ebiten/internal/graphicsdriver/opengl/context_gles.go
Hajime Hoshi 09a7d39874 internal/graphicsdriver: add Blend struct
This is a preparation to specify blend factors and blend operators.

Updates #2382
2022-10-16 01:08:26 +09:00

483 lines
13 KiB
Go

// 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 || opengles) && !js
// +build android ios opengles
// +build !js
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)
}
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.ctx.Enable(gles.BLEND)
c.ctx.Enable(gles.SCISSOR_TEST)
c.blend(graphicsdriver.BlendSourceOver)
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) blend(blend graphicsdriver.Blend) {
if c.lastBlend == blend {
return
}
c.ctx.BlendFuncSeparate(
uint32(convertBlendFactor(blend.BlendFactorSourceColor)),
uint32(convertBlendFactor(blend.BlendFactorDestinationColor)),
uint32(convertBlendFactor(blend.BlendFactorSourceAlpha)),
uint32(convertBlendFactor(blend.BlendFactorDestinationAlpha)),
)
c.ctx.BlendEquationSeparate(
uint32(convertBlendOperation(blend.BlendOperationColor)),
uint32(convertBlendOperation(blend.BlendOperationAlpha)),
)
}
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, x, y, width, height int) {
c.ctx.Flush()
c.bindFramebuffer(f.native)
c.ctx.ReadPixels(buf, int32(x), int32(y), 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) 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.WritePixelsArgs) {
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)
}