// Copyright 2014 Hajime Hoshi // // 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. // +build android ios package opengl import ( "errors" "fmt" mgl "golang.org/x/mobile/gl" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type ( textureNative mgl.Texture framebufferNative mgl.Framebuffer shader mgl.Shader program mgl.Program buffer mgl.Buffer ) func (t textureNative) equal(rhs textureNative) bool { return t == rhs } func (f framebufferNative) equal(rhs framebufferNative) bool { return f == rhs } func (s shader) equal(rhs shader) bool { return s == rhs } func (b buffer) equal(rhs buffer) bool { return b == rhs } func (p program) equal(rhs program) bool { return p == rhs } var InvalidTexture textureNative type ( uniformLocation mgl.Uniform attribLocation mgl.Attrib ) func (u uniformLocation) equal(rhs uniformLocation) bool { return u == rhs } type programID uint32 var ( invalidTexture = textureNative(mgl.Texture{}) invalidFramebuffer = framebufferNative(mgl.Framebuffer{Value: (1 << 32) - 1}) invalidUniform = uniformLocation(mgl.Uniform{Value: -1}) ) func getProgramID(p program) programID { return programID(p.Value) } const ( vertexShader = shaderType(mgl.VERTEX_SHADER) fragmentShader = shaderType(mgl.FRAGMENT_SHADER) arrayBuffer = bufferType(mgl.ARRAY_BUFFER) elementArrayBuffer = bufferType(mgl.ELEMENT_ARRAY_BUFFER) dynamicDraw = bufferUsage(mgl.DYNAMIC_DRAW) short = dataType(mgl.SHORT) float = dataType(mgl.FLOAT) zero = operation(mgl.ZERO) one = operation(mgl.ONE) srcAlpha = operation(mgl.SRC_ALPHA) dstAlpha = operation(mgl.DST_ALPHA) oneMinusSrcAlpha = operation(mgl.ONE_MINUS_SRC_ALPHA) oneMinusDstAlpha = operation(mgl.ONE_MINUS_DST_ALPHA) dstColor = operation(mgl.DST_COLOR) ) type contextImpl struct { gl mgl.Context } func (c *context) reset() error { c.locationCache = newLocationCache() c.lastTexture = invalidTexture c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 c.lastCompositeMode = driver.CompositeModeUnknown c.gl.Enable(mgl.BLEND) c.blendFunc(driver.CompositeModeSourceOver) f := c.gl.GetInteger(mgl.FRAMEBUFFER_BINDING) c.screenFramebuffer = framebufferNative(mgl.Framebuffer{uint32(f)}) // TODO: Need to update screenFramebufferWidth/Height? return nil } func (c *context) blendFunc(mode driver.CompositeMode) { gl := c.gl if c.lastCompositeMode == mode { return } c.lastCompositeMode = mode s, d := mode.Operations() s2, d2 := convertOperation(s), convertOperation(d) gl.BlendFunc(mgl.Enum(s2), mgl.Enum(d2)) } func (c *context) newTexture(width, height int) (textureNative, error) { gl := c.gl t := gl.CreateTexture() if t.Value <= 0 { return textureNative{}, errors.New("opengl: creating texture failed") } gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4) c.bindTexture(textureNative(t)) gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, mgl.NEAREST) gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST) gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_S, mgl.CLAMP_TO_EDGE) gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_T, mgl.CLAMP_TO_EDGE) gl.TexImage2D(mgl.TEXTURE_2D, 0, mgl.RGBA, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil) return textureNative(t), nil } func (c *context) bindFramebufferImpl(f framebufferNative) { gl := c.gl gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f)) } func (c *context) framebufferPixels(f *framebuffer, width, height int) []byte { gl := c.gl gl.Flush() c.bindFramebuffer(f.native) pixels := make([]byte, 4*width*height) gl.ReadPixels(pixels, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE) return pixels } func (c *context) activeTexture(idx int) { gl := c.gl gl.ActiveTexture(mgl.Enum(mgl.TEXTURE0 + idx)) } func (c *context) bindTextureImpl(t textureNative) { gl := c.gl gl.BindTexture(mgl.TEXTURE_2D, mgl.Texture(t)) } func (c *context) deleteTexture(t textureNative) { gl := c.gl if !gl.IsTexture(mgl.Texture(t)) { return } if c.lastTexture == t { c.lastTexture = invalidTexture } gl.DeleteTexture(mgl.Texture(t)) } func (c *context) isTexture(t textureNative) bool { gl := c.gl return gl.IsTexture(mgl.Texture(t)) } func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) { gl := c.gl f := gl.CreateFramebuffer() if f.Value <= 0 { return framebufferNative{}, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false") } c.bindFramebuffer(framebufferNative(f)) gl.FramebufferTexture2D(mgl.FRAMEBUFFER, mgl.COLOR_ATTACHMENT0, mgl.TEXTURE_2D, mgl.Texture(texture), 0) s := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER) if s != mgl.FRAMEBUFFER_COMPLETE { if s != 0 { return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: %v", s) } if e := gl.GetError(); e != mgl.NO_ERROR { return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e) } return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: unknown error") } return framebufferNative(f), nil } func (c *context) setViewportImpl(width, height int) { gl := c.gl gl.Viewport(0, 0, width, height) } func (c *context) deleteFramebuffer(f framebufferNative) { gl := c.gl if !gl.IsFramebuffer(mgl.Framebuffer(f)) { return } // If a framebuffer to be deleted is bound, a newly bound framebuffer // will be a default framebuffer. // https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml if c.lastFramebuffer == f { c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 } gl.DeleteFramebuffer(mgl.Framebuffer(f)) } func (c *context) newShader(shaderType shaderType, source string) (shader, error) { gl := c.gl s := gl.CreateShader(mgl.Enum(shaderType)) if s.Value == 0 { return shader{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType) } gl.ShaderSource(s, source) gl.CompileShader(s) v := gl.GetShaderi(s, mgl.COMPILE_STATUS) if v == mgl.FALSE { log := gl.GetShaderInfoLog(s) return shader{}, fmt.Errorf("opengl: shader compile failed: %s", log) } return shader(s), nil } func (c *context) deleteShader(s shader) { gl := c.gl gl.DeleteShader(mgl.Shader(s)) } func (c *context) newProgram(shaders []shader, attributes []string) (program, error) { gl := c.gl p := gl.CreateProgram() if p.Value == 0 { return program{}, errors.New("opengl: glCreateProgram failed") } for _, shader := range shaders { gl.AttachShader(p, mgl.Shader(shader)) } for i, name := range attributes { gl.BindAttribLocation(p, mgl.Attrib{Value: uint(i)}, name) } gl.LinkProgram(p) v := gl.GetProgrami(p, mgl.LINK_STATUS) if v == mgl.FALSE { info := gl.GetProgramInfoLog(p) return program{}, fmt.Errorf("opengl: program error: %s", info) } return program(p), nil } func (c *context) useProgram(p program) { gl := c.gl gl.UseProgram(mgl.Program(p)) } func (c *context) deleteProgram(p program) { gl := c.gl if !gl.IsProgram(mgl.Program(p)) { return } gl.DeleteProgram(mgl.Program(p)) } func (c *context) getUniformLocationImpl(p program, location string) uniformLocation { gl := c.gl u := uniformLocation(gl.GetUniformLocation(mgl.Program(p), location)) return u } func (c *context) uniformInt(p program, location string, v int) bool { gl := c.gl l := c.locationCache.GetUniformLocation(c, p, location) if l == invalidUniform { return false } gl.Uniform1i(mgl.Uniform(l), v) return true } func (c *context) uniformFloat(p program, location string, v float32) bool { gl := c.gl l := c.locationCache.GetUniformLocation(c, p, location) if l == invalidUniform { return false } gl.Uniform1f(mgl.Uniform(l), v) return true } func (c *context) uniformFloats(p program, location string, v []float32, typ shaderir.Type) bool { gl := c.gl l := c.locationCache.GetUniformLocation(c, p, location) if l == invalidUniform { return false } base := typ.Main if base == shaderir.Array { base = typ.Sub[0].Main } switch base { case shaderir.Float: