// 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" "github.com/hajimehoshi/ebiten/v2/internal/affine" "github.com/hajimehoshi/ebiten/v2/internal/debug" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) var theGraphicsDriver driver.Graphics func SetGraphicsDriver(driver driver.Graphics) { theGraphicsDriver = driver } func NeedsRestoring() bool { if theGraphicsDriver == nil { // This happens on initialization. // Return true for fail-safe return true } return theGraphicsDriver.NeedsRestoring() } // 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. Instaed, it is queued after created, // and executed only when necessary. type command interface { fmt.Stringer Exec(indexOffset int) error } type size struct { width float32 height float32 } // 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 // nvertices represents the current length of vertices. // nvertices must <= len(vertices). // vertices is never shrunk since re-extending a vertices buffer is heavy. // // TODO: This is a number of float32 values, not a number of vertices. // Rename or fix the program. nvertices int srcSizes []size indices []uint16 nindices int tmpNumIndices int nextIndex int err error } // theCommandQueue is the command queue for the current process. var theCommandQueue = &commandQueue{} // appendVertices appends vertices to the queue. func (q *commandQueue) appendVertices(vertices []float32, src *Image) { if len(q.vertices) < q.nvertices+len(vertices) { n := q.nvertices + len(vertices) - len(q.vertices) q.vertices = append(q.vertices, make([]float32, n)...) q.srcSizes = append(q.srcSizes, make([]size, n/graphics.VertexFloatNum)...) } copy(q.vertices[q.nvertices:], vertices) n := len(vertices) / graphics.VertexFloatNum base := q.nvertices / graphics.VertexFloatNum width := float32(1) height := float32(1) // src is nil when a shader is used and there are no specified images. if src != nil { w, h := src.InternalSize() width = float32(w) height = float32(h) } for i := 0; i < n; i++ { idx := base + i q.srcSizes[idx].width = width q.srcSizes[idx].height = height } q.nvertices += len(vertices) } func (q *commandQueue) appendIndices(indices []uint16, offset uint16) { if len(q.indices) < q.nindices+len(indices) { n := q.nindices + len(indices) - len(q.indices) q.indices = append(q.indices, make([]uint16, n)...) } for i := range indices { q.indices[q.nindices+i] = indices[i] + offset } q.nindices += len(indices) } // EnqueueDrawTrianglesCommand enqueues a drawing-image command. func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, shader *Shader, uniforms []interface{}, evenOdd bool) { if len(indices) > graphics.IndicesNum { panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesNum but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesNum: %d", len(indices), graphics.IndicesNum)) } split := false if q.tmpNumIndices+len(indices) > graphics.IndicesNum { q.tmpNumIndices = 0 q.nextIndex = 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.appendVertices(vertices, srcs[0]) q.appendIndices(indices, uint16(q.nextIndex)) q.nextIndex += len(vertices) / graphics.VertexFloatNum q.tmpNumIndices += len(indices) if srcs[0] != nil { w, h := srcs[0].InternalSize() srcRegion.X /= float32(w) srcRegion.Y /= float32(h) srcRegion.Width /= float32(w) srcRegion.Height /= float32(h) for i := range offsets { offsets[i][0] /= float32(w) offsets[i][1] /= float32(h) } } // TODO: If dst is the screen, reorder the command to be the last. if !split && 0 < len(q.commands) { // TODO: Pass offsets and uniforms when merging considers the shader. if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok { if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, color, mode, filter, address, dstRegion, srcRegion, shader, evenOdd) { last.setVertices(q.lastVertices(len(vertices) + last.numVertices())) last.addNumIndices(len(indices)) return } } } c := &drawTrianglesCommand{ dst: dst, srcs: srcs, offsets: offsets, vertices: q.lastVertices(len(vertices)), nindices: len(indices), color: color, mode: mode, filter: filter, address: address, dstRegion: dstRegion, srcRegion: srcRegion, shader: shader, uniforms: uniforms, evenOdd: evenOdd, } q.commands = append(q.commands, c) } func (q *commandQueue) lastVertices(n int) []float32 { return q.vertices[q.nvertices-n : q.nvertices] } // 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() error { return runOnMainThread(func() error { return q.flush() }) } // flush must be called the main thread. func (q *commandQueue) flush() error { if len(q.commands) == 0 { return nil } es := q.indices vs := q.vertices debug.Logf("--\nGraphics commands:\n") if theGraphicsDriver.HasHighPrecisionFloat() { n := q.nvertices / graphics.VertexFloatNum for i := 0; i < n; i++ { s := q.srcSizes[i] // Convert pixels to