// 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 android || ios // +build android ios package opengl import ( "errors" "fmt" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gles" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type ( textureNative uint32 renderbufferNative uint32 framebufferNative uint32 shader uint32 program uint32 buffer uint32 ) func (t textureNative) equal(rhs textureNative) bool { return t == rhs } func (r renderbufferNative) equal(rhs renderbufferNative) bool { return r == rhs } func (f framebufferNative) equal(rhs framebufferNative) bool { return f == rhs } func (s shader) equal(rhs shader) bool { return s == rhs } func (b buffer) equal(rhs buffer) bool { return b == rhs } func (p program) equal(rhs program) bool { return p == rhs } var InvalidTexture textureNative type ( uniformLocation int32 attribLocation int32 ) func (u uniformLocation) equal(rhs uniformLocation) bool { return u == rhs } type programID uint32 const ( invalidTexture = 0 invalidFramebuffer = (1 << 32) - 1 invalidUniform = -1 ) func getProgramID(p program) programID { return programID(p) } const ( zero = operation(gles.ZERO) one = operation(gles.ONE) srcAlpha = operation(gles.SRC_ALPHA) dstAlpha = operation(gles.DST_ALPHA) oneMinusSrcAlpha = operation(gles.ONE_MINUS_SRC_ALPHA) oneMinusDstAlpha = operation(gles.ONE_MINUS_DST_ALPHA) dstColor = operation(gles.DST_COLOR) ) type contextImpl struct { ctx gles.Context } func (c *context) reset() error { c.locationCache = newLocationCache() c.lastTexture = invalidTexture c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 c.lastCompositeMode = graphicsdriver.CompositeModeUnknown c.ctx.Enable(gles.BLEND) c.ctx.Enable(gles.SCISSOR_TEST) c.blendFunc(graphicsdriver.CompositeModeSourceOver) f := make([]int32, 1) c.ctx.GetIntegerv(f, gles.FRAMEBUFFER_BINDING) c.screenFramebuffer = framebufferNative(f[0]) // TODO: Need to update screenFramebufferWidth/Height? return nil } func (c *context) blendFunc(mode graphicsdriver.CompositeMode) { if c.lastCompositeMode == mode { return } c.lastCompositeMode = mode s, d := mode.Operations() s2, d2 := convertOperation(s), convertOperation(d) c.ctx.BlendFunc(uint32(s2), uint32(d2)) } func (c *context) scissor(x, y, width, height int) { c.ctx.Scissor(int32(x), int32(y), int32(width), int32(height)) } func (c *context) newTexture(width, height int) (textureNative, error) { t := c.ctx.GenTextures(1)[0] if t <= 0 { return 0, errors.New("opengl: creating texture failed") } c.bindTexture(textureNative(t)) c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_MAG_FILTER, gles.NEAREST) c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_MIN_FILTER, gles.NEAREST) c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_WRAP_S, gles.CLAMP_TO_EDGE) c.ctx.TexParameteri(gles.TEXTURE_2D, gles.TEXTURE_WRAP_T, gles.CLAMP_TO_EDGE) c.ctx.PixelStorei(gles.UNPACK_ALIGNMENT, 4) c.ctx.TexImage2D(gles.TEXTURE_2D, 0, gles.RGBA, int32(width), int32(height), gles.RGBA, gles.UNSIGNED_BYTE, nil) return textureNative(t), nil } func (c *context) bindFramebufferImpl(f framebufferNative) { c.ctx.BindFramebuffer(gles.FRAMEBUFFER, uint32(f)) } func (c *context) framebufferPixels(buf []byte, f *framebuffer, width, height int) { c.ctx.Flush() c.bindFramebuffer(f.native) c.ctx.ReadPixels(buf, 0, 0, int32(width), int32(height), gles.RGBA, gles.UNSIGNED_BYTE) } func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) { c.ctx.Flush() c.bindFramebuffer(f.native) c.ctx.BindBuffer(gles.PIXEL_PACK_BUFFER, uint32(buffer)) c.ctx.ReadPixels(nil, 0, 0, int32(width), int32(height), gles.RGBA, gles.UNSIGNED_BYTE) c.ctx.BindBuffer(gles.PIXEL_PACK_BUFFER, 0) } func (c *context) activeTexture(idx int) { c.ctx.ActiveTexture(uint32(gles.TEXTURE0 + idx)) } func (c *context) bindTextureImpl(t textureNative) { c.ctx.BindTexture(gles.TEXTURE_2D, uint32(t)) } func (c *context) deleteTexture(t textureNative) { if !c.ctx.IsTexture(uint32(t)) { return } if c.lastTexture == t { c.lastTexture = invalidTexture } c.ctx.DeleteTextures([]uint32{uint32(t)}) } func (c *context) isTexture(t textureNative) bool { return