gl.Uniform1fv(mgl.Uniform(l), v) case shaderir.Vec2: gl.Uniform2fv(mgl.Uniform(l), v) case shaderir.Vec3: gl.Uniform3fv(mgl.Uniform(l), v) case shaderir.Vec4: gl.Uniform4fv(mgl.Uniform(l), v) case shaderir.Mat2: gl.UniformMatrix2fv(mgl.Uniform(l), v) case shaderir.Mat3: gl.UniformMatrix3fv(mgl.Uniform(l), v) case shaderir.Mat4: gl.UniformMatrix4fv(mgl.Uniform(l), v) default: panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String())) } return true } func (c *context) vertexAttribPointer(p program, index int, size int, dataType dataType, stride int, offset int) { gl := c.gl gl.VertexAttribPointer(mgl.Attrib{Value: uint(index)}, size, mgl.Enum(dataType), false, stride, offset) } func (c *context) enableVertexAttribArray(p program, index int) { gl := c.gl gl.EnableVertexAttribArray(mgl.Attrib{Value: uint(index)}) } func (c *context) disableVertexAttribArray(p program, index int) { gl := c.gl gl.DisableVertexAttribArray(mgl.Attrib{Value: uint(index)}) } func (c *context) newArrayBuffer(size int) buffer { gl := c.gl b := gl.CreateBuffer() gl.BindBuffer(mgl.Enum(arrayBuffer), b) gl.BufferInit(mgl.Enum(arrayBuffer), size, mgl.Enum(dynamicDraw)) return buffer(b) } func (c *context) newElementArrayBuffer(size int) buffer { gl := c.gl b := gl.CreateBuffer() gl.BindBuffer(mgl.Enum(elementArrayBuffer), b) gl.BufferInit(mgl.Enum(elementArrayBuffer), size, mgl.Enum(dynamicDraw)) return buffer(b) } func (c *context) bindBuffer(bufferType bufferType, b buffer) { gl := c.gl gl.BindBuffer(mgl.Enum(bufferType), mgl.Buffer(b)) } func (c *context) arrayBufferSubData(data []float32) { gl := c.gl gl.BufferSubData(mgl.Enum(arrayBuffer), 0, float32sToBytes(data)) } func (c *context) elementArrayBufferSubData(data []uint16) { gl := c.gl gl.BufferSubData(mgl.Enum(elementArrayBuffer), 0, uint16sToBytes(data)) } func (c *context) deleteBuffer(b buffer) { gl := c.gl gl.DeleteBuffer(mgl.Buffer(b)) } func (c *context) drawElements(len int, offsetInBytes int) { gl := c.gl gl.DrawElements(mgl.TRIANGLES, len, mgl.UNSIGNED_SHORT, offsetInBytes) } func (c *context) maxTextureSizeImpl() int { gl := c.gl return gl.GetInteger(mgl.MAX_TEXTURE_SIZE) } func (c *context) getShaderPrecisionFormatPrecision() int { gl := c.gl _, _, p := gl.GetShaderPrecisionFormat(mgl.FRAGMENT_SHADER, mgl.HIGH_FLOAT) return p } func (c *context) flush() { gl := c.gl gl.Flush() } func (c *context) needsRestoring() bool { return true } func (c *context) canUsePBO() bool { // On Android, using PBO might slow the applications, especially when coming back from the context lost. // Let's not use PBO until we find a good solution. return false } func (c *context) texSubImage2D(t textureNative, width, height int, args []*driver.ReplacePixelsArgs) { c.bindTexture(t) gl := c.gl for _, a := range args { gl.TexSubImage2D(mgl.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, mgl.RGBA, mgl.UNSIGNED_BYTE, a.Pixels) } } func (c *context) newPixelBufferObject(width, height int) buffer { gl := c.gl b := gl.CreateBuffer() gl.BindBuffer(mgl.PIXEL_UNPACK_BUFFER, b) gl.BufferInit(mgl.PIXEL_UNPACK_BUFFER, 4*width*height, mgl.STREAM_DRAW) gl.BindBuffer(mgl.PIXEL_UNPACK_BUFFER, mgl.Buffer{0}) return buffer(b) } func (c *context) replacePixelsWithPBO(buffer buffer, t textureNative, width, height int, args []*driver.ReplacePixelsArgs) { // This implementation is not used yet so far. See the comment at canUsePBO. c.bindTexture(t) gl := c.gl gl.BindBuffer(mgl.PIXEL_UNPACK_BUFFER, mgl.Buffer(buffer)) stride := 4 * width for _, a := range args { offset := 4 * (a.Y*width + a.X) for j := 0; j < a.Height; j++ { gl.BufferSubData(mgl.PIXEL_UNPACK_BUFFER, offset+stride*j, a.Pixels[4*a.Width*j:4*a.Width*(j+1)]) } } gl.TexSubImage2D(mgl.TEXTURE_2D, 0, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil) gl.BindBuffer(mgl.PIXEL_UNPACK_BUFFER, mgl.Buffer{0}) }