texels. vs[i*graphics.VertexFloatNum+2] /= s.width vs[i*graphics.VertexFloatNum+3] /= s.height // Avoid the center of the pixel, which is problematic (#929, #1171). // Instead, align the vertices with about 1/3 pixels. for idx := 0; idx < 2; idx++ { x := vs[i*graphics.VertexFloatNum+idx] int := float32(math.Floor(float64(x))) frac := x - int switch { case frac < 3.0/16.0: vs[i*graphics.VertexFloatNum+idx] = int case frac < 8.0/16.0: vs[i*graphics.VertexFloatNum+idx] = int + 5.0/16.0 case frac < 13.0/16.0: vs[i*graphics.VertexFloatNum+idx] = int + 11.0/16.0 default: vs[i*graphics.VertexFloatNum+idx] = int + 16.0/16.0 } } } } else { n := q.nvertices / graphics.VertexFloatNum for i := 0; i < n; i++ { s := q.srcSizes[i] // Convert pixels to texels. vs[i*graphics.VertexFloatNum+2] /= s.width vs[i*graphics.VertexFloatNum+3] /= s.height } } theGraphicsDriver.Begin() cs := q.commands for len(cs) > 0 { nv := 0 ne := 0 nc := 0 for _, c := range cs { if dtc, ok := c.(*drawTrianglesCommand); ok { if dtc.numIndices() > graphics.IndicesNum { panic(fmt.Sprintf("graphicscommand: dtc.NumIndices() must be <= graphics.IndicesNum but not at Flush: dtc.NumIndices(): %d, graphics.IndicesNum: %d", dtc.numIndices(), graphics.IndicesNum)) } if ne+dtc.numIndices() > graphics.IndicesNum { break } nv += dtc.numVertices() ne += dtc.numIndices() } nc++ } if 0 < ne { theGraphicsDriver.SetVertices(vs[:nv], es[:ne]) es = es[ne:] vs = vs[nv:] } indexOffset := 0 for _, c := range cs[:nc] { if err := c.Exec(indexOffset); err != nil { return err } debug.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:] } theGraphicsDriver.End() q.commands = q.commands[:0] q.nvertices = 0 q.nindices = 0 q.tmpNumIndices = 0 q.nextIndex = 0 return nil } // FlushCommands flushes the command queue. func FlushCommands() error { return theCommandQueue.Flush() } // drawTrianglesCommand represents a drawing command to draw an image on another image. type drawTrianglesCommand struct { dst *Image srcs [graphics.ShaderImageNum]*Image offsets [graphics.ShaderImageNum - 1][2]float32 vertices []float32 nindices int color *affine.ColorM mode driver.CompositeMode filter driver.Filter address driver.Address dstRegion driver.Region srcRegion driver.Region shader *Shader uniforms []interface{} evenOdd bool } func (c *drawTrianglesCommand) String() string { mode := "" switch c.mode { case driver.CompositeModeSourceOver: mode = "source-over" case driver.CompositeModeClear: mode = "clear" case driver.CompositeModeCopy: mode = "copy" case driver.CompositeModeDestination: mode = "destination" case driver.CompositeModeDestinationOver: mode = "destination-over" case driver.CompositeModeSourceIn: mode = "source-in" case driver.CompositeModeDestinationIn: mode = "destination-in" case driver.CompositeModeSourceOut: mode = "source-out" case driver.CompositeModeDestinationOut: mode = "destination-out" case driver.CompositeModeSourceAtop: mode = "source-atop" case driver.CompositeModeDestinationAtop: mode = "destination-atop" case driver.CompositeModeXor: mode = "xor" case driver.CompositeModeLighter: mode = "lighter" case driver.CompositeModeMultiply: mode = "multiply" default: panic(fmt.Sprintf("graphicscommand: invalid composite mode: %d", c.mode)) } dst := fmt.Sprintf("%d", c.dst.id) if c.dst.screen { dst += " (screen)" } if c.shader != nil { return fmt.Sprintf("draw-triangles: dst: %s, shader, num of indices: %d, mode %s", dst, c.nindices, mode) } filter := "" switch c.filter { case driver.FilterNearest: filter = "nearest" case driver.FilterLinear: filter = "linear" case driver.FilterScreen: filter = "screen" default: panic(fmt.Sprintf("graphicscommand: invalid filter: %d", c.filter)) } address := "" switch c.address { case driver.AddressClampToZero: address = "clamp_to_zero" case driver.AddressRepeat: address = "repeat" case driver.AddressUnsafe: address = "unsafe" default: panic(fmt.Sprintf("graphicscommand: invalid address: %d", c.address)) } var srcstrs [graphics.ShaderImageNum]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)" } } r := fmt.Sprintf("(x:%d, y:%d, width:%d, height:%d)", int(c.dstRegion.X), int(c.dstRegion.Y), int(c.dstRegion.Width), int(c.dstRegion.Height)) return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], dst region: %s, num of indices: %d, colorm: %v, mode: %s, filter: %s, address: %s, even-odd: %t", dst, strings.Join(srcstrs[:], ", "), r, c.nindices, c.color, mode, filter, address, c.evenOdd) } // Exec executes the drawTrianglesCommand. func (c *drawTrianglesCommand) Exec(indexOffset int) error { // TODO: Is it ok not to bind any framebuffer here? if c.nindices == 0 { return nil } var shaderID driver.ShaderID = driver.InvalidShaderID var imgs [graphics.ShaderImageNum]driver.ImageID if c.shader != nil { shaderID = c.shader.shader.ID() for i, src := range c.srcs { if