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fd250c8d8c
There is a minimum internal image size on some system like old iOS devices. This change adds adjustment of the size. Issue: #810
124 lines
3.4 KiB
Go
124 lines
3.4 KiB
Go
// Copyright 2018 The Ebiten Authors
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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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package opengl
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/internal/affine"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/graphicsdriver"
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)
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var theDriver Driver
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func Get() *Driver {
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return &theDriver
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}
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type Driver struct {
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state openGLState
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context context
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}
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func (d *Driver) SetWindow(window uintptr) {
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// Do nothing.
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}
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func (d *Driver) checkSize(width, height int) {
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if width < 1 {
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panic(fmt.Sprintf("opengl: width (%d) must be equal or more than %d", width, 1))
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}
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if height < 1 {
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panic(fmt.Sprintf("opengl: height (%d) must be equal or more than %d", height, 1))
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}
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m := d.context.getMaxTextureSize()
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if width > m {
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panic(fmt.Sprintf("opengl: width (%d) must be less than or equal to %d", width, m))
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}
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if height > m {
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panic(fmt.Sprintf("opengl: height (%d) must be less than or equal to %d", height, m))
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}
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}
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func (d *Driver) NewImage(width, height int) (graphicsdriver.Image, error) {
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i := &Image{
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driver: d,
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width: width,
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height: height,
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}
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w := graphics.InternalImageSize(width)
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h := graphics.InternalImageSize(height)
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d.checkSize(w, h)
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t, err := d.context.newTexture(w, h)
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if err != nil {
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return nil, err
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}
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i.textureNative = t
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return i, nil
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}
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func (d *Driver) NewScreenFramebufferImage(width, height int) (graphicsdriver.Image, error) {
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d.checkSize(width, height)
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i := &Image{
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driver: d,
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width: width,
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height: height,
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screen: true,
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}
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return i, nil
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}
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// Reset resets or initializes the current OpenGL state.
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func (d *Driver) Reset() error {
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return d.state.reset(&d.context)
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}
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func (d *Driver) SetVertices(vertices []float32, indices []uint16) {
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// Note that the vertices passed to BufferSubData is not under GC management
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// in opengl package due to unsafe-way.
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// See BufferSubData in context_mobile.go.
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d.context.arrayBufferSubData(vertices)
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d.context.elementArrayBufferSubData(indices)
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}
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func (d *Driver) Draw(indexLen int, indexOffset int, mode graphics.CompositeMode, colorM *affine.ColorM, filter graphics.Filter, address graphics.Address) error {
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if err := d.useProgram(mode, colorM, filter, address); err != nil {
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return err
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}
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d.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
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// but basically this pass the tests (esp. TestImageTooManyFill).
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// As glFlush() causes performance problems, this should be avoided as much as possible.
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// Let's wait and see, and file a new issue when this problem is newly found.
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return nil
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}
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func (d *Driver) Flush() {
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d.context.flush()
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}
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func (d *Driver) SetVsyncEnabled(enabled bool) {
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// Do nothing
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}
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func (d *Driver) VDirection() graphicsdriver.VDirection {
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return graphicsdriver.VDownward
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}
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func (d *Driver) IsGL() bool {
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return true
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}
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