ebiten/internal/graphicscommand/command.go
2022-12-03 23:09:41 +09:00

687 lines
19 KiB
Go

// 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/debug"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
// 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(graphicsDriver graphicsdriver.Graphics, indexOffset int) error
}
type drawTrianglesCommandPool struct {
pool []*drawTrianglesCommand
}
func (p *drawTrianglesCommandPool) get() *drawTrianglesCommand {
if len(p.pool) == 0 {
return &drawTrianglesCommand{}
}
v := p.pool[len(p.pool)-1]
p.pool = p.pool[:len(p.pool)-1]
return v
}
func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
if len(p.pool) >= 1024 {
return
}
p.pool = append(p.pool, v)
}
// 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
indices []uint16
tmpNumVertexFloats int
tmpNumIndices int
drawTrianglesCommandPool drawTrianglesCommandPool
uint32sBuffer buffer[uint32]
}
// theCommandQueue is the command queue for the current process.
var theCommandQueue = &commandQueue{}
func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
n := len(q.indices)
q.indices = append(q.indices, indices...)
for i := range indices {
q.indices[n+i] += offset
}
}
// mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used.
func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool {
return nextNumVertexFloats > graphics.IndicesCount*graphics.VertexFloatCount || nextNumIndices > graphics.IndicesCount
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
if len(indices) > graphics.IndicesCount {
panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesCount but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesCount: %d", len(indices), graphics.IndicesCount))
}
split := false
if mustUseDifferentVertexBuffer(q.tmpNumVertexFloats+len(vertices), q.tmpNumIndices+len(indices)) {
q.tmpNumVertexFloats = 0
q.tmpNumIndices = 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.vertices = append(q.vertices, vertices...)
q.appendIndices(indices, uint16(q.tmpNumVertexFloats/graphics.VertexFloatCount))
q.tmpNumVertexFloats += len(vertices)
q.tmpNumIndices += len(indices)
uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, offsets, dstRegion, srcRegion)
// Remove unused uniform variables so that more commands can be merged.
shader.ir.FilterUniformVariables(uniforms)
// TODO: If dst is the screen, reorder the command to be the last.
if !split && 0 < len(q.commands) {
if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok {
if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, blend, shader, uniforms, evenOdd) {
last.setVertices(q.lastVertices(len(vertices) + last.numVertices()))
if last.dstRegions[len(last.dstRegions)-1].Region == dstRegion {
last.dstRegions[len(last.dstRegions)-1].IndexCount += len(indices)
} else {
last.dstRegions = append(last.dstRegions, graphicsdriver.DstRegion{
Region: dstRegion,
IndexCount: len(indices),
})
}
return
}
}
}
c := q.drawTrianglesCommandPool.get()
c.dst = dst
c.srcs = srcs
c.vertices = q.lastVertices(len(vertices))
c.blend = blend
c.dstRegions = []graphicsdriver.DstRegion{
{
Region: dstRegion,
IndexCount: len(indices),
},
}
c.shader = shader
c.uniforms = uniforms
c.evenOdd = evenOdd
q.commands = append(q.commands, c)
}
func (q *commandQueue) lastVertices(n int) []float32 {
return q.vertices[len(q.vertices)-n : len(q.vertices)]
}
// 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(graphicsDriver graphicsdriver.Graphics, endFrame bool) (err error) {
runOnRenderingThread(func() {
err = q.flush(graphicsDriver, endFrame)
})
if endFrame {
q.uint32sBuffer.reset()
}
return
}
// flush must be called the main thread.
func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool) (err error) {
// If endFrame is true, Begin/End should be called to ensure the framebuffer is swapped.
if len(q.commands) == 0 && !endFrame {
return nil
}
es := q.indices
vs := q.vertices
debug.Logf("Graphics commands:\n")
if err := graphicsDriver.Begin(); err != nil {
return err
}
defer func() {
// Call End even if an error causes, or the graphics driver's state might be stale (#2388).
if err1 := graphicsDriver.End(endFrame); err1 != nil && err == nil {
err = err1
}
// Release the commands explicitly (#1803).
// Apparently, the part of a slice between len and cap-1 still holds references.