src == nil { imgs[i] = driver.InvalidImageID continue } imgs[i] = src.image.ID() } } else { imgs[0] = c.srcs[0].image.ID() } return theGraphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, c.uniforms, c.evenOdd) } func (c *drawTrianglesCommand) numVertices() int { return len(c.vertices) } func (c *drawTrianglesCommand) numIndices() int { return c.nindices } func (c *drawTrianglesCommand) setVertices(vertices []float32) { c.vertices = vertices } func (c *drawTrianglesCommand) addNumIndices(n int) { c.nindices += n } // 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.ShaderImageNum]*Image, vertices []float32, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, shader *Shader, evenOdd bool) bool { // If a shader is used, commands are not merged. // // TODO: Merge shader commands considering uniform variables. if c.shader != nil || shader != nil { return false } if c.dst != dst { return false } if c.srcs != srcs { return false } if !c.color.Equals(color) { return false } if c.mode != mode { return false } if c.filter != filter { return false } if c.address != address { return false } if c.dstRegion != dstRegion { return false } if c.srcRegion != srcRegion { return false } if c.evenOdd || evenOdd { if c.evenOdd && evenOdd { return !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.VertexFloatNum; i++ { x := vertices[graphics.VertexFloatNum*i] y := vertices[graphics.VertexFloatNum*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 } // replacePixelsCommand represents a command to replace pixels of an image. type replacePixelsCommand struct { dst *Image args []*driver.ReplacePixelsArgs } func (c *replacePixelsCommand) String() string { return fmt.Sprintf("replace-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args)) } // Exec executes the replacePixelsCommand. func (c *replacePixelsCommand) Exec(indexOffset int) error { c.dst.image.ReplacePixels(c.args) return nil } type pixelsCommand struct { result []byte img *Image } // Exec executes a pixelsCommand. func (c *pixelsCommand) Exec(indexOffset int) error { p, err := c.img.image.Pixels() if err != nil { return err } c.result = p return nil } func (c *pixelsCommand) String() string { return fmt.Sprintf("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(indexOffset int) error { c.target.image.Dispose() return nil } // disposeShaderCommand represents a command to dispose a shader. type disposeShaderCommand struct { target *Shader } func (c *disposeShaderCommand) String() string { return fmt.Sprintf("dispose-shader: target") } // Exec executes the disposeShaderCommand. func (c *disposeShaderCommand) Exec(indexOffset int) error { c.target.shader.Dispose() 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 } func (c *newImageCommand) String() string { return fmt.Sprintf("new-image: result: %d, width: %d, height: %d", c.result.id, c.width, c.height) } // Exec executes a newImageCommand. func (c *newImageCommand) Exec(indexOffset int) error { i, err := theGraphicsDriver.NewImage(c.width, c.height) if err != nil { return err } c.result.image = i return nil } // newScreenFramebufferImageCommand is a command to create a special image for the screen. type newScreenFramebufferImageCommand struct { result *Image width int height int } func (c *newScreenFramebufferImageCommand) String() string { return fmt.Sprintf("new-screen-framebuffer-image: result: %d, width: %d, height: %d", c.result.id, c.width, c.height) } // Exec executes a newScreenFramebufferImageCommand. func (c *newScreenFramebufferImageCommand) Exec(indexOffset int) error { var err error c.result.image, err = theGraphicsDriver.NewScreenFramebufferImage(c.width, c.height) return err } // newShaderCommand is a command to create a shader. type newShaderCommand struct { result *Shader ir *shaderir.Program } func (c *newShaderCommand) String() string { return fmt.Sprintf("new-shader") } // Exec executes a newShaderCommand. func (c *newShaderCommand) Exec(indexOffset int) error { var err error c.result.shader, err = theGraphicsDriver.NewShader(c.ir) return err } // InitializeGraphicsDriverState initialize the current graphics driver state. func InitializeGraphicsDriverState() error { return runOnMainThread(func() error { return theGraphicsDriver.Initialize() }) } // ResetGraphicsDriverState resets the current graphics driver state. // If the graphics driver doesn't have an API to reset, ResetGraphicsDriverState does nothing. func ResetGraphicsDriverState() error { if r, ok := theGraphicsDriver.(interface{ Reset() error }); ok { return runOnMainThread(func() error { return r.Reset() }) } return nil } // MaxImageSize returns the maximum size of an image. func MaxImageSize() int { var size int _ = runOnMainThread(func() error { size = theGraphicsDriver.MaxImageSize() return nil }) return size }