485,9 +483,9 @@ func (c *context) arrayBufferSubData(data []float32) {
|
||||
l := len(data) * 4
|
||||
arr := jsutil.TemporaryUint8Array(l, data)
|
||||
if isWebGL2Available {
|
||||
gl.Call("bufferSubData", gles.ARRAY_BUFFER, 0, arr, 0, l)
|
||||
gl.bufferSubData.Invoke(gles.ARRAY_BUFFER, 0, arr, 0, l)
|
||||
} else {
|
||||
gl.Call("bufferSubData", gles.ARRAY_BUFFER, 0, arr.Call("subarray", 0, l))
|
||||
gl.bufferSubData.Invoke(gles.ARRAY_BUFFER, 0, arr.Call("subarray", 0, l))
|
||||
}
|
||||
}
|
||||
|
||||
@ -496,35 +494,35 @@ func (c *context) elementArrayBufferSubData(data []uint16) {
|
||||
l := len(data) * 2
|
||||
arr := jsutil.TemporaryUint8Array(l, data)
|
||||
if isWebGL2Available {
|
||||
gl.Call("bufferSubData", gles.ELEMENT_ARRAY_BUFFER, 0, arr, 0, l)
|
||||
gl.bufferSubData.Invoke(gles.ELEMENT_ARRAY_BUFFER, 0, arr, 0, l)
|
||||
} else {
|
||||
gl.Call("bufferSubData", gles.ELEMENT_ARRAY_BUFFER, 0, arr.Call("subarray", 0, l))
|
||||
gl.bufferSubData.Invoke(gles.ELEMENT_ARRAY_BUFFER, 0, arr.Call("subarray", 0, l))
|
||||
}
|
||||
}
|
||||
|
||||
func (c *context) deleteBuffer(b buffer) {
|
||||
gl := c.gl
|
||||
gl.Call("deleteBuffer", js.Value(b))
|
||||
gl.deleteBuffer.Invoke(js.Value(b))
|
||||
}
|
||||
|
||||
func (c *context) drawElements(len int, offsetInBytes int) {
|
||||
gl := c.gl
|
||||
gl.Call("drawElements", gles.TRIANGLES, len, gles.UNSIGNED_SHORT, offsetInBytes)
|
||||
gl.drawElements.Invoke(gles.TRIANGLES, len, gles.UNSIGNED_SHORT, offsetInBytes)
|
||||
}
|
||||
|
||||
func (c *context) maxTextureSizeImpl() int {
|
||||
gl := c.gl
|
||||
return gl.Call("getParameter", gles.MAX_TEXTURE_SIZE).Int()
|
||||
return gl.getParameter.Invoke(gles.MAX_TEXTURE_SIZE).Int()
|
||||
}
|
||||
|
||||
func (c *context) getShaderPrecisionFormatPrecision() int {
|
||||
gl := c.gl
|
||||
return gl.Call("getShaderPrecisionFormat", gles.FRAGMENT_SHADER, gles.HIGH_FLOAT).Get("precision").Int()
|
||||
return gl.getShaderPrecisionFormat.Invoke(gles.FRAGMENT_SHADER, gles.HIGH_FLOAT).Get("precision").Int()
|
||||
}
|
||||
|
||||
func (c *context) flush() {
|
||||
gl := c.gl
|
||||
gl.Call("flush")
|
||||
gl.flush.Invoke()
|
||||
}
|
||||
|
||||
func (c *context) needsRestoring() bool {
|
||||
@ -544,22 +542,22 @@ func (c *context) texSubImage2D(t textureNative, width, height int, args []*driv
|
||||
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
|
||||
// GLsizei width, GLsizei height,
|
||||
// GLenum format, GLenum type, ArrayBufferView pixels, srcOffset);
|
||||
gl.Call("texSubImage2D", gles.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, gles.RGBA, gles.UNSIGNED_BYTE, arr, 0)
|
||||
gl.texSubImage2D.Invoke(gles.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, gles.RGBA, gles.UNSIGNED_BYTE, arr, 0)
|
||||
} else {
|
||||
