// Copyright 2016 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. package graphicscommand import ( "fmt" "image" "math" "strings" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) // command represents a drawing command. // // A command for drawing that is created when Image functions are called like DrawTriangles, // or Fill. // A command is not immediately executed after created. Instead, it is queued after created, // and executed only when necessary. type command interface { fmt.Stringer Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error NeedsSync() bool } type drawTrianglesCommandPool struct { pool []*drawTrianglesCommand } func (p *drawTrianglesCommandPool) get() *drawTrianglesCommand { if len(p.pool) == 0 { return &drawTrianglesCommand{} } v := p.pool[len(p.pool)-1] p.pool[len(p.pool)-1] = nil p.pool = p.pool[:len(p.pool)-1] return v } func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) { if len(p.pool) >= 1024 { return } p.pool = append(p.pool, v) } // drawTrianglesCommand represents a drawing command to draw an image on another image. type drawTrianglesCommand struct { dst *Image srcs [graphics.ShaderSrcImageCount]*Image vertices []float32 blend graphicsdriver.Blend dstRegions []graphicsdriver.DstRegion shader *Shader uniforms []uint32 fillRule graphicsdriver.FillRule firstCaller string } func (c *drawTrianglesCommand) String() string { var blend string switch c.blend { case graphicsdriver.BlendSourceOver: blend = "(source-over)" case graphicsdriver.BlendClear: blend = "(clear)" case graphicsdriver.BlendCopy: blend = "(copy)" default: blend = fmt.Sprintf("{src-rgb: %d, src-alpha: %d, dst-rgb: %d, dst-alpha: %d, op-rgb: %d, op-alpha: %d}", c.blend.BlendFactorSourceRGB, c.blend.BlendFactorSourceAlpha, c.blend.BlendFactorDestinationRGB, c.blend.BlendFactorDestinationAlpha, c.blend.BlendOperationRGB, c.blend.BlendOperationAlpha) } dst := fmt.Sprintf("%d", c.dst.id) if c.dst.screen { dst += " (screen)" } else if c.dst.attribute != "" { dst += " (" + c.dst.attribute + ")" } var srcstrs [graphics.ShaderSrcImageCount]string for i, src := range c.srcs { if src == nil { srcstrs[i] = "(nil)" continue } srcstrs[i] = fmt.Sprintf("%d", src.id) if src.screen { srcstrs[i] += " (screen)" } else if src.attribute != "" { srcstrs[i] += " (" + src.attribute + ")" } } shader := fmt.Sprintf("%d", c.shader.id) if c.shader.name != "" { shader += " (" + c.shader.name + ")" } str := fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader: %s", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, shader) if c.firstCaller != "" { str += "\n first-caller: " + c.firstCaller } return str } // Exec executes the drawTrianglesCommand. func (c *drawTrianglesCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error { // TODO: Is it ok not to bind any framebuffer here? if len(c.dstRegions) == 0 { return nil } var imgs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID for i, src := range c.srcs { if src == nil { imgs[i] = graphicsdriver.InvalidImageID continue } imgs[i] = src.image.ID() } return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule) } func (c *drawTrianglesCommand) NeedsSync() bool { return false } func (c *drawTrianglesCommand) numVertices() int { return len(c.vertices) } func (c *drawTrianglesCommand) numIndices() int { var nindices int for _, dstRegion := range c.dstRegions { nindices += dstRegion.IndexCount } return nindices } func (c *drawTrianglesCommand) setVertices(vertices []float32) { c.vertices = vertices } // CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged // with the drawTrianglesCommand c. func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool { if c.shader != shader { return false } if len(c.uniforms) != len(uniforms) { return false } for i := range c.uniforms { if c.uniforms[i] != uniforms[i] { return false } } if c.dst != dst { return false } if c.srcs != srcs { return false } if c.blend != blend { return false } if c.fillRule != fillRule { return false } if c.fillRule != graphicsdriver.FillRuleFillAll && mightOverlapDstRegions(c.vertices, vertices) { return false } return true } var ( posInf32 = float32(math.Inf(1)) negInf32 = float32(math.Inf(-1)) ) func dstRegionFromVertices(vertices []float32) (minX, minY, maxX, maxY float32) { minX = posInf32 minY = posInf32 maxX = negInf32 maxY = negInf32 for i := 0; i < len(vertices); i += graphics.VertexFloatCount { x := vertices[i] y := vertices[i+1] if x < minX { minX = x } if y < minY { minY = y } if maxX < x { maxX = x } if maxY < y { maxY = y } } return } func mightOverlapDstRegions(vertices1, vertices2 []float32) bool { minX1, minY1, maxX1, maxY1 := dstRegionFromVertices(vertices1) minX2, minY2, maxX2, maxY2 := dstRegionFromVertices(vertices2) const margin = 1 return minX1 < maxX2+margin && minX2 < maxX1+margin && minY1 < maxY2+margin && minY2 < maxY1+margin } // writePixelsCommand