ebiten/internal/graphicsdriver/opengl/context_mobile.go
Hajime Hoshi 09ca873c41 graphicsdriver/opengl: Use glBindAttribLocation instead of glGetAttribLocation
Attribute variables are often optimized out and it is really hard
to prevent this.

Instead of implicit indices of attribute variables, use explicit
indices by glBindAttribLocation.

Bug: #816
2019-02-16 14:35:53 +09:00

381 lines
10 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.
// +build android ios
package opengl
import (
"errors"
"fmt"
mgl "golang.org/x/mobile/gl"
"github.com/hajimehoshi/ebiten/internal/graphics"
)
type (
textureNative mgl.Texture
framebufferNative mgl.Framebuffer
shader mgl.Shader
program mgl.Program
buffer mgl.Buffer
)
var InvalidTexture textureNative
type (
uniformLocation mgl.Uniform
attribLocation mgl.Attrib
)
type programID uint32
var (
invalidTexture = textureNative(mgl.Texture{})
invalidFramebuffer = framebufferNative(mgl.Framebuffer{(1 << 32) - 1})
)
func getProgramID(p program) programID {
return programID(p.Value)
}
const (
vertexShader = shaderType(mgl.VERTEX_SHADER)
fragmentShader = shaderType(mgl.FRAGMENT_SHADER)
arrayBuffer = bufferType(mgl.ARRAY_BUFFER)
elementArrayBuffer = bufferType(mgl.ELEMENT_ARRAY_BUFFER)
dynamicDraw = bufferUsage(mgl.DYNAMIC_DRAW)
short = dataType(mgl.SHORT)
float = dataType(mgl.FLOAT)
zero = operation(mgl.ZERO)
one = operation(mgl.ONE)
srcAlpha = operation(mgl.SRC_ALPHA)
dstAlpha = operation(mgl.DST_ALPHA)
oneMinusSrcAlpha = operation(mgl.ONE_MINUS_SRC_ALPHA)
oneMinusDstAlpha = operation(mgl.ONE_MINUS_DST_ALPHA)
)
type contextImpl struct {
gl mgl.Context
worker mgl.Worker
}
func (c *context) doWork(chDone <-chan struct{}) error {
if c.worker == nil {
panic("opengl: worker must be initialized but not")
}
// TODO: Check this is called on the rendering thread
workAvailable := c.worker.WorkAvailable()
loop:
for {
select {
case <-workAvailable:
c.worker.DoWork()
case <-chDone:
break loop
}
}
return nil
}
func (c *context) reset() error {
c.locationCache = newLocationCache()
c.lastTexture = invalidTexture
c.lastFramebuffer = invalidFramebuffer
c.lastViewportWidth = 0
c.lastViewportHeight = 0
c.lastCompositeMode = graphics.CompositeModeUnknown
c.gl.Enable(mgl.BLEND)
c.blendFunc(graphics.CompositeModeSourceOver)
f := c.gl.GetInteger(mgl.FRAMEBUFFER_BINDING)
c.screenFramebuffer = framebufferNative(mgl.Framebuffer{uint32(f)})
// TODO: Need to update screenFramebufferWidth/Height?
return nil
}
func (c *context) blendFunc(mode graphics.CompositeMode) {
gl := c.gl
if c.lastCompositeMode == mode {
return
}
c.lastCompositeMode = mode
s, d := mode.Operations()
s2, d2 := convertOperation(s), convertOperation(d)
gl.BlendFunc(mgl.Enum(s2), mgl.Enum(d2))
}
func (c *context) newTexture(width, height int) (textureNative, error) {
gl := c.gl
t := gl.CreateTexture()
if t.Value <= 0 {
return textureNative{}, errors.New("opengl: creating texture failed")
}
gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
c.bindTexture(textureNative(t))
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, mgl.NEAREST)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_S, mgl.CLAMP_TO_EDGE)
gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_T, mgl.CLAMP_TO_EDGE)
gl.TexImage2D(mgl.TEXTURE_2D, 0, mgl.RGBA, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil)
return textureNative(t), nil
}
func (c *context) bindFramebufferImpl(f framebufferNative) {
gl := c.gl
gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
}
func (c *context) framebufferPixels(f *framebuffer, width, height int) ([]byte, error) {
gl := c.gl
gl.Finish()
c.bindFramebuffer(f.native)
pixels := make([]byte, 4*width*height)
gl.ReadPixels(pixels, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE)
return pixels, nil
}
func (c *context) bindTextureImpl(t textureNative) {
gl := c.gl
gl.BindTexture(mgl.TEXTURE_2D, mgl.Texture(t))
}
func (c *context) deleteTexture(t textureNative) {
gl := c.gl
if !gl.IsTexture(mgl.Texture(t)) {
return
}
if c.lastTexture == t {
c.lastTexture = invalidTexture
}
gl.DeleteTexture(mgl.Texture(t))
}
func (c *context) isTexture(t textureNative) bool {
gl := c.gl
return gl.IsTexture(mgl.Texture(t))
}
func (c *context) texSubImage2D(t textureNative, p []byte, x, y, width, height int) {
c.bindTexture(t)
gl := c.gl
gl.TexSubImage2D(mgl.TEXTURE_2D, 0, x, y, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
}
func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) {
gl := c.gl
f := gl.CreateFramebuffer()
if f.Value <= 0 {
return framebufferNative{}, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
}
c.bindFramebuffer(framebufferNative(f))
