mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 06:57:27 +01:00
073d022c2e
These function return true in most cases, and when these return false, the situation is pretty bad and recovering the situation would not be possible. IsFramebuffer and IsRenderbuffer cause round trips and affect performance. Let's remove them.
502 lines
15 KiB
Go
502 lines
15 KiB
Go
// Copyright 2016 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build !playstation5
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package opengl
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import (
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"errors"
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"fmt"
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"image"
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"runtime"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
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)
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type blendFactor int
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type blendOperation int
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func convertBlendFactor(f graphicsdriver.BlendFactor) blendFactor {
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switch f {
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case graphicsdriver.BlendFactorZero:
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return gl.ZERO
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case graphicsdriver.BlendFactorOne:
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return gl.ONE
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case graphicsdriver.BlendFactorSourceColor:
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return gl.SRC_COLOR
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case graphicsdriver.BlendFactorOneMinusSourceColor:
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return gl.ONE_MINUS_SRC_COLOR
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case graphicsdriver.BlendFactorSourceAlpha:
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return gl.SRC_ALPHA
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case graphicsdriver.BlendFactorOneMinusSourceAlpha:
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return gl.ONE_MINUS_SRC_ALPHA
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case graphicsdriver.BlendFactorDestinationColor:
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return gl.DST_COLOR
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case graphicsdriver.BlendFactorOneMinusDestinationColor:
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return gl.ONE_MINUS_DST_COLOR
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case graphicsdriver.BlendFactorDestinationAlpha:
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return gl.DST_ALPHA
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case graphicsdriver.BlendFactorOneMinusDestinationAlpha:
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return gl.ONE_MINUS_DST_ALPHA
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case graphicsdriver.BlendFactorSourceAlphaSaturated:
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return gl.SRC_ALPHA_SATURATE
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default:
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panic(fmt.Sprintf("opengl: invalid blend factor %d", f))
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}
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}
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func convertBlendOperation(o graphicsdriver.BlendOperation) blendOperation {
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switch o {
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case graphicsdriver.BlendOperationAdd:
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return gl.FUNC_ADD
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case graphicsdriver.BlendOperationSubtract:
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return gl.FUNC_SUBTRACT
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case graphicsdriver.BlendOperationReverseSubtract:
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return gl.FUNC_REVERSE_SUBTRACT
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case graphicsdriver.BlendOperationMin:
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return gl.MIN
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case graphicsdriver.BlendOperationMax:
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return gl.MAX
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default:
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panic(fmt.Sprintf("opengl: invalid blend operation %d", o))
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}
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}
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type (
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textureNative uint32
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renderbufferNative uint32
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framebufferNative uint32
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shader uint32
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program uint32
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buffer uint32
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)
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type (
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uniformLocation int32
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attribLocation int32
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)
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const (
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invalidFramebuffer = (1 << 32) - 1
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invalidUniform = -1
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)
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type context struct {
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ctx gl.Context
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locationCache *locationCache
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screenFramebuffer framebufferNative // This might not be the default frame buffer '0' (e.g. iOS).
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lastFramebuffer framebufferNative
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lastTexture textureNative
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lastRenderbuffer renderbufferNative
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lastViewportWidth int
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lastViewportHeight int
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lastBlend graphicsdriver.Blend
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maxTextureSize int
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maxTextureSizeOnce sync.Once
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highp bool
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highpOnce sync.Once
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initOnce sync.Once
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}
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func (c *context) bindTexture(t textureNative) {
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if c.lastTexture == t {
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return
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}
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c.ctx.BindTexture(gl.TEXTURE_2D, uint32(t))
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c.lastTexture = t
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}
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func (c *context) bindRenderbuffer(r renderbufferNative) {
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if c.lastRenderbuffer == r {
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return
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}
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c.ctx.BindRenderbuffer(gl.RENDERBUFFER, uint32(r))
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c.lastRenderbuffer = r
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}
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func (c *context) bindFramebuffer(f framebufferNative) {
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if c.lastFramebuffer == f {
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return
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}
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c.ctx.BindFramebuffer(gl.FRAMEBUFFER, uint32(f))
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c.lastFramebuffer = f
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}
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func (c *context) setViewport(f *framebuffer) {
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c.bindFramebuffer(f.native)
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if c.lastViewportWidth == f.viewportWidth && c.lastViewportHeight == f.viewportHeight {
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return
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}
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// On some environments, viewport size must be within the framebuffer size.