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
|
||||
// GLsizei width, GLsizei height,
|
||||
// GLenum format, GLenum type, ArrayBufferView? pixels);
|
||||
gl.Call("texSubImage2D", gles.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, gles.RGBA, gles.UNSIGNED_BYTE, arr)
|
||||
gl.texSubImage2D.Invoke(gles.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, gles.RGBA, gles.UNSIGNED_BYTE, arr)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (c *context) newPixelBufferObject(width, height int) buffer {
|
||||
gl := c.gl
|
||||
b := gl.Call("createBuffer")
|
||||
gl.Call("bindBuffer", gles.PIXEL_UNPACK_BUFFER, js.Value(b))
|
||||
gl.Call("bufferData", gles.PIXEL_UNPACK_BUFFER, 4*width*height, gles.STREAM_DRAW)
|
||||
gl.Call("bindBuffer", gles.PIXEL_UNPACK_BUFFER, nil)
|
||||
b := gl.createBuffer.Invoke()
|
||||
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, js.Value(b))
|
||||
gl.bufferData.Invoke(gles.PIXEL_UNPACK_BUFFER, 4*width*height, gles.STREAM_DRAW)
|
||||
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, nil)
|
||||
return buffer(b)
|
||||
}
|
||||
|
||||
@ -570,34 +568,34 @@ func (c *context) replacePixelsWithPBO(buffer buffer, t textureNative, width, he
|
||||
|
||||
c.bindTexture(t)
|
||||
gl := c.gl
|
||||
gl.Call("bindBuffer", gles.PIXEL_UNPACK_BUFFER, js.Value(buffer))
|
||||
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, js.Value(buffer))
|
||||
|
||||
stride := 4 * width
|
||||
for _, a := range args {
|
||||
arr := jsutil.TemporaryUint8Array(len(a.Pixels), a.Pixels)
|
||||
offset := 4 * (a.Y*width + a.X)
|
||||
for j := 0; j < a.Height; j++ {
|
||||
gl.Call("bufferSubData", gles.PIXEL_UNPACK_BUFFER, offset+stride*j, arr, 4*a.Width*j, 4*a.Width)
|
||||
gl.bufferSubData.Invoke(gles.PIXEL_UNPACK_BUFFER, offset+stride*j, arr, 4*a.Width*j, 4*a.Width)
|
||||
}
|
||||
}
|
||||
|
||||
// void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
|
||||
// GLsizei width, GLsizei height,
|
||||
// GLenum format, GLenum type, GLintptr offset);
|
||||
gl.Call("texSubImage2D", gles.TEXTURE_2D, 0, 0, 0, width, height, gles.RGBA, gles.UNSIGNED_BYTE, 0)
|
||||
gl.Call("bindBuffer", gles.PIXEL_UNPACK_BUFFER, nil)
|
||||
gl.texSubImage2D.Invoke(gles.TEXTURE_2D, 0, 0, 0, width, height, gles.RGBA, gles.UNSIGNED_BYTE, 0)
|
||||
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, nil)
|
||||
}
|
||||
|
||||
func (c *context) getBufferSubData(buffer buffer, width, height int) []byte {
|
||||
gl := c.gl
|
||||
gl.Call("bindBuffer", gles.PIXEL_UNPACK_BUFFER, js.Value(buffer))
|
||||
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, js.Value(buffer))
|
||||
l := 4 * width * height
|
||||
arr := jsutil.TemporaryUint8Array(l, nil)
|
||||
if isWebGL2Available {
|
||||
gl.Call("getBufferSubData", gles.PIXEL_UNPACK_BUFFER, 0, arr, 0, l)
|
||||
