// 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. //go:build !playstation5 package opengl import ( "fmt" "math" "runtime" "unsafe" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) const floatSizeInBytes = 4 // arrayBufferLayoutPart is a part of an array buffer layout. type arrayBufferLayoutPart struct { // TODO: This struct should belong to a program and know it. name string num int } // arrayBufferLayout is an array buffer layout. // // An array buffer in OpenGL is a buffer representing vertices and // is passed to a vertex shader. type arrayBufferLayout struct { parts []arrayBufferLayoutPart total int } func (a *arrayBufferLayout) names() []string { ns := make([]string, len(a.parts)) for i, p := range a.parts { ns[i] = p.name } return ns } // float32Count returns the total float32 count for one element of the array buffer. func (a *arrayBufferLayout) float32Count() int { if a.total != 0 { return a.total } t := 0 for _, p := range a.parts { t += p.num } a.total = t return a.total } func (a *arrayBufferLayout) addPart(part arrayBufferLayoutPart) { a.parts = append(a.parts, part) a.total = 0 } // enable starts using the array buffer. func (a *arrayBufferLayout) enable(context *context) { for i := range a.parts { context.ctx.EnableVertexAttribArray(uint32(i)) } total := a.float32Count() offset := 0 for i, p := range a.parts { context.ctx.VertexAttribPointer(uint32(i), int32(p.num), gl.FLOAT, false, int32(floatSizeInBytes*total), offset) offset += floatSizeInBytes * p.num } } // disable stops using the array buffer. func (a *arrayBufferLayout) disable(context *context) { // TODO: Disabling should be done in reversed order? for i := range a.parts { context.ctx.DisableVertexAttribArray(uint32(i)) } } // theArrayBufferLayout is the array buffer layout for Ebitengine. var theArrayBufferLayout arrayBufferLayout func init() { theArrayBufferLayout = arrayBufferLayout{ // Note that GL_MAX_VERTEX_ATTRIBS is at least 16. parts: []arrayBufferLayoutPart{ { name: "A0", num: 2, }, { name: "A1", num: 2, }, { name: "A2", num: 4, }, }, } n := theArrayBufferLayout.float32Count() if n > graphics.VertexFloatCount { panic("opengl: the array buffer layout is too large") } if n < graphics.VertexFloatCount { d := graphics.VertexFloatCount - n if d > 4 { panic("opengl: the array buffer layout is too small") } theArrayBufferLayout.addPart(arrayBufferLayoutPart{ name: "A3", num: d, }) } } type openGLState struct { vertexArray uint32 // arrayBuffer is OpenGL's array buffer (vertices data). arrayBuffer buffer arrayBufferSizeInBytes int // elementArrayBuffer is OpenGL's element array buffer (indices data). elementArrayBuffer buffer elementArrayBufferSizeInBytes int lastProgram program lastUniforms map[string][]uint32 lastActiveTexture int } // reset resets or initializes the OpenGL state. func (s *openGLState) reset(context *context) error { if err := context.reset(); err != nil { return err } s.lastProgram = 0 context.ctx.UseProgram(0) for key := range s.lastUniforms { delete(s.lastUniforms, key) } // On browsers (at least Chrome), buffers are already detached from the context // and must not be deleted by DeleteBuffer. if runtime.GOOS != "js" { if s.arrayBuffer != 0 { context.ctx.DeleteBuffer(uint32(s.arrayBuffer)) } if s.elementArrayBuffer != 0 { context.ctx.DeleteBuffer(uint32(s.elementArrayBuffer)) } if s.vertexArray != 0 { context.ctx.DeleteVertexArray(s.vertexArray) } } s.arrayBuffer = 0 s.arrayBufferSizeInBytes = 0 s.elementArrayBuffer = 0 s.elementArrayBufferSizeInBytes = 0 s.vertexArray = 0 return nil } func pow2(x int) int { if x > (math.MaxInt+1)/2 { return math.MaxInt } p2 := 1 for p2 < x { p2 *= 2 } return p2 } func (s *openGLState) setVertices(context *context, vertices []float32, indices []uint32) { if s.vertexArray == 0 { s.vertexArray = context.ctx.CreateVertexArray() } context.ctx.BindVertexArray(s.vertexArray) if size := len(vertices) * int(unsafe.Sizeof(vertices[0])); s.arrayBufferSizeInBytes < size { if s.arrayBuffer != 0 { context.ctx.DeleteBuffer(uint32(s.arrayBuffer)) } newSize := pow2(size) // newArrayBuffer calls BindBuffer. s.arrayBuffer = context.newArrayBuffer(newSize) s.arrayBufferSizeInBytes = newSize // Reenable the array buffer layout explicitly after resetting the array buffer. theArrayBufferLayout.enable(context) } if size := len(indices) * int(unsafe.Sizeof(indices[0])); s.elementArrayBufferSizeInBytes < size { if s.elementArrayBuffer != 0 { context.ctx.DeleteBuffer(uint32(s.elementArrayBuffer)) } newSize := pow2(size) // newElementArrayBuffer calls BindBuffer. s.elementArrayBuffer = context.newElementArrayBuffer(newSize) s.elementArrayBufferSizeInBytes = newSize } // Note that the vertices and the indices passed to BufferSubData is not under GC management in the gl package. vs := unsafe.Slice((*byte)(unsafe.Pointer(&vertices[0])), len(vertices)*int(unsafe.Sizeof(vertices[0]))) context.ctx.BufferSubData(gl.ARRAY_BUFFER, 0, vs) is := unsafe.Slice((*byte)(unsafe.Pointer(&indices[0])), len(indices)*int(unsafe.Sizeof(indices[0]))) context.ctx.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, is) } func (s *openGLState) resetLastUniforms() { for k := range s.lastUniforms { delete(s.lastUniforms, k) } } // areSameUint32Array returns a boolean indicating if a and b are deeply equal. func areSameUint32Array(a, b []uint32) bool { if len(a) != len(b) { return false } for i := 0; i < len(a); i++ { if a[i] != b[i] { return false } } return true } type uniformVariable struct { name string value []uint32 typ shaderir.Type } type textureVariable struct { valid bool native textureNative } func (g *Graphics) textureVariableName(idx int) string { if v, ok := g.textureVariableNameCache[idx]; ok { return v } if g.textureVariableNameCache == nil { g.textureVariableNameCache = map[int]string{} } name := fmt.Sprintf("T%d", idx) g.textureVariableNameCache[idx] = name return name } // useProgram uses the program (programTexture). func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderSrcImageCount]textureVariable) error { if g.state.lastProgram != program { g.context.ctx.UseProgram(uint32(program)) g.state.lastProgram = program for k := range g.state.lastUniforms { delete(g.state.lastUniforms, k) } g.state.lastActiveTexture = 0 g.context.ctx.ActiveTexture(gl.TEXTURE0) g.context.lastTexture = 0 // Make sure next bindTexture call actually does something. } for _, u := range uniforms { if u.value == nil { continue } if got, expected := len(u.value), u.typ.Uint32Count(); got != expected { // Copy a shaderir.Type value once. Do not pass u.typ directly to fmt.Errorf arguments, or // the value u would be allocated on heap. typ := u.typ return fmt.Errorf("opengl: length of a uniform variables %s (%s) doesn't match: expected %d but %d", u.name, typ.String(), expected, got) } cached, ok := g.state.lastUniforms[u.name] if ok && areSameUint32Array(cached, u.value) { continue } g.context.uniforms(program, u.name, u.value, u.typ) if g.state.lastUniforms == nil { g.state.lastUniforms = map[string][]uint32{} } g.state.lastUniforms[u.name] = u.value } var idx int loop: for i, t := range textures { if !t.valid { continue } // If the texture is already bound, set the texture variable to point to the texture. // Rebinding the same texture seems problematic (#1193). for _, at := range g.activatedTextures { if t.native == at.textureNative { g.context.uniformInt(program, g.textureVariableName(i), at.index) continue loop } } g.activatedTextures = append(g.activatedTextures, activatedTexture{ textureNative: t.native, index: idx, }) g.context.uniformInt(program, g.textureVariableName(i), idx) if g.state.lastActiveTexture != idx { g.context.ctx.ActiveTexture(uint32(gl.TEXTURE0 + idx)) g.state.lastActiveTexture = idx g.context.lastTexture = 0 // Make sure next bindTexture call actually does something. } // Apparently, a texture must be bound every time. The cache is not used here. g.context.bindTexture(t.native) idx++ } for i := range g.activatedTextures { g.activatedTextures[i] = activatedTexture{} } g.activatedTextures = g.activatedTextures[:0] return nil } func uint32sToFloat32s(s []uint32) []float32 { return unsafe.Slice((*float32)(unsafe.Pointer(&s[0])), len(s)) } func uint32sToInt32s(s []uint32) []int32 { return unsafe.Slice((*int32)(unsafe.Pointer(&s[0])), len(s)) }