gl.FramebufferTexture2D(mgl.FRAMEBUFFER, mgl.COLOR_ATTACHMENT0, mgl.TEXTURE_2D, mgl.Texture(texture), 0)
s := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER)
if s != mgl.FRAMEBUFFER_COMPLETE {
if s != 0 {
return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
}
if e := gl.GetError(); e != mgl.NO_ERROR {
return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
}
return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
}
return framebufferNative(f), nil
}
func (c *context) setViewportImpl(width, height int) {
gl := c.gl
gl.Viewport(0, 0, width, height)
}
func (c *context) deleteFramebuffer(f framebufferNative) {
gl := c.gl
if !gl.IsFramebuffer(mgl.Framebuffer(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
}
gl.DeleteFramebuffer(mgl.Framebuffer(f))
}
func (c *context) newShader(shaderType shaderType, source string) (shader, error) {
gl := c.gl
s := gl.CreateShader(mgl.Enum(shaderType))
if s.Value == 0 {
return shader{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
}
gl.ShaderSource(s, source)
gl.CompileShader(s)
v := gl.GetShaderi(s, mgl.COMPILE_STATUS)
if v == mgl.FALSE {
log := gl.GetShaderInfoLog(s)
return shader{}, fmt.Errorf("opengl: shader compile failed: %s", log)
}
return shader(s), nil
}
func (c *context) deleteShader(s shader) {
gl := c.gl
gl.DeleteShader(mgl.Shader(s))
}
func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
gl := c.gl
p := gl.CreateProgram()
if p.Value == 0 {
return program{}, errors.New("opengl: glCreateProgram failed")
}
for _, shader := range shaders {
gl.AttachShader(p, mgl.Shader(shader))
}
for i, name := range attributes {
gl.BindAttribLocation(p, mgl.Attrib{uint(i)}, name)
}
gl.LinkProgram(p)
v := gl.GetProgrami(p, mgl.LINK_STATUS)
if v == mgl.FALSE {
return program{}, errors.New("opengl: program error")
}
return program(p), nil
}
func (c *context) useProgram(p program) {
gl := c.gl
gl.UseProgram(mgl.Program(p))
}
func (c *context) deleteProgram(p program) {
gl := c.gl
if !gl.IsProgram(mgl.Program(p)) {
return
}
gl.DeleteProgram(mgl.Program(p))
}
func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
gl := c.gl
u := uniformLocation(gl.GetUniformLocation(mgl.Program(p), location))
if u.Value == -1 {
panic("invalid uniform location: " + location)
}
return u
}
func (c *context) uniformInt(p program, location string, v int) {
gl := c.gl
gl.Uniform1i(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
}
func (c *context) uniformFloat(p program, location string, v float32) {
gl := c.gl
gl.Uniform1f(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
}
func (c *context) uniformFloats(p program, location string, v []float32) {
gl := c.gl
l := mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location))
switch len(v) {
case 2:
gl.Uniform2fv(l, v)
case 4:
gl.Uniform4fv(l, v)
case 16:
gl.UniformMatrix4fv(l, v)
default:
panic(fmt.Sprintf("opengl: invalid uniform floats num: %d", len(v)))
}
}
func (c *context) vertexAttribPointer(p program, index int, size int, dataType dataType, stride int, offset int) {
gl := c.gl
gl.VertexAttribPointer(mgl.Attrib{uint(index)}, size, mgl.Enum(dataType), false, stride, offset)
}
func (c *context) enableVertexAttribArray(p program, index int) {
gl := c.gl
gl.EnableVertexAttribArray(mgl.Attrib{uint(index)})
}
func (c *context) disableVertexAttribArray(p program, index int) {
gl := c.gl
gl.DisableVertexAttribArray(mgl.Attrib{uint(index)})
}
func (c *context) newArrayBuffer(size int) buffer {
gl := c.gl
b := gl.CreateBuffer()
gl.BindBuffer(mgl.Enum(arrayBuffer), b)
gl.BufferInit(mgl.Enum(arrayBuffer), size, mgl.Enum(dynamicDraw))
return buffer(b)
}
func (c *context) newElementArrayBuffer(size int) buffer {
gl := c.gl
b := gl.CreateBuffer()
gl.BindBuffer(mgl.Enum(elementArrayBuffer), b)
gl.BufferInit(mgl.Enum(elementArrayBuffer), size, mgl.Enum(dynamicDraw))
return buffer(b)
}
func (c *context) bindBuffer(bufferType bufferType, b buffer) {
gl := c.gl
gl.BindBuffer(mgl.Enum(bufferType), mgl.Buffer(b))
}
func (c *context) arrayBufferSubData(data []float32) {
gl := c.gl
gl.BufferSubData(mgl.Enum(arrayBuffer), 0, float32sToBytes(data))
}
func (c *context) elementArrayBufferSubData(data []uint16) {
gl := c.gl
gl.BufferSubData(mgl.Enum(elementArrayBuffer), 0, uint16sToBytes(data))
}
func (c *context) deleteBuffer(b buffer) {
gl := c.gl
gl.DeleteBuffer(mgl.Buffer(b))
}
func (c *context) drawElements(len int, offsetInBytes int) {
gl := c.gl
gl.DrawElements(mgl.TRIANGLES, len, mgl.UNSIGNED_SHORT, offsetInBytes)
}
func (c *context) maxTextureSizeImpl() int {
gl := c.gl
return gl.GetInteger(mgl.MAX_TEXTURE_SIZE)
}
func (c *context) flush() {
gl := c.gl
gl.Flush()
}