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// e.g. Edge (#71), Chrome on GPD Pocket (#420), macOS Mojave (#691).
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// Use the same size of the framebuffer here.
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c.ctx.Viewport(0, 0, int32(f.viewportWidth), int32(f.viewportHeight))
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// glViewport must be called at least at every frame on iOS.
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// As the screen framebuffer is the last render target, next SetViewport should be
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// the first call at a frame.
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if f.native == c.screenFramebuffer {
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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} else {
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c.lastViewportWidth = f.viewportWidth
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c.lastViewportHeight = f.viewportHeight
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}
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}
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func (c *context) newScreenFramebuffer(width, height int) *framebuffer {
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return &framebuffer{
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native: c.screenFramebuffer,
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viewportWidth: width,
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viewportHeight: height,
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}
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}
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func (c *context) getMaxTextureSize() int {
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c.maxTextureSizeOnce.Do(func() {
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c.maxTextureSize = c.ctx.GetInteger(gl.MAX_TEXTURE_SIZE)
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})
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return c.maxTextureSize
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}
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func (c *context) reset() error {
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var err1 error
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c.initOnce.Do(func() {
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// Load OpenGL functions after WGL is initialized especially for Windows (#2452).
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if err := c.ctx.LoadFunctions(); err != nil {
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err1 = err
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return
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}
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})
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if err1 != nil {
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return err1
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}
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c.locationCache = newLocationCache()
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c.lastTexture = 0
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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c.lastBlend = graphicsdriver.Blend{}
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c.ctx.Enable(gl.BLEND)
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c.ctx.Enable(gl.SCISSOR_TEST)
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c.blend(graphicsdriver.BlendSourceOver)
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c.screenFramebuffer = framebufferNative(c.ctx.GetInteger(gl.FRAMEBUFFER_BINDING))
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// TODO: Need to update screenFramebufferWidth/Height?
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return nil
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}
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func (c *context) blend(blend graphicsdriver.Blend) {
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if c.lastBlend == blend {
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return
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}
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c.lastBlend = blend
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c.ctx.BlendFuncSeparate(
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uint32(convertBlendFactor(blend.BlendFactorSourceRGB)),
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uint32(convertBlendFactor(blend.BlendFactorDestinationRGB)),
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uint32(convertBlendFactor(blend.BlendFactorSourceAlpha)),
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uint32(convertBlendFactor(blend.BlendFactorDestinationAlpha)),
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)
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c.ctx.BlendEquationSeparate(
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uint32(convertBlendOperation(blend.BlendOperationRGB)),
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uint32(convertBlendOperation(blend.BlendOperationAlpha)),
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)
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}
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func (c *context) newTexture(width, height int) (textureNative, error) {
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t := c.ctx.CreateTexture()
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if t <= 0 {
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return 0, errors.New("opengl: creating texture failed")
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}
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c.bindTexture(textureNative(t))
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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c.ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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c.ctx.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
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// Firefox warns the usage of textures without specifying pixels (#629, #2077)
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//
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// Error: WebGL warning: drawElements: This operation requires zeroing texture data. This is slow.
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//
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// In Ebitengine, textures are filled with pixels later by the filter that ignores destination, so it is fine
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// to leave textures as uninitialized here. Rather, extra memory allocating for initialization should be
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// avoided.
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//
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// See also https://stackoverflow.com/questions/57734645.
