// Copyright 2019 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 graphics import ( "sync" ) const ( ShaderImageCount = 4 // PreservedUniformVariablesCount represents the number of preserved uniform variables. // Any shaders in Ebiten must have these uniform variables. PreservedUniformVariablesCount = 1 + // the destination texture size 1 + // the texture sizes array 1 + // the texture destination region's origin 1 + // the texture destination region's size 1 + // the offsets array of the second and the following images 1 + // the texture source region's origin 1 + // the texture source region's size 1 // the projection matrix TextureDestinationSizeUniformVariableIndex = 0 TextureSourceSizesUniformVariableIndex = 1 TextureDestinationRegionOriginUniformVariableIndex = 2 TextureDestinationRegionSizeUniformVariableIndex = 3 TextureSourceOffsetsUniformVariableIndex = 4 TextureSourceRegionOriginUniformVariableIndex = 5 TextureSourceRegionSizeUniformVariableIndex = 6 ProjectionMatrixUniformVariableIndex = 7 ) const ( IndicesCount = (1 << 16) / 3 * 3 // Adjust num for triangles. VertexFloatCount = 8 ) var ( quadIndices = []uint16{0, 1, 2, 1, 2, 3} ) func QuadIndices() []uint16 { return quadIndices } var ( theVerticesBackend = &verticesBackend{} ) // TODO: The logic is very similar to atlas.temporaryPixels. Unify them. type verticesBackend struct { backend []float32 pos int notFullyUsedTime int m sync.Mutex } func verticesBackendFloat32Size(size int) int { l := 128 * VertexFloatCount for l < size { l *= 2 } return l } func max(a, b int) int { if a > b { return a } return b } func (v *verticesBackend) slice(n int) []float32 { v.m.Lock() defer v.m.Unlock() need := n * VertexFloatCount if len(v.backend) < v.pos+need { v.backend = make([]float32, max(len(v.backend)*2, verticesBackendFloat32Size(need))) v.pos = 0 } s := v.backend[v.pos : v.pos+need] v.pos += need return s } func (v *verticesBackend) lockAndReset(f func() error) error { v.m.Lock() defer v.m.Unlock() if err := f(); err != nil { return err } const maxNotFullyUsedTime = 60 if verticesBackendFloat32Size(v.pos) < len(v.backend) { if v.notFullyUsedTime < maxNotFullyUsedTime { v.notFullyUsedTime++ } } else { v.notFullyUsedTime = 0 } if v.notFullyUsedTime == maxNotFullyUsedTime && len(v.backend) > 0 { v.backend = nil v.notFullyUsedTime = 0 } v.pos = 0 return nil } // Vertices returns a float32 slice for n vertices. // Vertices returns a slice that never overlaps with other slices returned this function, // and users can do optimization based on this fact. func Vertices(n int) []float32 { return theVerticesBackend.slice(n) } func LockAndResetVertices(f func() error) error { return theVerticesBackend.lockAndReset(f) } // QuadVertices returns a float32 slice for a quadrangle. // QuadVertices returns a slice that never overlaps with other slices returned this function, // and users can do optimization based on this fact. func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 { x := sx1 - sx0 y := sy1 - sy0 ax, by, cx, dy := a*x, b*y, c*x, d*y u0, v0, u1, v1 := float32(sx0), float32(sy0), float32(sx1), float32(sy1) // Use the vertex backend instead of calling make to reduce GCs (#1521). vs := theVerticesBackend.slice(4) // This function is very performance-sensitive and implement in a very dumb way. _ = vs[:4*VertexFloatCount] vs[0] = tx vs[1] = ty vs[2] = u0 vs[3] = v0 vs[4] = cr vs[5] = cg vs[6] = cb vs[7] = ca vs[8] = ax + tx vs[9] = cx + ty vs[10] = u1 vs[11] = v0 vs[12] = cr vs[13] = cg vs[14] = cb vs[15] = ca vs[16] = by + tx vs[17] = dy + ty vs[18] = u0 vs[19] = v1 vs[20] = cr vs[21] = cg vs[22] = cb vs[23] = ca vs[24] = ax + by + tx vs[25] = cx + dy + ty vs[26] = u1 vs[27] = v1 vs[28] = cr vs[29] = cg vs[30] = cb vs[31] = ca return vs }