// Then, resetting the length by [:0] doesn't release the references.
for i, c := range q.commands {
if c, ok := c.(*drawTrianglesCommand); ok {
q.drawTrianglesCommandPool.put(c)
}
q.commands[i] = nil
}
q.commands = q.commands[:0]
q.vertices = q.vertices[:0]
q.indices = q.indices[:0]
q.tmpNumVertexFloats = 0
q.tmpNumIndices = 0
}()
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.IndicesCount {
panic(fmt.Sprintf("graphicscommand: dtc.NumIndices() must be <= graphics.IndicesCount but not at Flush: dtc.NumIndices(): %d, graphics.IndicesCount: %d", dtc.numIndices(), graphics.IndicesCount))
}
if nc > 0 && mustUseDifferentVertexBuffer(nv+dtc.numVertices(), ne+dtc.numIndices()) {
break
}
nv += dtc.numVertices()
ne += dtc.numIndices()
}
nc++
}
if 0 < ne {
if err := graphicsDriver.SetVertices(vs[:nv], es[:ne]); err != nil {
return err
}
es = es[ne:]
vs = vs[nv:]
}
indexOffset := 0
for _, c := range cs[:nc] {
if err := c.Exec(graphicsDriver, 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:]
}
return nil
}
// FlushCommands flushes the command queue and present the screen if needed.
// If endFrame is true, the current screen might be used to present.
func FlushCommands(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {
flushImageBuffers()
return theCommandQueue.Flush(graphicsDriver, endFrame)
}
// drawTrianglesCommand represents a drawing command to draw an image on another image.
type drawTrianglesCommand struct {
dst *Image
srcs [graphics.ShaderImageCount]*Image
vertices []float32
blend graphicsdriver.Blend
dstRegions []graphicsdriver.DstRegion
shader *Shader
uniforms []uint32
evenOdd bool
}
func (c *drawTrianglesCommand) String() string {
// TODO: Improve readability
blend := fmt.Sprintf("{src-color: %d, src-alpha: %d, dst-color: %d, dst-alpha: %d, op-color: %d, op-alpha: %d}",
c.blend.BlendFactorSourceRGB,
c.blend.BlendFactorSourceAlpha,
c.blend.BlendFactorDestinationRGB,
c.blend.BlendFactorDestinationAlpha,
c.blend.BlendOperationRGB,
c.blend.BlendOperationAlpha)
dst := fmt.Sprintf("%d", c.dst.id)
if c.dst.screen {
dst += " (screen)"
}
var srcstrs [graphics.ShaderImageCount]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)"
}
}
return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, even-odd: %t", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.evenOdd)
}
// Exec executes the drawTrianglesCommand.
func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
// TODO: Is it ok not to bind any framebuffer here?
if len(c.dstRegions) == 0 {
return nil
}
var imgs [graphics.ShaderImageCount]graphicsdriver.ImageID
for i, src := range c.srcs {
if src == nil {
imgs[i] = graphicsdriver.InvalidImageID
continue
}
imgs[i] = src.image.ID()
}
return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.evenOdd)
}
func (c *drawTrianglesCommand) numVertices() int {
return len(c.vertices)
}
func (c *drawTrianglesCommand) numIndices() int {
var nindices int
for _, dstRegion := range c.dstRegions {
nindices += dstRegion.IndexCount
}
return nindices
}
func (c *drawTrianglesCommand) setVertices(vertices []float32) {
c.vertices = vertices
}
// 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.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, evenOdd bool) bool {
if c.shader != shader {
return false
}
if len(c.uniforms) != len(uniforms) {
return false
}
for i := range c.uniforms {
if c.uniforms[i] != uniforms[i] {
return false
}
}
if c.dst != dst {
return false
}
if c.srcs != srcs {
return false
}
if c.blend != blend {
return false
}
if c.evenOdd != evenOdd {
return false
}
if c.evenOdd && 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.VertexFloatCount; i++ {
x := vertices[graphics.VertexFloatCount*i]
y := vertices[graphics.VertexFloatCount*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
}
// writePixelsCommand represents a command to replace pixels of an image.
type writePixelsCommand struct {
dst *Image
args []*graphicsdriver.WritePixelsArgs
}
func (c *writePixelsCommand) String() string {
return fmt.Sprintf("write-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args))
}
// Exec executes the writePixelsCommand.
func (c *writePixelsCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
if len(c.args) == 0 {
return nil
}
if err := c.dst.image.WritePixels(c.args); err != nil {
return err
}
return nil
}
type readPixelsCommand struct {
result []byte
img *Image
x int
y int
width int
height int
}
// Exec executes a readPixelsCommand.
func (c *readPixelsCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
if err := c.img.image.ReadPixels(c.result, c.x, c.y, c.width, c.height); err != nil {
return err
}
return nil
}
func (c *readPixelsCommand) String() string {
return fmt.Sprintf("read-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(graphicsDriver graphicsdriver.Graphics, 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(graphicsDriver graphicsdriver.Graphics, 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
screen bool
}
func (c *newImageCommand) String() string {
return fmt.Sprintf("new-image: result: %d, width: %d, height: %d, screen: %t", c.result.id, c.width, c.height, c.screen)
}
// Exec executes a newImageCommand.