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c.ctx.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, nil)
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return textureNative(t), nil
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}
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func (c *context) framebufferPixels(buf []byte, f *framebuffer, region image.Rectangle) error {
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if got, want := len(buf), 4*region.Dx()*region.Dy(); got != want {
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return fmt.Errorf("opengl: len(buf) must be %d but was %d at framebufferPixels", got, want)
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}
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c.ctx.Flush()
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c.bindFramebuffer(f.native)
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x := int32(region.Min.X)
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y := int32(region.Min.Y)
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width := int32(region.Dx())
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height := int32(region.Dy())
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c.ctx.ReadPixels(buf, x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE)
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return nil
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}
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func (c *context) framebufferPixelsToBuffer(f *framebuffer, buffer buffer, width, height int) {
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c.ctx.Flush()
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c.bindFramebuffer(f.native)
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c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, uint32(buffer))
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c.ctx.ReadPixels(nil, 0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE)
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c.ctx.BindBuffer(gl.PIXEL_PACK_BUFFER, 0)
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}
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func (c *context) deleteTexture(t textureNative) {
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if c.lastTexture == t {
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c.lastTexture = 0
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}
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c.ctx.DeleteTexture(uint32(t))
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}
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func (c *context) newRenderbuffer(width, height int) (renderbufferNative, error) {
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r := c.ctx.CreateRenderbuffer()
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if r <= 0 {
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return 0, errors.New("opengl: creating renderbuffer failed")
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}
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renderbuffer := renderbufferNative(r)
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c.bindRenderbuffer(renderbuffer)
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var stencilFormat uint32
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if c.ctx.IsES() {
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// https://docs.gl/es2/glRenderbufferStorage
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// > Must be one of the following symbolic constants: GL_RGBA4, GL_RGB565, GL_RGB5_A1,
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// > GL_DEPTH_COMPONENT16, or GL_STENCIL_INDEX8.
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//
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage
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// > A GLenum specifying the internal format of the renderbuffer. Possible values:
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// > * gl.RGBA4: 4 red bits, 4 green bits, 4 blue bits 4 alpha bits.
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// > * gl.RGB565: 5 red bits, 6 green bits, 5 blue bits.
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// > * gl.RGB5_A1: 5 red bits, 5 green bits, 5 blue bits, 1 alpha bit.
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// > * gl.DEPTH_COMPONENT16: 16 depth bits.
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// > * gl.STENCIL_INDEX8: 8 stencil bits.
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// > * gl.DEPTH_STENCIL
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stencilFormat = gl.STENCIL_INDEX8
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} else {
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// GL_STENCIL_INDEX8 might not be available with OpenGL 2.1.
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// https://www.khronos.org/opengl/wiki/Image_Format
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// > There are only 2 depth/stencil formats, each providing 8 stencil bits: GL_DEPTH24_STENCIL8 and GL_DEPTH32F_STENCIL8.
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// > [...]
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// > Stencil formats can only be used for Textures if OpenGL 4.4 or ARB_texture_stencil8 is available.
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stencilFormat = gl.DEPTH24_STENCIL8
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}
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c.ctx.RenderbufferStorage(gl.RENDERBUFFER, stencilFormat, int32(width), int32(height))
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return renderbuffer, nil
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}
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func (c *context) deleteRenderbuffer(r renderbufferNative) {
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if c.lastRenderbuffer == r {
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c.lastRenderbuffer = 0
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}
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c.ctx.DeleteRenderbuffer(uint32(r))
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}
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func (c *context) newFramebuffer(texture textureNative, width, height int) (*framebuffer, error) {
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f := c.ctx.CreateFramebuffer()
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if f <= 0 {
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return nil, fmt.Errorf("opengl: creating framebuffer failed: the returned value is not positive but %d", f)
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}
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c.bindFramebuffer(framebufferNative(f))
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c.ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
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if shouldCheckFramebufferStatus() {
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if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
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if s != 0 {
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return nil, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
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}
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if e := c.ctx.GetError(); e != gl.NO_ERROR {
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return nil, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
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}
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return nil, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
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}
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return &framebuffer{
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native: framebufferNative(f),
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viewportWidth: width,
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viewportHeight: height,
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}, nil
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}
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func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) error {
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c.bindFramebuffer(f)
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c.ctx.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, uint32(r))
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if shouldCheckFramebufferStatus() {
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if s := c.ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
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return fmt.Errorf("opengl: glFramebufferRenderbuffer failed: %d", s)
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}
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}
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return nil
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}
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func (c *context) deleteFramebuffer(f framebufferNative) {
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if f == c.screenFramebuffer {
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return
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}
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// If a framebuffer to be deleted is bound, a newly bound framebuffer
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// will be a default framebuffer.
