// 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" "math" "strings" "sync/atomic" "github.com/hajimehoshi/ebiten/v2/internal/debug" "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(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 = 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) } // commandQueue is a command queue for drawing commands. type commandQueue struct { // commands is a queue of drawing commands. commands []command // vertices represents a vertices data in OpenGL's array buffer. vertices []float32 indices []uint16 tmpNumVertexFloats int drawTrianglesCommandPool drawTrianglesCommandPool uint32sBuffer uint32sBuffer temporaryBytes temporaryBytes err atomic.Value } // theCommandQueues is the set of command queues for the current process. var ( theCommandQueues = [...]*commandQueue{ {}, {}, } commandQueueIndex int ) func currentCommandQueue() *commandQueue { return theCommandQueues[commandQueueIndex] } func switchCommandQueue() { commandQueueIndex++ commandQueueIndex = commandQueueIndex % len(theCommandQueues) } func (q *commandQueue) appendIndices(indices []uint16, offset uint16) { n := len(q.indices) q.indices = append(q.indices, indices...) for i := n; i < len(q.indices); i++ { q.indices[i] += offset } } // mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used. func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool { return nextNumVertexFloats > graphics.MaxVertexFloatsCount } // EnqueueDrawTrianglesCommand enqueues a drawing-image command. func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) { if len(vertices) > graphics.MaxVertexFloatsCount { panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", graphics.MaxVertexFloatsCount, len(vertices))) } split := false if mustUseDifferentVertexBuffer(q.tmpNumVertexFloats + len(vertices)) { q.tmpNumVertexFloats = 0 split = true } // Assume that all the image sizes are same. // Assume that the images are packed from the front in the slice srcs. q.vertices = append(q.vertices, vertices...) q.appendIndices(indices, uint16(q.tmpNumVertexFloats/graphics.VertexFloatCount)) q.tmpNumVertexFloats += len(vertices) // prependPreservedUniforms not only prepends values to the given slice but also creates a new slice. // Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far. // TODO: This might cause a performance issue (#2601). uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions) // Remove unused uniform variables so that more commands can be merged. shader.ir.FilterUniformVariables(uniforms) // TODO: If dst is the screen, reorder the command to be the last. if !split && 0 < len(q.commands) { if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok { if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, blend, shader, uniforms, evenOdd) { last.setVertices(q.lastVertices(len(vertices) + last.numVertices())) if last.dstRegions[len(last.dstRegions)-1].Region == dstRegion { last.dstRegions[len(last.dstRegions)-1].IndexCount += len(indices) } else { last.dstRegions = append(last.dstRegions, graphicsdriver.DstRegion{ Region: dstRegion, IndexCount: len(indices), }) } return } } } c := q.drawTrianglesCommandPool.get() c.dst = dst c.srcs = srcs c.vertices = q.lastVertices(len(vertices)) c.blend = blend c.dstRegions = []graphicsdriver.DstRegion{ { Region: dstRegion, IndexCount: len(indices), }, } c.shader = shader c.uniforms = uniforms c.evenOdd = evenOdd q.commands = append(q.commands, c) } func (q *commandQueue) lastVertices(n int) []float32 { return q.vertices[len(q.vertices)-n : len(q.vertices)] } // Enqueue enqueues a drawing command other than a draw-triangles command. // // For a draw-triangles command, use EnqueueDrawTrianglesCommand. func (q *commandQueue) Enqueue(command command) { // TODO: If dst is the screen, reorder the command to be the last. q.commands = append(q.commands, command) } // Flush flushes the command queue. func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bool, swapBuffersForGL func()) error { if err := q.err.Load(); err != nil { return err.