internal/graphicsdriver/opengl: Refactoring: Unify two drawTriangles* functions

This commit is contained in:
Hajime Hoshi 2021-07-01 23:45:23 +09:00
parent e9b6237f61
commit ff2dd6fe7e

View File

@ -142,16 +142,8 @@ func (g *Graphics) SetVertices(vertices []float32, indices []uint16) {
g.context.elementArrayBufferSubData(indices)
}
func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
if shader == driver.InvalidShaderID {
return g.drawTrianglesWithDefaultShader(dstID, srcIDs[0], indexLen, indexOffset, mode, colorM, filter, address, dstRegion, srcRegion)
}
return g.drawTrianglesWithShader(dstID, srcIDs, offsets, shader, indexLen, indexOffset, mode, dstRegion, srcRegion, uniforms)
}
func (g *Graphics) drawTrianglesWithDefaultShader(dst, src driver.ImageID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region) error {
destination := g.images[dst]
source := g.images[src]
func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shaderID driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
destination := g.images[dstID]
if !destination.pbo.equal(*new(buffer)) {
g.context.deleteBuffer(destination.pbo)
@ -171,81 +163,152 @@ func (g *Graphics) drawTrianglesWithDefaultShader(dst, src driver.ImageID, index
)
g.context.blendFunc(mode)
program := g.state.programs[programKey{
useColorM: colorM != nil,
filter: filter,
address: address,
}]
var program program
var uniformVars []uniformVariable
if shaderID == driver.InvalidShaderID {
program = g.state.programs[programKey{
useColorM: colorM != nil,
filter: filter,
address: address,
}]
uniforms := []uniformVariable{}
vw := destination.framebuffer.width
vh := destination.framebuffer.height
uniforms = append(uniforms, uniformVariable{
name: "viewport_size",
value: []float32{float32(vw), float32(vh)},
typ: shaderir.Type{Main: shaderir.Vec2},
}, uniformVariable{
name: "source_region",
value: []float32{
srcRegion.X,
srcRegion.Y,
srcRegion.X + srcRegion.Width,
srcRegion.Y + srcRegion.Height,
},
typ: shaderir.Type{Main: shaderir.Vec4},
})
if colorM != nil {
// ColorM's elements are immutable. It's OK to hold the reference without copying.
esBody, esTranslate := colorM.UnsafeElements()
uniforms = append(uniforms, uniformVariable{
name: "color_matrix_body",
value: esBody,
typ: shaderir.Type{Main: shaderir.Mat4},
}, uniformVariable{
name: "color_matrix_translation",
value: esTranslate,
typ: shaderir.Type{Main: shaderir.Vec4},
})
}
if filter != driver.FilterNearest {
sw, sh := source.framebufferSize()
uniforms = append(uniforms, uniformVariable{
name: "source_size",
value: []float32{float32(sw), float32(sh)},
dw, dh := destination.framebufferSize()
uniformVars = append(uniformVars, uniformVariable{
name: "viewport_size",
value: []float32{float32(dw), float32(dh)},
typ: shaderir.Type{Main: shaderir.Vec2},
}, uniformVariable{
name: "source_region",
value: []float32{
srcRegion.X,
srcRegion.Y,
srcRegion.X + srcRegion.Width,
srcRegion.Y + srcRegion.Height,
},
typ: shaderir.Type{Main: shaderir.Vec4},
})
}
if filter == driver.FilterScreen {
scale := float32(destination.width) / float32(source.width)
uniforms = append(uniforms, uniformVariable{
name: "scale",
value: scale,
typ: shaderir.Type{Main: shaderir.Float},
})
}
if colorM != nil {
// ColorM's elements are immutable. It's OK to hold the reference without copying.
esBody, esTranslate := colorM.UnsafeElements()
uniformVars = append(uniformVars, uniformVariable{
name: "color_matrix_body",
value: esBody,
typ: shaderir.Type{Main: shaderir.Mat4},
}, uniformVariable{
name: "color_matrix_translation",
value: esTranslate,
typ: shaderir.Type{Main: shaderir.Vec4},
})
}
var imgs [graphics.ShaderImageNum]textureVariable
for i := range imgs {
if i == 0 {
imgs[i].valid = true
imgs[i].native = source.textureNative
if filter != driver.FilterNearest {
sw, sh := g.images[srcIDs[0]].framebufferSize()
uniformVars = append(uniformVars, uniformVariable{
name: "source_size",
value: []float32{float32(sw), float32(sh)},
typ: shaderir.Type{Main: shaderir.Vec2},
})
}
if filter == driver.FilterScreen {
scale := float32(destination.width) / float32(g.images[srcIDs[0]].width)
uniformVars = append(uniformVars, uniformVariable{
name: "scale",
value: scale,
typ: shaderir.Type{Main: shaderir.Float},
})
}
} else {
shader := g.shaders[shaderID]
program = shader.p
uniformVars = make([]uniformVariable, graphics.PreservedUniformVariablesNum+len(uniforms))
{
const idx = graphics.DestinationTextureSizeUniformVariableIndex
w, h := destination.framebufferSize()
uniformVars[idx].name = "U0"
uniformVars[idx].value = []float32{float32(w), float32(h)}
uniformVars[idx].typ = shader.ir.Uniforms[0]
}
{
sizes := make([]float32, 2*len(srcIDs))