gl.getBufferSubData.Invoke(gles.PIXEL_UNPACK_BUFFER, 0, arr, 0, l)
|
||||
} else {
|
||||
gl.Call("getBufferSubData", gles.PIXEL_UNPACK_BUFFER, 0, arr.Call("subarray", 0, l))
|
||||
gl.getBufferSubData.Invoke(gles.PIXEL_UNPACK_BUFFER, 0, arr.Call("subarray", 0, l))
|
||||
}
|
||||
gl.Call("bindBuffer", gles.PIXEL_UNPACK_BUFFER, nil)
|
||||
gl.bindBuffer.Invoke(gles.PIXEL_UNPACK_BUFFER, nil)
|
||||
return jsutil.Uint8ArrayToSlice(arr, l)
|
||||
}
|
||||
|
152
internal/graphicsdriver/opengl/gl_js.go
Normal file
152
internal/graphicsdriver/opengl/gl_js.go
Normal file
@ -0,0 +1,152 @@
|
||||
// Copyright 2021 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 opengl
|
||||
|
||||
import (
|
||||
"syscall/js"
|
||||
)
|
||||
|
||||
type gl struct {
|
||||
activeTexture js.Value
|
||||
attachShader js.Value
|
||||
bindAttribLocation js.Value
|
||||
bindBuffer js.Value
|
||||
bindFramebuffer js.Value
|
||||
bindTexture js.Value
|
||||
blendFunc js.Value
|
||||
bufferData js.Value
|
||||
bufferSubData js.Value
|
||||
checkFramebufferStatus js.Value
|
||||
compileShader js.Value
|
||||
createBuffer js.Value
|
||||
createFramebuffer js.Value
|
||||
createProgram js.Value
|
||||
createShader js.Value
|
||||
createTexture js.Value
|
||||
deleteBuffer js.Value
|
||||
deleteFramebuffer js.Value
|
||||
deleteProgram js.Value
|
||||
deleteShader js.Value
|
||||
deleteTexture js.Value
|
||||
disableVertexAttribArray js.Value
|
||||
drawElements js.Value
|
||||
enable js.Value
|
||||
enableVertexAttribArray js.Value
|
||||
framebufferTexture2D js.Value
|
||||
flush js.Value
|
||||
getBufferSubData js.Value
|
||||
getExtension js.Value
|
||||
getParameter js.Value
|
||||
getProgramInfoLog js.Value
|
||||
getProgramParameter js.Value
|
||||
getShaderInfoLog js.Value
|
||||
getShaderParameter js.Value
|
||||
getShaderPrecisionFormat js.Value
|
||||
getUniformLocation js.Value
|
||||
isContextLost js.Value
|
||||
isFramebuffer js.Value
|
||||
isProgram js.Value
|
||||
isTexture js.Value
|
||||
linkProgram js.Value
|
||||
pixelStorei js.Value
|
||||
readPixels js.Value
|
||||
scissor js.Value
|
||||
shaderSource js.Value
|
||||
texImage2D js.Value
|
||||
texSubImage2D js.Value
|
||||
texParameteri js.Value
|
||||
uniform1f js.Value
|
||||
uniform1fv js.Value
|
||||
uniform2fv js.Value
|
||||
uniform3fv js.Value
|
||||
uniform4fv js.Value
|
||||
uniform1i js.Value
|
||||
uniformMatrix2fv js.Value
|
||||
uniformMatrix3fv js.Value
|
||||
uniformMatrix4fv js.Value
|
||||
useProgram js.Value
|
||||
vertexAttribPointer js.Value
|
||||
viewport js.Value
|
||||
}
|
||||
|
||||
func newGL(v js.Value) *gl {
|
||||
// Passing a Go string to the JS world is expensive. This causes conversion to UTF-16 (#1438).
|
||||
// In order to reduce the cost when calling functions, create the function objects by bind and use them.
