// 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 graphics import ( "errors" "fmt" "github.com/hajimehoshi/ebiten/internal/affine" emath "github.com/hajimehoshi/ebiten/internal/math" "github.com/hajimehoshi/ebiten/internal/opengl" "github.com/hajimehoshi/ebiten/internal/sync" ) // command represents a drawing command. // // A command for drawing that is created when Image functions are called like DrawImage, // or Fill. // A command is not immediately executed after created. Instaed, it is queued after created, // and executed only when necessary. type command interface { Exec(indexOffsetInBytes int) error } // 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 // verticesNum represents the current length of vertices. // verticesNum must <= len(vertices). // vertices is never shrunk since re-extending a vertices buffer is heavy. verticesNum int m sync.Mutex } // theCommandQueue is the command queue for the current process. var theCommandQueue = &commandQueue{} // appendVertices appends vertices to the queue. func (q *commandQueue) appendVertices(vertices []float32) { if len(q.vertices) < q.verticesNum+len(vertices) { n := q.verticesNum + len(vertices) - len(q.vertices) q.vertices = append(q.vertices, make([]float32, n)...) } // for-loop might be faster than copy: // On GopherJS, copy might cause subarray calls. for i := 0; i < len(vertices); i++ { q.vertices[q.verticesNum+i] = vertices[i] } q.verticesNum += len(vertices) } // EnqueueDrawImageCommand enqueues a drawing-image command. func (q *commandQueue) EnqueueDrawImageCommand(dst, src *Image, vertices []float32, clr *affine.ColorM, mode opengl.CompositeMode, filter Filter) { // Avoid defer for performance q.m.Lock() q.appendVertices(vertices) if 0 < len(q.commands) { if c, ok := q.commands[len(q.commands)-1].(*drawImageCommand); ok { if c.canMerge(dst, src, clr, mode, filter) { c.verticesNum += len(vertices) q.m.Unlock() return } } } c := &drawImageCommand{ dst: dst, src: src, verticesNum: len(vertices), color: *clr, mode: mode, filter: filter, } q.commands = append(q.commands, c) q.m.Unlock() } // Enqueue enqueues a drawing command other than a draw-image command. // // For a draw-image command, use EnqueueDrawImageCommand. func (q *commandQueue) Enqueue(command command) { q.m.Lock() q.commands = append(q.commands, command) q.m.Unlock() } // commandGroups separates q.commands into some groups. // The number of quads of drawImageCommand in one groups must be equal to or less than // its limit (maxQuads). func (q *commandQueue) commandGroups() [][]command { cs := q.commands var gs [][]command quads := 0 for 0 < len(cs) { if len(gs) == 0 { gs = append(gs, []command{}) } c := cs[0] switch c := c.(type) { case *drawImageCommand: if maxQuads >= quads+c.quadsNum() { quads += c.quadsNum() break } cc := c.split(maxQuads - quads) gs[len(gs)-1] = append(gs[len(gs)-1], cc[0]) cs[0] = cc[1] quads = 0 gs = append(gs, []command{}) continue } gs[len(gs)-1] = append(gs[len(gs)-1], c) cs = cs[1:] } return gs } // Flush flushes the command queue. func (q *commandQueue) Flush() error { q.m.Lock() defer q.m.Unlock() // glViewport must be called at least at every frame on iOS. opengl.GetContext().ResetViewportSize() n := 0 lastN := 0 for _, g := range q.commandGroups() { for _, c := range g { switch c := c.(type) { case *drawImageCommand: n += c.verticesNum } } if 0 < n-lastN { opengl.GetContext().BufferSubData(opengl.ArrayBuffer, q.vertices[lastN:n]) } // NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far. // Let's use them to compare to len(quads) in the future. if maxQuads < (n-lastN)*opengl.Float.SizeInBytes()/QuadVertexSizeInBytes() { return fmt.Errorf("len(quads) must be equal to or less than %d", maxQuads) } numc := len(g) indexOffsetInBytes := 0 for _, c := range g { if err := c.Exec(indexOffsetInBytes); err != nil { return err } if c, ok := c.(*drawImageCommand); ok { n := c.verticesNum * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes() indexOffsetInBytes += 6 * n * 2 } } if 0 < numc { // Call glFlush to prevent black flicking (especially on Android (#226) and iOS). opengl.GetContext().Flush() } lastN = n } q.commands = nil q.verticesNum = 0 return nil } // FlushCommands flushes the command queue. func FlushCommands() error { return theCommandQueue.Flush() } // drawImageCommand represents a drawing command to draw an image on another image. type drawImageCommand struct { dst *Image src *Image verticesNum int color affine.ColorM mode opengl.CompositeMode filter Filter } // QuadVertexSizeInBytes returns the size in bytes of vertices for a quadrangle. func QuadVertexSizeInBytes() int { return 4 * theArrayBufferLayout.totalBytes() } // Exec executes the drawImageCommand. func (c *drawImageCommand) Exec(indexOffsetInBytes int) error { f, err := c.dst.createFramebufferIfNeeded() if err != nil { return err } f.setAsViewport() opengl.GetContext().BlendFunc(c.mode) n := c.quadsNum() if n == 0 { return nil } proj := f.projectionMatrix() theOpenGLState.useProgram(proj, c.src.texture.native, c.dst, c.src, c.color, c.filter) // TODO: We should call glBindBuffer here? // The buffer is already bound at begin() but it is counterintuitive. opengl.GetContext().DrawElements(opengl.Triangles, 6*n, indexOffsetInBytes) // glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419), // but basically this pass the tests (esp. TestImageTooManyFill). // As glFlush() causes performance problems, this should be avoided as much as possible. // Let's wait and see, and file a new issue when this problem is newly found. return nil } // split splits the drawImageCommand c into two drawImageCommands. // // split is called when the number of vertices reaches of the maximum and // a command is needed to be executed as another draw call. func (c *drawImageCommand) split(quadsNum int) [2]*drawImageCommand { c1 := *c c2 := *c s := opengl.Float.SizeInBytes() n := quadsNum * QuadVertexSizeInBytes() / s c1.verticesNum = n c2.verticesNum -= n return [2]*drawImageCommand{&c1, &c2} } // canMerge returns a boolean value indicating whether the other drawImageCommand can be merged // with the drawImageCommand c. func (c *drawImageCommand) canMerge(dst, src *Image, clr *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool { if c.dst != dst { return false } if c.src != src { return false } if !c.color.Equals(clr) { return false } if c.mode != mode { return false } if c.filter != filter { return false } return true } // quadsNum returns the number of quadrangles. func (c *drawImageCommand) quadsNum() int { return c.verticesNum * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes() } // replacePixelsCommand represents a command to replace pixels of an image. type replacePixelsCommand struct { dst *Image pixels []byte } // Exec executes the replacePixelsCommand. func (c *replacePixelsCommand) Exec(indexOffsetInBytes int) error { f, err := c.dst.createFramebufferIfNeeded() if err != nil { return err } f.setAsViewport() // Filling with non black or white color is required here for glTexSubImage2D. // Very mysterious but this actually works (Issue #186). // This is needed even after fixing a shader bug at f537378f2a6a8ef56e1acf1c03034967b77c7b51. if err := opengl.GetContext().FillFramebuffer(0, 0, 0.5, 1); err != nil { return err } // This is necessary on Android. We can't call glClear just before glTexSubImage2D without // glFlush. glTexSubImage2D didn't work without this hack at least on Nexus 5x (#211). // This also happens when a fillCommand precedes a replacePixelsCommand. // TODO: Can we have a better way like optimizing commands? opengl.GetContext().Flush() opengl.GetContext().BindTexture(c.dst.texture.native) opengl.GetContext().TexSubImage2D(c.pixels, emath.NextPowerOf2Int(c.dst.width), emath.NextPowerOf2Int(c.dst.height)) return nil } // disposeCommand represents a command to dispose an image. type disposeCommand struct { target *Image } // Exec executes the disposeCommand. func (c *disposeCommand) Exec(indexOffsetInBytes int) error { if c.target.framebuffer != nil && c.target.framebuffer.native != opengl.GetContext().ScreenFramebuffer() { opengl.GetContext().DeleteFramebuffer(c.target.framebuffer.native) } if c.target.texture != nil { opengl.GetContext().DeleteTexture(c.target.texture.native) } return nil } // newImageCommand represents a command to create an empty image with given width and height. type newImageCommand struct { result *Image width int height int } // Exec executes a newImageCommand. func (c *newImageCommand) Exec(indexOffsetInBytes int) error { w := emath.NextPowerOf2Int(c.width) h := emath.NextPowerOf2Int(c.height) if w < 1 { return errors.New("graphics: width must be equal or more than 1.") } if h < 1 { return errors.New("graphics: height must be equal or more than 1.") } native, err := opengl.GetContext().NewTexture(w, h) if err != nil { return err } c.result.texture = &texture{ native: native, } return nil } // newScreenFramebufferImageCommand is a command to create a special image for the screen. type newScreenFramebufferImageCommand struct { result *Image width int height int } // Exec executes a newScreenFramebufferImageCommand. func (c *newScreenFramebufferImageCommand) Exec(indexOffsetInBytes int) error { if c.width < 1 { return errors.New("graphics: width must be equal or more than 1.") } if c.height < 1 { return errors.New("graphics: height must be equal or more than 1.") } // The (default) framebuffer size can't be converted to a power of 2. // On browsers, c.width and c.height are used as viewport size and // Edge can't treat a bigger viewport than the drawing area (#71). c.result.framebuffer = newScreenFramebuffer(c.width, c.height) return nil }