func (c *newImageCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
var err error
if c.screen {
c.result.image, err = graphicsDriver.NewScreenFramebufferImage(c.width, c.height)
} else {
c.result.image, err = graphicsDriver.NewImage(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(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
s, err := graphicsDriver.NewShader(c.ir)
if err != nil {
return err
}
c.result.shader = s
return nil
}
type isInvalidatedCommand struct {
result bool
image *Image
}
func (c *isInvalidatedCommand) String() string {
return fmt.Sprintf("is-invalidated: image: %d", c.image.id)
}
func (c *isInvalidatedCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
c.result = c.image.image.IsInvalidated()
return nil
}
// InitializeGraphicsDriverState initialize the current graphics driver state.
func InitializeGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) {
runOnRenderingThread(func() {
err = graphicsDriver.Initialize()
})
return
}
// ResetGraphicsDriverState resets the current graphics driver state.
// If the graphics driver doesn't have an API to reset, ResetGraphicsDriverState does nothing.
func ResetGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) {
if r, ok := graphicsDriver.(interface{ Reset() error }); ok {
runOnRenderingThread(func() {
err = r.Reset()
})
}
return nil
}
// MaxImageSize returns the maximum size of an image.
func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int {
var size int
runOnRenderingThread(func() {
size = graphicsDriver.MaxImageSize()
})
return size
}
func max(a, b int) int {
if a < b {
return b
}
return a
}
func roundUpPower2(x int) int {
p2 := 1
for p2 < x {
p2 *= 2
}
return p2
}
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, dstRegion, srcRegion graphicsdriver.Region) []uint32 {
origUniforms := uniforms
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
var idx int
// Set the destination texture size.
dw, dh := dst.InternalSize()
uniforms[idx+0] = math.Float32bits(float32(dw))
uniforms[idx+1] = math.Float32bits(float32(dh))
idx += 2
// Set the source texture sizes.
for i, src := range srcs {
if src != nil {
w, h := src.InternalSize()
uniforms[idx+2*i] = math.Float32bits(float32(w))
uniforms[idx+2*i+1] = math.Float32bits(float32(h))
}
}
idx += len(srcs) * 2
// Set the destination region.
uniforms[idx+0] = math.Float32bits(float32(dstRegion.X) / float32(dw))
uniforms[idx+1] = math.Float32bits(float32(dstRegion.Y) / float32(dh))
idx += 2
uniforms[idx+0] = math.Float32bits(float32(dstRegion.Width) / float32(dw))
uniforms[idx+1] = math.Float32bits(float32(dstRegion.Height) / float32(dh))
idx += 2
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)
}
}
// Set the source offsets.
for i, offset := range offsets {
uniforms[idx+2*i] = math.Float32bits(offset[0])
uniforms[idx+2*i+1] = math.Float32bits(offset[1])
}
idx += len(offsets) * 2
// Set the source region of texture0.
uniforms[idx+0] = math.Float32bits(float32(srcRegion.X))
uniforms[idx+1] = math.Float32bits(float32(srcRegion.Y))
idx += 2
uniforms[idx+0] = math.Float32bits(float32(srcRegion.Width))
uniforms[idx+1] = math.Float32bits(float32(srcRegion.Height))
idx += 2
uniforms[idx+0] = math.Float32bits(2 / float32(dw))
uniforms[idx+1] = 0
uniforms[idx+2] = 0
uniforms[idx+3] = 0
uniforms[idx+4] = 0
uniforms[idx+5] = math.Float32bits(2 / float32(dh))
uniforms[idx+6] = 0
uniforms[idx+7] = 0
uniforms[idx+8] = 0
uniforms[idx+9] = 0
uniforms[idx+10] = math.Float32bits(1)
uniforms[idx+11] = 0
uniforms[idx+12] = math.Float32bits(-1)
uniforms[idx+13] = math.Float32bits(-1)
uniforms[idx+14] = 0
uniforms[idx+15] = math.Float32bits(1)
idx += 16
return uniforms
}
// buffer is a reusable buffer to allocate []T.
type buffer[T any] struct {
buf [2][]T
// index is switched at the end of the frame,
// and the buffer of the original index is kept until the next frame ends.
index int
}
func (b *buffer[T]) alloc(n int) []T {
buf := b.buf[b.index]
if len(buf)+n > cap(buf) {
buf = make([]T, 0, max(roundUpPower2(len(buf)+n), 16))
}
s := buf[len(buf) : len(buf)+n]
b.buf[b.index] = buf[:len(buf)+n]
return s
}
func (b *buffer[T]) reset() {
b.buf[b.index] = b.buf[b.index][:0]
b.index++
b.index %= len(b.buf)
}