|
||||
g := &gl{
|
||||
activeTexture: v.Get("activeTexture").Call("bind", v),
|
||||
attachShader: v.Get("attachShader").Call("bind", v),
|
||||
bindAttribLocation: v.Get("bindAttribLocation").Call("bind", v),
|
||||
bindBuffer: v.Get("bindBuffer").Call("bind", v),
|
||||
bindFramebuffer: v.Get("bindFramebuffer").Call("bind", v),
|
||||
bindTexture: v.Get("bindTexture").Call("bind", v),
|
||||
blendFunc: v.Get("blendFunc").Call("bind", v),
|
||||
bufferData: v.Get("bufferData").Call("bind", v),
|
||||
bufferSubData: v.Get("bufferSubData").Call("bind", v),
|
||||
checkFramebufferStatus: v.Get("checkFramebufferStatus").Call("bind", v),
|
||||
compileShader: v.Get("compileShader").Call("bind", v),
|
||||
createBuffer: v.Get("createBuffer").Call("bind", v),
|
||||
createFramebuffer: v.Get("createFramebuffer").Call("bind", v),
|
||||
createProgram: v.Get("createProgram").Call("bind", v),
|
||||
createShader: v.Get("createShader").Call("bind", v),
|
||||
createTexture: v.Get("createTexture").Call("bind", v),
|
||||
deleteBuffer: v.Get("deleteBuffer").Call("bind", v),
|
||||
deleteFramebuffer: v.Get("deleteFramebuffer").Call("bind", v),
|
||||
deleteProgram: v.Get("deleteProgram").Call("bind", v),
|
||||
deleteShader: v.Get("deleteShader").Call("bind", v),
|
||||
deleteTexture: v.Get("deleteTexture").Call("bind", v),
|
||||
disableVertexAttribArray: v.Get("disableVertexAttribArray").Call("bind", v),
|
||||
drawElements: v.Get("drawElements").Call("bind", v),
|
||||
enable: v.Get("enable").Call("bind", v),
|
||||
enableVertexAttribArray: v.Get("enableVertexAttribArray").Call("bind", v),
|
||||
framebufferTexture2D: v.Get("framebufferTexture2D").Call("bind", v),
|
||||
flush: v.Get("flush").Call("bind", v),
|
||||
getBufferSubData: v.Get("getBufferSubData").Call("bind", v),
|
||||
getParameter: v.Get("getParameter").Call("bind", v),
|
||||
getProgramInfoLog: v.Get("getProgramInfoLog").Call("bind", v),
|
||||
getProgramParameter: v.Get("getProgramParameter").Call("bind", v),
|
||||
getShaderInfoLog: v.Get("getShaderInfoLog").Call("bind", v),
|
||||
getShaderParameter: v.Get("getShaderParameter").Call("bind", v),
|
||||
getShaderPrecisionFormat: v.Get("getShaderPrecisionFormat").Call("bind", v),
|
||||
getUniformLocation: v.Get("getUniformLocation").Call("bind", v),
|
||||
isContextLost: v.Get("isContextLost").Call("bind", v),
|
||||
isFramebuffer: v.Get("isFramebuffer").Call("bind", v),
|
||||
isProgram: v.Get("isProgram").Call("bind", v),
|
||||
isTexture: v.Get("isTexture").Call("bind", v),
|
||||
linkProgram: v.Get("linkProgram").Call("bind", v),
|
||||
pixelStorei: v.Get("pixelStorei").Call("bind", v),
|
||||
readPixels: v.Get("readPixels").Call("bind", v),
|
||||
scissor: v.Get("scissor").Call("bind", v),
|
||||
shaderSource: v.Get("shaderSource").Call("bind", v),
|
||||
texImage2D: v.Get("texImage2D").Call("bind", v),
|
||||
texSubImage2D: v.Get("texSubImage2D").Call("bind", v),
|
||||
texParameteri: v.Get("texParameteri").Call("bind", v),
|
||||
uniform1f: v.Get("uniform1f").Call("bind", v),
|
||||
uniform1fv: v.Get("uniform1fv").Call("bind", v),
|
||||
uniform2fv: v.Get("uniform2fv").Call("bind", v),
|
||||
uniform3fv: v.Get("uniform3fv").Call("bind", v),
|
||||
uniform4fv: v.Get("uniform4fv").Call("bind", v),
|
||||
uniform1i: v.Get("uniform1i").Call("bind", v),
|
||||
uniformMatrix2fv: v.Get("uniformMatrix2fv").Call("bind", v),
|
||||
uniformMatrix3fv: v.Get("uniformMatrix3fv").Call("bind", v),
|
||||
uniformMatrix4fv: v.Get("uniformMatrix4fv").Call("bind", v),
|
||||
useProgram: v.Get("useProgram").Call("bind", v),
|
||||
vertexAttribPointer: v.Get("vertexAttribPointer").Call("bind", v),
|
||||
viewport: v.Get("viewport").Call("bind", v),
|
||||
}
|
||||
if !isWebGL2Available {
|
||||
g.getExtension = v.Get("getExtension").Call("bind", v)
|
||||
}
|
||||
return g
|
||||
}
|
Loading…
Reference in New Issue
Block a user