(error) } var sync bool for _, c := range q.commands { if c.NeedsSync() { sync = true break } } logger := debug.SwitchLogger() var flushErr error runOnRenderThread(func() { defer logger.Flush() if err := q.flush(graphicsDriver, endFrame, logger); err != nil { if sync { return } q.err.Store(err) return } if endFrame && swapBuffersForGL != nil { swapBuffersForGL() } }, sync) if sync && flushErr != nil { return flushErr } return nil } // flush must be called the main thread. func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool, logger debug.Logger) (err error) { // If endFrame is true, Begin/End should be called to ensure the framebuffer is swapped. if len(q.commands) == 0 && !endFrame { return nil } es := q.indices vs := q.vertices logger.Logf("Graphics commands:\n") if err := graphicsDriver.Begin(); err != nil { return err } defer func() { // Call End even if an error causes, or the graphics driver's state might be stale (#2388). if err1 := graphicsDriver.End(endFrame); err1 != nil && err == nil { err = err1 } // Release the commands explicitly (#1803). // Apparently, the part of a slice between len and cap-1 still holds references. // Then, resetting the length by [:0] doesn't release the references. for i, c := range q.commands { if c, ok := c.(*drawTrianglesCommand); ok { q.drawTrianglesCommandPool.put(c) } q.commands[i] = nil } q.commands = q.commands[:0] q.vertices = q.vertices[:0] q.indices = q.indices[:0] q.tmpNumVertexFloats = 0 if endFrame { q.uint32sBuffer.reset() q.temporaryBytes.reset() } }() cs := q.commands for len(cs) > 0 { nv := 0 ne := 0 nc := 0 for _, c := range cs { if dtc, ok := c.(*drawTrianglesCommand); ok { if nc > 0 && mustUseDifferentVertexBuffer(nv+dtc.numVertices()) { break } nv += dtc.numVertices() ne += dtc.numIndices() } nc++ } if 0 < ne { if err := graphicsDriver.SetVertices(vs[:nv], es[:ne]); err != nil { return err } es = es[ne:] vs = vs[nv:] } indexOffset := 0 for _, c := range cs[:nc] { if err := c.Exec(graphicsDriver, indexOffset); err != nil { return err } logger.Logf(" %s\n", c) // TODO: indexOffset should be reset if the command type is different // from the previous one. This fix is needed when another drawing command is // introduced than drawTrianglesCommand. if dtc, ok := c.(*drawTrianglesCommand); ok { indexOffset += dtc.numIndices() } } cs = cs[nc:] } return nil } // FlushCommands flushes the command queue and present the screen if needed. // If endFrame is true, the current screen might be used to present. func FlushCommands(graphicsDriver graphicsdriver.Graphics, endFrame bool, swapBuffersForGL func()) error { flushImageBuffers() if err := currentCommandQueue().Flush(graphicsDriver, endFrame, swapBuffersForGL); err != nil { return err } switchCommandQueue() return nil } // drawTrianglesCommand represents a drawing command to draw an image on another image. type drawTrianglesCommand struct { dst *Image srcs [graphics.ShaderImageCount]*Image vertices []float32 blend graphicsdriver.Blend dstRegions []graphicsdriver.DstRegion shader *Shader uniforms []uint32 evenOdd bool } func (c *drawTrianglesCommand) String() string { // TODO: Improve readability blend := fmt.Sprintf("{src-color: %d, src-alpha: %d, dst-color: %d, dst-alpha: %d, op-color: %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)" } var srcstrs [graphics.ShaderImageCount]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)" } } return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, even-odd: %t", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.evenOdd) } // Exec executes the drawTrianglesCommand. func (c *drawTrianglesCommand) Exec(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.ShaderImageCount]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.evenOdd) } 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.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, evenOdd bool) 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.evenOdd != evenOdd { return false } if c.evenOdd && 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)/graphics.VertexFloatCount; i++ { x := vertices[graphics.VertexFloatCount*i] y := vertices[graphics.VertexFloatCount*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 mergin = 1 return minX1 < maxX2+mergin && minX2 < maxX1+mergin && minY1 < maxY2+mergin && minY2 < maxY1+mergin } // writePixelsCommand represents a command to replace pixels of an image. type writePixelsCommand struct { dst *Image args []graphicsdriver.PixelsArgs } func (c *writePixelsCommand) String() string { return fmt.Sprintf("write-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args)) } // Exec executes the writePixelsCommand. func (c *writePixelsCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error { if len(c.args) == 0 { return nil } if err := c.dst.image.WritePixels(c.