represents a command to replace pixels of an image. type writePixelsCommand struct { dst *Image args []writePixelsCommandArgs } type writePixelsCommandArgs struct { pixels *graphics.ManagedBytes region image.Rectangle } func (c *writePixelsCommand) String() string { var args []string for _, a := range c.args { args = append(args, fmt.Sprintf("region: %s", a.region.String())) } return fmt.Sprintf("write-pixels: dst: %d, args: %s", c.dst.id, strings.Join(args, ", ")) } // Exec executes the writePixelsCommand. func (c *writePixelsCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error { if len(c.args) == 0 { return nil } args := make([]graphicsdriver.PixelsArgs, 0, len(c.args)) for _, a := range c.args { pix, f := a.pixels.GetAndRelease() // A finalizer is executed when flushing the queue at the end of the frame. // At the end of the frame, the last command is rendering triangles onto the screen, // so the bytes are already sent to GPU and synced. // TODO: This might be fragile. When is the better time to call finalizers by a command queue? commandQueue.addFinalizer(f) args = append(args, graphicsdriver.PixelsArgs{ Pixels: pix, Region: a.region, }) } if err := c.dst.image.WritePixels(args); err != nil { return err } return nil } func (c *writePixelsCommand) NeedsSync() bool { return false } type readPixelsCommand struct { img *Image args []graphicsdriver.PixelsArgs } // Exec executes a readPixelsCommand. func (c *readPixelsCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error { if err := c.img.image.ReadPixels(c.args); err != nil { return err } return nil } func (c *readPixelsCommand) NeedsSync() bool { return true } func (c *readPixelsCommand) String() string { var args []string for _, a := range c.args { args = append(args, fmt.Sprintf("region: %s", a.Region.String())) } return fmt.Sprintf("read-pixels: image: %d, args: %v", c.img.id, strings.Join(args, ", ")) } // disposeImageCommand represents a command to dispose an image. type disposeImageCommand struct { target *Image } func (c *disposeImageCommand) String() string { return fmt.Sprintf("dispose-image: target: %d", c.target.id) } // Exec executes the disposeImageCommand. func (c *disposeImageCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error { c.target.image.Dispose() return nil } func (c *disposeImageCommand) NeedsSync() bool { return false } // disposeShaderCommand represents a command to dispose a shader. type disposeShaderCommand struct { target *Shader } func (c *disposeShaderCommand) String() string { return "dispose-shader: target" } // Exec executes the disposeShaderCommand. func (c *disposeShaderCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error { c.target.shader.Dispose() return nil } func (c *disposeShaderCommand) NeedsSync() bool { return false } // newImageCommand represents a command to create an empty image with given width and height. type newImageCommand struct { result *Image width int height int screen bool attribute string } func (c *newImageCommand) String() string { str := fmt.Sprintf("new-image: result: %d, width: %d, height: %d, screen: %t", c.result.id, c.width, c.height, c.screen) if c.attribute != "" { str += ", attribute: " + c.attribute } return str } // Exec executes a newImageCommand. func (c *newImageCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error { var err error if c.screen { c.result.image, err = graphicsDriver.NewScreenFramebufferImage(c.width, c.height) } else { c.result.image, err = graphicsDriver.NewImage(c.width, c.height) } return err } func (c *newImageCommand) NeedsSync() bool { return true } // newShaderCommand is a command to create a shader. type newShaderCommand struct { result *Shader ir *shaderir.Program } func (c *newShaderCommand) String() string { return "new-shader" } // Exec executes a newShaderCommand. func (c *newShaderCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error { s, err := graphicsDriver.NewShader(c.ir) if err != nil { return err } c.result.shader = s return nil } func (c *newShaderCommand) NeedsSync() bool { return true } // InitializeGraphicsDriverState initialize the current graphics driver state. func InitializeGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) { runOnRenderThread(func() { err = graphicsDriver.Initialize() }, true) return } // ResetGraphicsDriverState resets the current graphics driver state. // If the graphics driver doesn't have an API to reset, ResetGraphicsDriverState does nothing. func ResetGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) { if r, ok := graphicsDriver.(graphicsdriver.Resetter); ok { runOnRenderThread(func() { err = r.Reset() }, true) } return nil } // MaxImageSize returns the maximum size of an image. func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int { var size int runOnRenderThread(func() { size = graphicsDriver.MaxImageSize() }, true) return size }