for i, srcID := range srcIDs {
if img := g.images[srcID]; img != nil {
w, h := img.framebufferSize()
sizes[2*i] = float32(w)
sizes[2*i+1] = float32(h)
}
}
const idx = graphics.TextureSizesUniformVariableIndex
uniformVars[idx].name = fmt.Sprintf("U%d", idx)
uniformVars[idx].value = sizes
uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
dw, dh := destination.framebufferSize()
{
origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
uniformVars[idx].name = fmt.Sprintf("U%d", idx)
uniformVars[idx].value = origin
uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
uniformVars[idx].name = fmt.Sprintf("U%d", idx)
uniformVars[idx].value = size
uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
voffsets := make([]float32, 2*len(offsets))
for i, o := range offsets {
voffsets[2*i] = o[0]
voffsets[2*i+1] = o[1]
}
const idx = graphics.TextureSourceOffsetsUniformVariableIndex
uniformVars[idx].name = fmt.Sprintf("U%d", idx)
uniformVars[idx].value = voffsets
uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
uniformVars[idx].name = fmt.Sprintf("U%d", idx)
uniformVars[idx].value = origin
uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
{
size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
uniformVars[idx].name = fmt.Sprintf("U%d", idx)
uniformVars[idx].value = size
uniformVars[idx].typ = shader.ir.Uniforms[idx]
}
for i, v := range uniforms {
const offset = graphics.PreservedUniformVariablesNum
uniformVars[i+offset].name = fmt.Sprintf("U%d", i+offset)
uniformVars[i+offset].value = v
uniformVars[i+offset].typ = shader.ir.Uniforms[i+offset]
}
}
if err := g.useProgram(program, uniforms, imgs); err != nil {
var imgs [graphics.ShaderImageNum]textureVariable
for i, srcID := range srcIDs {
if srcID == driver.InvalidImageID {
continue
}
imgs[i].valid = true
imgs[i].native = g.images[srcID].textureNative
}
if err := g.useProgram(program, uniformVars, imgs); err != nil {
return err
}
g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
// but basically this pass the tests (esp. TestImageTooManyFill).
// As glFlush() causes performance problems, this should be avoided as much as possible.
// Let's wait and see, and file a new issue when this problem is newly foung.
return nil
}
@ -295,114 +358,3 @@ func (g *Graphics) addShader(shader *Shader) {
func (g *Graphics) removeShader(shader *Shader) {
delete(g.shaders, shader.id)
}
func (g *Graphics) drawTrianglesWithShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
d := g.images[dst]
s := g.shaders[shader]
if !d.pbo.equal(*new(buffer)) {
g.context.deleteBuffer(d.pbo)
d.pbo = *new(buffer)
}
g.drawCalled = true
if err := d.setViewport(); err != nil {
return err
}
g.context.scissor(
int(dstRegion.X),
int(dstRegion.Y),
int(dstRegion.Width),
int(dstRegion.Height),
)
g.context.blendFunc(mode)
us := make([]uniformVariable, graphics.PreservedUniformVariablesNum+len(uniforms))
{
const idx = graphics.DestinationTextureSizeUniformVariableIndex
w, h := d.framebufferSize()
us[idx].name = "U0"
us[idx].value = []float32{float32(w), float32(h)}
us[idx].typ = s.ir.Uniforms[0]
}
{
sizes := make([]float32, 2*len(srcs))
for i, src := range srcs {
if img := g.images[src]; img != nil {
w, h := img.framebufferSize()
sizes[2*i] = float32(w)
sizes[2*i+1] = float32(h)
}
}
const idx = graphics.TextureSizesUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = sizes
us[idx].typ = s.ir.Uniforms[idx]
}
dw, dh := d.framebufferSize()
{
origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = origin
us[idx].typ = s.ir.Uniforms[idx]
}
{
size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = size
us[idx].typ = s.ir.Uniforms[idx]
}
{
voffsets := make([]float32, 2*len(offsets))
for i, o := range offsets {
voffsets[2*i] = o[0]
voffsets[2*i+1] = o[1]
}
const idx = graphics.TextureSourceOffsetsUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = voffsets
us[idx].typ = s.ir.Uniforms[idx]
}
{
origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = origin
us[idx].typ = s.ir.Uniforms[idx]
}
{
size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
us[idx].name = fmt.Sprintf("U%d", idx)
us[idx].value = size
us[idx].typ = s.ir.Uniforms[idx]
}
for i, v := range uniforms {
const offset = graphics.PreservedUniformVariablesNum
us[i+offset].name = fmt.Sprintf("U%d", i+offset)
us[i+offset].value = v
us[i+offset].typ = s.ir.Uniforms[i+offset]
}
var ts [graphics.ShaderImageNum]textureVariable
for i, src := range srcs {
if src == driver.InvalidImageID {
continue
}
ts[i].valid = true
ts[i].native = g.images[src].textureNative
}
if err := g.useProgram(s.p, us, ts); err != nil {
return err
}
g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
return nil
}