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// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
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if c.lastFramebuffer == f {
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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}
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c.ctx.DeleteFramebuffer(uint32(f))
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}
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func (c *context) newShader(shaderType uint32, source string) (shader, error) {
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s := c.ctx.CreateShader(shaderType)
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if s == 0 {
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return 0, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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c.ctx.ShaderSource(s, source)
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c.ctx.CompileShader(s)
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return shader(s), nil
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}
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func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
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p := c.ctx.CreateProgram()
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if p == 0 {
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return 0, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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c.ctx.AttachShader(p, uint32(shader))
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}
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for i, name := range attributes {
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c.ctx.BindAttribLocation(p, uint32(i), name)
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}
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c.ctx.LinkProgram(p)
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return program(p), nil
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}
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func (c *context) deleteProgram(p program) {
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c.locationCache.deleteProgram(p)
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if !c.ctx.IsProgram(uint32(p)) {
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return
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}
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c.ctx.DeleteProgram(uint32(p))
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}
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func (c *context) uniformInt(p program, location string, v int) bool {
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l == invalidUniform {
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return false
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}
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c.ctx.Uniform1i(int32(l), int32(v))
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return true
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}
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func (c *context) uniforms(p program, location string, v []uint32, typ shaderir.Type) bool {
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l := c.locationCache.GetUniformLocation(c, p, location)
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if l == invalidUniform {
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return false
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}
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base := typ.Main
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if base == shaderir.Array {
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base = typ.Sub[0].Main
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}
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switch base {
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case shaderir.Float:
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c.ctx.Uniform1fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Int:
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c.ctx.Uniform1iv(int32(l), uint32sToInt32s(v))
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case shaderir.Vec2:
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c.ctx.Uniform2fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Vec3:
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c.ctx.Uniform3fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Vec4:
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c.ctx.Uniform4fv(int32(l), uint32sToFloat32s(v))
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case shaderir.IVec2:
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c.ctx.Uniform2iv(int32(l), uint32sToInt32s(v))
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case shaderir.IVec3:
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c.ctx.Uniform3iv(int32(l), uint32sToInt32s(v))
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case shaderir.IVec4:
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c.ctx.Uniform4iv(int32(l), uint32sToInt32s(v))
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case shaderir.Mat2:
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c.ctx.UniformMatrix2fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Mat3:
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c.ctx.UniformMatrix3fv(int32(l), uint32sToFloat32s(v))
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case shaderir.Mat4:
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c.ctx.UniformMatrix4fv(int32(l), uint32sToFloat32s(v))
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default:
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panic(fmt.Sprintf("opengl: unexpected type: %s", typ.String()))
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}
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return true
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}
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func (c *context) newArrayBuffer(size int) buffer {
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b := c.ctx.CreateBuffer()
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c.ctx.BindBuffer(gl.ARRAY_BUFFER, b)
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c.ctx.BufferInit(gl.ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
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return buffer(b)
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}
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func (c *context) newElementArrayBuffer(size int) buffer {
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b := c.ctx.CreateBuffer()
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c.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b)
|
|
c.ctx.BufferInit(gl.ELEMENT_ARRAY_BUFFER, size, gl.DYNAMIC_DRAW)
|
|
return buffer(b)
|
|
}
|
|
|
|
func (c *context) glslVersion() glsl.GLSLVersion {
|
|
if c.ctx.IsES() {
|
|
return glsl.GLSLVersionES300
|
|
}
|
|
return glsl.GLSLVersionDefault
|
|
}
|
|
|
|
func shouldCheckFramebufferStatus() bool {
|
|
// CheckFramebufferStatus is slow and should be avoided especially in browsers.
|
|
// See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#avoid_blocking_api_calls_in_production
|
|
//
|
|
// TODO: Should this be avoided in all environments?
|
|
return runtime.GOOS != "js"
|
|
}
|