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(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 { return fmt.Sprintf("read-pixels: image: %d", c.img.id) } // 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(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(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 } func (c *newImageCommand) String() string { return fmt.Sprintf("new-image: result: %d, width: %d, height: %d, screen: %t", c.result.id, c.width, c.height, c.screen) } // Exec executes a newImageCommand. func (c *newImageCommand) Exec(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(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 } type isInvalidatedCommand struct { result bool image *Image } func (c *isInvalidatedCommand) String() string { return fmt.Sprintf("is-invalidated: image: %d", c.image.id) } func (c *isInvalidatedCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error { c.result = c.image.image.IsInvalidated() return nil } func (c *isInvalidatedCommand) 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 } func max(a, b int) int { if a < b { return b } return a } func roundUpPower2(x int) int { p2 := 1 for p2 < x { p2 *= 2 } return p2 } func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region) []uint32 { origUniforms := uniforms uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count) copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms) // Set the destination texture size. dw, dh := dst.InternalSize() uniforms[0] = math.Float32bits(float32(dw)) uniforms[1] = math.Float32bits(float32(dh)) // Set the source texture sizes. if srcs[0] != nil { w, h := srcs[0].InternalSize() uniforms[2] = math.Float32bits(float32(w)) uniforms[3] = math.Float32bits(float32(h)) } else { uniforms[2] = 0 uniforms[3] = 0 } if srcs[1] != nil { w, h := srcs[1].InternalSize() uniforms[4] = math.Float32bits(float32(w)) uniforms[5] = math.Float32bits(float32(h)) } else { uniforms[4] = 0 uniforms[5] = 0 } if srcs[2] != nil { w, h := srcs[2].InternalSize() uniforms[6] = math.Float32bits(float32(w)) uniforms[7] = math.Float32bits(float32(h)) } else { uniforms[6] = 0 uniforms[7] = 0 } if srcs[3] != nil { w, h := srcs[3].InternalSize() uniforms[8] = math.Float32bits(float32(w)) uniforms[9] = math.Float32bits(float32(h)) } else { uniforms[8] = 0 uniforms[9] = 0 } if shader.unit() == shaderir.Texels { dstRegion.X /= float32(dw) dstRegion.Y /= float32(dh) dstRegion.Width /= float32(dw) dstRegion.Height /= float32(dh) } // Set the destination region origin. uniforms[10] = math.Float32bits(dstRegion.X) uniforms[11] = math.Float32bits(dstRegion.Y) // Set the destination region size. uniforms[12] = math.Float32bits(dstRegion.Width) uniforms[13] = math.Float32bits(dstRegion.Height) if shader.unit() == shaderir.Texels { for i, src := range srcs { if src == nil { continue } w, h := src.InternalSize() srcRegions[i].X /= float32(w) srcRegions[i].Y /= float32(h) srcRegions[i].Width /= float32(w) srcRegions[i].Height /= float32(h) } } // Set the source region origins. uniforms[14] = math.Float32bits(srcRegions[0].X) uniforms[15] = math.Float32bits(srcRegions[0].Y) uniforms[16] = math.Float32bits(srcRegions[1].X) uniforms[17] = math.Float32bits(srcRegions[1].Y) uniforms[18] = math.Float32bits(srcRegions[2].X) uniforms[19] = math.Float32bits(srcRegions[2].Y) uniforms[20] = math.Float32bits(srcRegions[3].X) uniforms[21] = math.Float32bits(srcRegions[3].Y) // Set the source region sizes. uniforms[22] = math.Float32bits(srcRegions[0].Width) uniforms[23] = math.Float32bits(srcRegions[0].Height) uniforms[24] = math.Float32bits(srcRegions[1].Width) uniforms[25] = math.Float32bits(srcRegions[1].Height) uniforms[26] = math.Float32bits(srcRegions[2].Width) uniforms[27] = math.Float32bits(srcRegions[2].Height) uniforms[28] = math.Float32bits(srcRegions[3].Width) uniforms[29] = math.Float32bits(srcRegions[3].Height) // Set the projection matrix. uniforms[30] = math.Float32bits(2 / float32(dw)) uniforms[31] = 0 uniforms[32] = 0 uniforms[33] = 0 uniforms[34] = 0 uniforms[35] = math.Float32bits(2 / float32(dh)) uniforms[36] = 0 uniforms[37] = 0 uniforms[38] = 0 uniforms[39] = 0 uniforms[40] = math.Float32bits(1) uniforms[41] = 0 uniforms[42] = math.Float32bits(-1) uniforms[43] = math.Float32bits(-1) uniforms[44] = 0 uniforms[45] = math.Float32bits(1) return uniforms } // uint32sBuffer is a reusable buffer to allocate []uint32. type uint32sBuffer struct { buf []uint32 } func (b *uint32sBuffer) alloc(n int) []uint32 { buf := b.buf if len(buf)+n > cap(buf) { buf = make([]uint32, 0, max(roundUpPower2(len(buf)+n), 16)) } s := buf[len(buf) : len(buf)+n] b.buf = buf[:len(buf)+n] return s } func (b *uint32sBuffer) reset() { b.buf = b.buf[:0] }