ebiten/internal/graphicsdriver/opengl/program.go
Hajime Hoshi beac278c59 internal/grahics, internal/shadeir: use the term Dword instead of Uint32
This change also renames DWord to Dword.
2024-12-07 22:26:09 +09:00

361 lines
9.2 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 !playstation5
package opengl
import (
"fmt"
"math"
"runtime"
"unsafe"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
const floatSizeInBytes = 4
// arrayBufferLayoutPart is a part of an array buffer layout.
type arrayBufferLayoutPart struct {
// TODO: This struct should belong to a program and know it.
name string
num int
}
// arrayBufferLayout is an array buffer layout.
//
// An array buffer in OpenGL is a buffer representing vertices and
// is passed to a vertex shader.
type arrayBufferLayout struct {
parts []arrayBufferLayoutPart
total int
}
func (a *arrayBufferLayout) names() []string {
ns := make([]string, len(a.parts))
for i, p := range a.parts {
ns[i] = p.name
}
return ns
}
// float32Count returns the total float32 count for one element of the array buffer.
func (a *arrayBufferLayout) float32Count() int {
if a.total != 0 {
return a.total
}
t := 0
for _, p := range a.parts {
t += p.num
}
a.total = t
return a.total
}
func (a *arrayBufferLayout) addPart(part arrayBufferLayoutPart) {
a.parts = append(a.parts, part)
a.total = 0
}
// enable starts using the array buffer.
func (a *arrayBufferLayout) enable(context *context) {
for i := range a.parts {
context.ctx.EnableVertexAttribArray(uint32(i))
}
total := a.float32Count()
offset := 0
for i, p := range a.parts {
context.ctx.VertexAttribPointer(uint32(i), int32(p.num), gl.FLOAT, false, int32(floatSizeInBytes*total), offset)
offset += floatSizeInBytes * p.num
}
}
// disable stops using the array buffer.
func (a *arrayBufferLayout) disable(context *context) {
// TODO: Disabling should be done in reversed order?
for i := range a.parts {
context.ctx.DisableVertexAttribArray(uint32(i))
}
}
// theArrayBufferLayout is the array buffer layout for Ebitengine.
var theArrayBufferLayout arrayBufferLayout
func init() {
theArrayBufferLayout = arrayBufferLayout{
// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
parts: []arrayBufferLayoutPart{
{
name: "A0",
num: 2,
},
{
name: "A1",
num: 2,
},
{
name: "A2",
num: 4,
},
},
}
n := theArrayBufferLayout.float32Count()
diff := graphics.VertexFloatCount - n
if diff == 0 {
return
}
if diff%4 != 0 {
panic("opengl: unexpected attribute layout")
}
for i := 0; i < diff/4; i++ {
theArrayBufferLayout.addPart(arrayBufferLayoutPart{
name: fmt.Sprintf("A%d", i+3),
num: 4,
})
}
}
type openGLState struct {
vertexArray uint32
// arrayBuffer is OpenGL's array buffer (vertices data).
arrayBuffer buffer
arrayBufferSizeInBytes int
// elementArrayBuffer is OpenGL's element array buffer (indices data).
elementArrayBuffer buffer
elementArrayBufferSizeInBytes int
lastProgram program
lastUniforms map[string][]uint32
lastActiveTexture int
}
// reset resets or initializes the OpenGL state.
func (s *openGLState) reset(context *context) error {
if err := context.reset(); err != nil {
return err
}
s.lastProgram = 0
context.ctx.UseProgram(0)
for key := range s.lastUniforms {
delete(s.lastUniforms, key)
}
// On browsers (at least Chrome), buffers are already detached from the context
// and must not be deleted by DeleteBuffer.
if runtime.GOOS != "js" {
if s.arrayBuffer != 0 {
context.ctx.DeleteBuffer(uint32(s.arrayBuffer))
}
if s.elementArrayBuffer != 0 {
context.ctx.DeleteBuffer(uint32(s.elementArrayBuffer))
}
if s.vertexArray != 0 {
context.ctx.DeleteVertexArray(s.vertexArray)
}
}
s.arrayBuffer = 0
s.arrayBufferSizeInBytes = 0
s.elementArrayBuffer = 0
s.elementArrayBufferSizeInBytes = 0
s.vertexArray = 0
return nil
}
func pow2(x int) int {
if x > (math.MaxInt+1)/2 {
return math.MaxInt
}
p2 := 1
for p2 < x {
p2 *= 2
}
return p2
}
func (s *openGLState) setVertices(context *context, vertices []float32, indices []uint32) {
if s.vertexArray == 0 {
s.vertexArray = context.ctx.CreateVertexArray()
}
context.ctx.BindVertexArray(s.vertexArray)
if size := len(vertices) * int(unsafe.Sizeof(vertices[0])); s.arrayBufferSizeInBytes < size {
if s.arrayBuffer != 0 {
context.ctx.DeleteBuffer(uint32(s.arrayBuffer))
}
newSize := pow2(size)
// newArrayBuffer calls BindBuffer.
