// 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 ( "fmt" "github.com/hajimehoshi/ebiten/internal/affine" emath "github.com/hajimehoshi/ebiten/internal/math" "github.com/hajimehoshi/ebiten/internal/opengl" ) // 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 NumVertices() int NumElements() int AddNumVertices(n int) AddNumElements(n int) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool } // 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. nvertices int elements []uint16 nelements int nextIndex int } // 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.nvertices+len(vertices) { n := q.nvertices + 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.nvertices+i] = vertices[i] } q.nvertices += len(vertices) } func (q *commandQueue) appendElements(e0, e1, e2, e3, e4, e5 uint16) { // For GopherJS performance, take 6 arguments instead of an array. if len(q.elements) < q.nelements+6 { n := q.nelements + 6 - len(q.elements) q.elements = append(q.elements, make([]uint16, n)...) } q.elements[q.nelements+0] = e0 q.elements[q.nelements+1] = e1 q.elements[q.nelements+2] = e2 q.elements[q.nelements+3] = e3 q.elements[q.nelements+4] = e4 q.elements[q.nelements+5] = e5 q.nelements += 6 } func (q *commandQueue) doEnqueueDrawImageCommand(dst, src *Image, nvertices, nelements int, color *affine.ColorM, mode opengl.CompositeMode, filter Filter, forceNewCommand bool) { if nelements > indicesNum { panic("not implemented for too many elements") } if !forceNewCommand && 0 < len(q.commands) { if last := q.commands[len(q.commands)-1]; last.CanMerge(dst, src, color, mode, filter) { last.AddNumVertices(nvertices) last.AddNumElements(nelements) return } } c := &drawImageCommand{ dst: dst, src: src, nvertices: nvertices, nelements: nelements, color: color, mode: mode, filter: filter, } q.commands = append(q.commands, c) } // EnqueueDrawImageCommand enqueues a drawing-image command. func (q *commandQueue) EnqueueDrawImageCommand(dst, src *Image, vertices []float32, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) { // Avoid defer for performance q.appendVertices(vertices) nq := len(vertices) * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes() nv := 0 ne := 0 for i := 0; i < nq; i++ { if q.nelements%indicesNum >= (q.nelements+6)%indicesNum { q.nextIndex = 0 // Note that even if ne == 0, that's fine. q.doEnqueueDrawImageCommand(dst, src, nv, ne, color, mode, filter, true) nv = 0 ne = 0 } q.appendElements( uint16(q.nextIndex+0), uint16(q.nextIndex+1), uint16(q.nextIndex+2), uint16(q.nextIndex+1), uint16(q.nextIndex+2), uint16(q.nextIndex+3), ) q.nextIndex += 4 nv += QuadVertexSizeInBytes() / opengl.Float.SizeInBytes() ne += 6 } q.doEnqueueDrawImageCommand(dst, src, nv, ne, color, mode, filter, false) } // 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.commands = append(q.commands, command) } // Flush flushes the command queue. func (q *commandQueue) Flush() error { // glViewport must be called at least at every frame on iOS. opengl.GetContext().ResetViewportSize() es := q.elements vs := q.vertices for len(q.commands) > 0 { nv := 0 ne := 0 nc := 0 for _, c := range q.commands { if c.NumElements() > indicesNum { panic("not reached") } if ne+c.NumElements() > indicesNum { break } nv += c.NumVertices() ne += c.NumElements() nc++ } if 0 < ne { // Note that the vertices passed to BufferSubData is not under GC management // in opengl package due to unsafe-way. // See BufferSubData in context_mobile.go. opengl.GetContext().ElementArrayBufferSubData(es[:ne]) opengl.GetContext().ArrayBufferSubData(vs[:nv]) es = es[ne:] vs = vs[nv:] } indexOffsetInBytes := 0 for _, c := range q.commands[:nc] { if err := c.Exec(indexOffsetInBytes); err != nil { return err } // TODO: indexOffsetInBytes should be reset if the command type is different // from the previous one. This fix is needed when another drawing command is // introduced than drawImageCommand. indexOffsetInBytes += c.NumElements() * 2 // 2 is uint16 size in bytes } if 0 < nc { // Call glFlush to prevent black flicking (especially on Android (#226) and iOS). opengl.GetContext().Flush() } q.commands = q.commands[nc:] } q.commands = nil q.nvertices = 0 q.nelements = 0 q.nextIndex = 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 nvertices int nelements 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) if c.nelements == 0 { return nil } proj := f.projectionMatrix() theOpenGLState.useProgram(proj, c.src.texture.native, c.dst, c.src, c.color, c.filter) opengl.GetContext().DrawElements(opengl.Triangles, c.nelements, 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 } func (c *drawImageCommand) NumVertices() int { return c.nvertices } func (c *drawImageCommand) NumElements() int { return c.nelements } func (c *drawImageCommand) AddNumVertices(n int) { c.nvertices += n } func (c *drawImageCommand) AddNumElements(n int) { c.nelements += n } // CanMerge returns a boolean value indicating whether the other drawImageCommand can be merged // with the drawImageCommand c. func (c *drawImageCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool { if c.dst != dst { return false } if c.src != src { return false } if !c.color.Equals(color) { return false } if c.mode != mode { return false } if c.filter != filter { return false } return true } // replacePixelsCommand represents a command to replace pixels of an image. type replacePixelsCommand struct { dst *Image pixels []byte x int y int width int height int } // Exec executes the replacePixelsCommand. func (c *replacePixelsCommand) Exec(indexOffsetInBytes int) error { // glFlush is necessary on Android. // glTexSubImage2D didn't work without this hack at least on Nexus 5x and NuAns NEO [Reloaded] (#211). opengl.GetContext().Flush() opengl.GetContext().BindTexture(c.dst.texture.native) opengl.GetContext().TexSubImage2D(c.pixels, c.x, c.y, c.width, c.height) return nil } func (c *replacePixelsCommand) NumVertices() int { return 0 } func (c *replacePixelsCommand) NumElements() int { return 0 } func (c *replacePixelsCommand) AddNumVertices(n int) { } func (c *replacePixelsCommand) AddNumElements(n int) { } func (c *replacePixelsCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool { return false } // 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 } func (c *disposeCommand) NumVertices() int { return 0 } func (c *disposeCommand) NumElements() int { return 0 } func (c *disposeCommand) AddNumVertices(n int) { } func (c *disposeCommand) AddNumElements(n int) { } func (c *disposeCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) 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 } func checkSize(width, height int) { if width < 1 { panic(fmt.Sprintf("graphics: width (%d) must be equal or more than 1.", width)) } if height < 1 { panic(fmt.Sprintf("graphics: height (%d) must be equal or more than 1.", height)) } m := MaxImageSize() if width > m { panic(fmt.Sprintf("graphics: width (%d) must be less than or equal to %d", width, m)) } if height > m { panic(fmt.Sprintf("graphics: height (%d) must be less than or equal to %d", height, m)) } } // Exec executes a newImageCommand. func (c *newImageCommand) Exec(indexOffsetInBytes int) error { w := emath.NextPowerOf2Int(c.width) h := emath.NextPowerOf2Int(c.height) checkSize(w, h) native, err := opengl.GetContext().NewTexture(w, h) if err != nil { return err } c.result.texture = &texture{ native: native, } return nil } func (c *newImageCommand) NumVertices() int { return 0 } func (c *newImageCommand) NumElements() int { return 0 } func (c *newImageCommand) AddNumVertices(n int) { } func (c *newImageCommand) AddNumElements(n int) { } func (c *newImageCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool { return false } // 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 { checkSize(c.width, c.height) // 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 } func (c *newScreenFramebufferImageCommand) NumVertices() int { return 0 } func (c *newScreenFramebufferImageCommand) NumElements() int { return 0 } func (c *newScreenFramebufferImageCommand) AddNumVertices(n int) { } func (c *newScreenFramebufferImageCommand) AddNumElements(n int) { } func (c *newScreenFramebufferImageCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool { return false }