c.ctx.IsTexture(uint32(t)) } func (c *context) newRenderbuffer(width, height int) (renderbufferNative, error) { r := c.ctx.GenRenderbuffers(1)[0] if r <= 0 { return 0, errors.New("opengl: creating renderbuffer failed") } renderbuffer := renderbufferNative(r) c.bindRenderbuffer(renderbuffer) c.ctx.RenderbufferStorage(gles.RENDERBUFFER, gles.STENCIL_INDEX8, int32(width), int32(height)) return renderbuffer, nil } func (c *context) bindRenderbufferImpl(r renderbufferNative) { c.ctx.BindRenderbuffer(gles.RENDERBUFFER, uint32(r)) } func (c *context) deleteRenderbuffer(r renderbufferNative) { if !c.ctx.IsRenderbuffer(uint32(r)) { return } if c.lastRenderbuffer.equal(r) { c.lastRenderbuffer = 0 } c.ctx.DeleteRenderbuffers([]uint32{uint32(r)}) } func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) { f := c.ctx.GenFramebuffers(1)[0] if f <= 0 { return 0, fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f) } c.bindFramebuffer(framebufferNative(f)) c.ctx.FramebufferTexture2D(gles.FRAMEBUFFER, gles.COLOR_ATTACHMENT0, gles.TEXTURE_2D, uint32(texture), 0) s := c.ctx.CheckFramebufferStatus(gles.FRAMEBUFFER) if s != gles.FRAMEBUFFER_COMPLETE { if s != 0 { return 0, fmt.Errorf("opengl: creating framebuffer failed: %v", s) } if e := c.ctx.GetError(); e != gles.NO_ERROR { return 0, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e) } return 0, fmt.Errorf("opengl: creating framebuffer failed: unknown error") } return framebufferNative(f), nil } func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) error { c.bindFramebuffer(f) c.ctx.FramebufferRenderbuffer(gles.FRAMEBUFFER, gles.STENCIL_ATTACHMENT, gles.RENDERBUFFER, uint32(r)) if s := c.ctx.CheckFramebufferStatus(gles.FRAMEBUFFER); s != gles.FRAMEBUFFER_COMPLETE { return errors.New(fmt.Sprintf("opengl: glFramebufferRenderbuffer failed: %d", s)) } return nil } func (c *context) setViewportImpl(width, height int) { c.ctx.Viewport(0, 0, int32(width), int32(height)) } func (c *context) deleteFramebuffer(f framebufferNative) { if !c.ctx.IsFramebuffer(uint32(f)) { return } // If a framebuffer to be deleted is bound, a newly bound framebuffer // will be a default framebuffer. // https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml if c.lastFramebuffer == f { c.lastFramebuffer = invalidFramebuffer c.lastViewportWidth = 0 c.lastViewportHeight = 0 } c.ctx.DeleteFramebuffers([]uint32{uint32(f)}) } func (c *context) newVertexShader(source string) (shader, error) { return c.newShader(gles.VERTEX_SHADER, source) } func (c *context) newFragmentShader(source string) (shader, error) { return c.newShader(gles.FRAGMENT_SHADER, source) } func (c *context) newShader(shaderType uint32, source string) (shader, error) { s := c.ctx.CreateShader(shaderType) if s == 0 { return 0, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType) } c.ctx.ShaderSource(s, source) c.ctx.CompileShader(s) v := make([]int32, 1) c.ctx.GetShaderiv(v, s, gles.COMPILE_STATUS) if v[0] == gles.FALSE { log := c.ctx.GetShaderInfoLog(s) return 0, fmt.Errorf("opengl: shader compile failed: %s", log) } return shader(s), nil } func (c *context) deleteShader(s shader) { c.ctx.DeleteShader(uint32(s)) } func (c *context) newProgram(shaders []shader, attributes []string) (program, error) { p := c.ctx.CreateProgram() if p == 0 { return 0, errors.New("opengl: glCreateProgram failed") } for _, shader := range shaders { c.ctx.AttachShader(p, uint32(shader)) } for i, name := range attributes { c.ctx.BindAttribLocation(p, uint32(i), name) } c.ctx.LinkProgram(p) v := make([]int32, 1) c.ctx.GetProgramiv(v, p, gles.LINK_STATUS) if v[0] == gles.FALSE { info := c.ctx.GetProgramInfoLog(p) return 0, fmt.Errorf("opengl: program error: %s", info) } return program(p), nil } func (c *context) useProgram(p program) { c.ctx.UseProgram(uint32(p)) } func (c *context) deleteProgram(p program) { c.locationCache.deleteProgram(p) if !c.ctx.IsProgram(uint32(p)) { return } c.ctx.DeleteProgram(uint32(p)) } func (c *context) getUniformLocationImpl(p program, location string) uniformLocation { u := uniformLocation(c.ctx.GetUniformLocation(uint32(p), location)) return u } func (c *context) uniformInt(p program, location string, v int) bool { l := c.locationCache.GetUniformLocation(c, p, location) if l == invalidUniform { return false } c.ctx.Uniform1i(int32(l), int32(v)) return true } func (c *context) uniformFloat(p program, location string, v float32) bool { l := c.locationCache.GetUniformLocation(c, p, location) if l == invalidUniform { return false } c.ctx.Uniform1f(int32(l), v) return true } func (c *context) uniformFloats(p program, location string, v []float32, typ shaderir.Type) bool { l := c.locationCache.GetUniformLocation(c, p, location) if l == invalidUniform { return false } base := typ.Main if base == shaderir.Array { base = typ.Sub[0].Main } switch base { case shaderir.Float: c.ctx.Uniform1fv(int32(l), v) case shaderir.Vec2: c.ctx.Uniform2fv(int32(l), v) case shaderir.Vec3: c.ctx.Uniform3fv(int32(l), v) case shaderir.Vec4: c.ctx.Uniform4fv(int32(l), v) case shaderir.Mat2: c.ctx.UniformMatrix2fv(int32(l), false, v) case shaderir.Mat3: c.ctx.UniformMatrix3fv(int32(l), false, v) case shaderir.Mat4: c.ctx.UniformMatrix4fv(int32(l), false, v) default: panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String())) } return true } func (c *context) vertexAttribPointer(index int, size int, stride int, offset int) { c.ctx.VertexAttribPointer(uint32(index), int32(size), gles.FLOAT, false, int32(stride), offset) } func (c *context) enableVertexAttribArray(index int) { c.ctx.EnableVertexAttribArray(uint32(index)) } func (c *context) disableVertexAttribArray(index int) { c.ctx.DisableVertexAttribArray(uint32(index)) } func (c *context) newArrayBuffer(size int) buffer { b := c.ctx.GenBuffers(1)[0] c.ctx.BindBuffer(gles.ARRAY_BUFFER, b) c.ctx.BufferData(gles.ARRAY_BUFFER, size, nil, gles.DYNAMIC_DRAW) return buffer(b) } func (c *context) newElementArrayBuffer(size int) buffer { b := c.ctx.GenBuffers(1)[0] c.ctx.BindBuffer(gles.ELEMENT_ARRAY_BUFFER, b) c.ctx.BufferData(gles.ELEMENT_ARRAY_BUFFER, size, nil, gles.DYNAMIC_DRAW) return buffer(b) } func (c *context) bindArrayBuffer(b buffer) { c.ctx.BindBuffer(gles.ARRAY_BUFFER, uint32(b)) } func (c *context) bindElementArrayBuffer(b buffer) { c.ctx.BindBuffer(gles.ELEMENT_ARRAY_BUFFER, uint32(b)) } func (c *context) arrayBufferSubData(data []float32) { c.ctx.BufferSubData(gles.ARRAY_BUFFER, 0, float32sToBytes(data)) } func (c *context) elementArrayBufferSubData(data []uint16) { c.ctx.BufferSubData(gles.ELEMENT_ARRAY_BUFFER, 0, uint16sToBytes(data)) } func (c *context) deleteBuffer(b buffer) { c.ctx.DeleteBuffers([]uint32{uint32(b)}) } func (c *context) drawElements(len int, offsetInBytes int) { c.ctx.DrawElements(gles.TRIANGLES, int32(len), gles.UNSIGNED_SHORT, offsetInBytes) } func (c *context) maxTextureSizeImpl() int { v := make([]int32, 1) c.ctx.GetIntegerv(v, gles.MAX_TEXTURE_SIZE) return int(v[0]) } func (c *context) getShaderPrecisionFormatPrecision() int { _, _, p := c.ctx.GetShaderPrecisionFormat(gles.FRAGMENT_SHADER, gles.HIGH_FLOAT) return p } func (c *context) flush() { c.ctx.Flush() } func (c *context) needsRestoring() bool { return true } func (c *context) canUsePBO() bool { // On Android, using PBO might slow the applications, especially when coming back from the context lost. // Let's not use PBO until we find a good solution. return false } func (c *context) texSubImage2D(t textureNative, args []*graphicsdriver.ReplacePixelsArgs) { c.bindTexture(t) for _, a := range args { c.ctx.TexSubImage2D(gles.TEXTURE_2D, 0, int32(a.X), int32(a.Y), int32(a.Width), int32(a.Height), gles.RGBA, gles.UNSIGNED_BYTE, a.Pixels) } } func (c *context) enableStencilTest() { c.ctx.Enable(gles.STENCIL_TEST) } func (c *context) disableStencilTest() { c.ctx.Disable(gles.STENCIL_TEST) } func (c *context) beginStencilWithEvenOddRule() { c.ctx.Clear(gles.STENCIL_BUFFER_BIT) c.ctx.StencilFunc(gles.ALWAYS, 0x00, 0xff) c.ctx.StencilOp(gles.KEEP, gles.KEEP, gles.INVERT) c.ctx.ColorMask(false, false, false, false) } func (c *context) endStencilWithEvenOddRule() { c.ctx.StencilFunc(gles.NOTEQUAL, 0x00, 0xff) c.ctx.StencilOp(gles.KEEP, gles.KEEP, gles.KEEP) c.ctx.ColorMask(true, true, true, true) }