s.arrayBuffer = context.newArrayBuffer(newSize)
s.arrayBufferSizeInBytes = newSize
// Reenable the array buffer layout explicitly after resetting the array buffer.
theArrayBufferLayout.enable(context)
}
if size := len(indices) * int(unsafe.Sizeof(indices[0])); s.elementArrayBufferSizeInBytes < size {
if s.elementArrayBuffer != 0 {
context.ctx.DeleteBuffer(uint32(s.elementArrayBuffer))
}
newSize := pow2(size)
// newElementArrayBuffer calls BindBuffer.
s.elementArrayBuffer = context.newElementArrayBuffer(newSize)
s.elementArrayBufferSizeInBytes = newSize
}
// Note that the vertices and the indices passed to BufferSubData is not under GC management in the gl package.
vs := unsafe.Slice((*byte)(unsafe.Pointer(&vertices[0])), len(vertices)*int(unsafe.Sizeof(vertices[0])))
context.ctx.BufferSubData(gl.ARRAY_BUFFER, 0, vs)
is := unsafe.Slice((*byte)(unsafe.Pointer(&indices[0])), len(indices)*int(unsafe.Sizeof(indices[0])))
context.ctx.BufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, is)
}
func (s *openGLState) resetLastUniforms() {
for k := range s.lastUniforms {
delete(s.lastUniforms, k)
}
}
// areSameUint32Array returns a boolean indicating if a and b are deeply equal.
func areSameUint32Array(a, b []uint32) bool {
if len(a) != len(b) {
return false
}
for i := 0; i < len(a); i++ {
if a[i] != b[i] {
return false
}
}
return true
}
type uniformVariable struct {
name string
value []uint32
typ shaderir.Type
}
type textureVariable struct {
valid bool
native textureNative
}
func (g *Graphics) textureVariableName(idx int) string {
if v, ok := g.textureVariableNameCache[idx]; ok {
return v
}
if g.textureVariableNameCache == nil {
g.textureVariableNameCache = map[int]string{}
}
name := fmt.Sprintf("T%d", idx)
g.textureVariableNameCache[idx] = name
return name
}
// useProgram uses the program (programTexture).
func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderSrcImageCount]textureVariable) error {
if g.state.lastProgram != program {
g.context.ctx.UseProgram(uint32(program))
g.state.lastProgram = program
for k := range g.state.lastUniforms {
delete(g.state.lastUniforms, k)
}
g.state.lastActiveTexture = 0
g.context.ctx.ActiveTexture(gl.TEXTURE0)
g.context.lastTexture = 0 // Make sure next bindTexture call actually does something.
}
for _, u := range uniforms {
if u.value == nil {
continue
}
if got, expected := len(u.value), u.typ.DwordCount(); got != expected {
// Copy a shaderir.Type value once. Do not pass u.typ directly to fmt.Errorf arguments, or
// the value u would be allocated on heap.
typ := u.typ
return fmt.Errorf("opengl: length of a uniform variables %s (%s) doesn't match: expected %d but %d", u.name, typ.String(), expected, got)
}
cached, ok := g.state.lastUniforms[u.name]
if ok && areSameUint32Array(cached, u.value) {
continue
}
g.context.uniforms(program, u.name, u.value, u.typ)
if g.state.lastUniforms == nil {
g.state.lastUniforms = map[string][]uint32{}
}
g.state.lastUniforms[u.name] = u.value
}
var idx int
loop:
for i, t := range textures {
if !t.valid {
continue
}
// If the texture is already bound, set the texture variable to point to the texture.
// Rebinding the same texture seems problematic (#1193).
for _, at := range g.activatedTextures {
if t.native == at.textureNative {
g.context.uniformInt(program, g.textureVariableName(i), at.index)
continue loop
}
}
g.activatedTextures = append(g.activatedTextures, activatedTexture{
textureNative: t.native,
index: idx,
})
g.context.uniformInt(program, g.textureVariableName(i), idx)
if g.state.lastActiveTexture != idx {
g.context.ctx.ActiveTexture(uint32(gl.TEXTURE0 + idx))
g.state.lastActiveTexture = idx
g.context.lastTexture = 0 // Make sure next bindTexture call actually does something.
}
// Apparently, a texture must be bound every time. The cache is not used here.
g.context.bindTexture(t.native)
idx++
}
for i := range g.activatedTextures {
g.activatedTextures[i] = activatedTexture{}
}
g.activatedTextures = g.activatedTextures[:0]
return nil
}
func uint32sToFloat32s(s []uint32) []float32 {
return unsafe.Slice((*float32)(unsafe.Pointer(&s[0])), len(s))
}
func uint32sToInt32s(s []uint32) []int32 {
return unsafe.Slice((*int32)(unsafe.Pointer(&s[0])), len(s))
}