mirror of
https://github.com/hajimehoshi/ebiten.git
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687 lines
19 KiB
Go
687 lines
19 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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package graphicscommand
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import (
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"fmt"
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"math"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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// command represents a drawing command.
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//
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// A command for drawing that is created when Image functions are called like DrawTriangles,
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// or Fill.
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// A command is not immediately executed after created. Instaed, it is queued after created,
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// and executed only when necessary.
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type command interface {
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fmt.Stringer
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Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error
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}
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type drawTrianglesCommandPool struct {
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pool []*drawTrianglesCommand
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}
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func (p *drawTrianglesCommandPool) get() *drawTrianglesCommand {
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if len(p.pool) == 0 {
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return &drawTrianglesCommand{}
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}
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v := p.pool[len(p.pool)-1]
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p.pool = p.pool[:len(p.pool)-1]
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return v
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}
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func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
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if len(p.pool) >= 1024 {
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return
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}
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p.pool = append(p.pool, v)
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}
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// commandQueue is a command queue for drawing commands.
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type commandQueue struct {
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// commands is a queue of drawing commands.
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commands []command
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// vertices represents a vertices data in OpenGL's array buffer.
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vertices []float32
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indices []uint16
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tmpNumVertexFloats int
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tmpNumIndices int
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drawTrianglesCommandPool drawTrianglesCommandPool
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uint32sBuffer uint32sBuffer
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}
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// theCommandQueue is the command queue for the current process.
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var theCommandQueue = &commandQueue{}
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func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
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n := len(q.indices)
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q.indices = append(q.indices, indices...)
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for i := range indices {
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q.indices[n+i] += offset
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}
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}
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// mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used.
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func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool {
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return nextNumVertexFloats > graphics.IndicesCount*graphics.VertexFloatCount || nextNumIndices > graphics.IndicesCount
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}
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// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
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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) {
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if len(indices) > graphics.IndicesCount {
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panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesCount but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesCount: %d", len(indices), graphics.IndicesCount))
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}
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split := false
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if mustUseDifferentVertexBuffer(q.tmpNumVertexFloats+len(vertices), q.tmpNumIndices+len(indices)) {
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q.tmpNumVertexFloats = 0
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q.tmpNumIndices = 0
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split = true
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}
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// Assume that all the image sizes are same.
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// Assume that the images are packed from the front in the slice srcs.
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q.vertices = append(q.vertices, vertices...)
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q.appendIndices(indices, uint16(q.tmpNumVertexFloats/graphics.VertexFloatCount))
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q.tmpNumVertexFloats += len(vertices)
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q.tmpNumIndices += len(indices)
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uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, offsets, dstRegion, srcRegion)
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// Remove unused uniform variables so that more commands can be merged.
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shader.ir.FilterUniformVariables(uniforms)
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// TODO: If dst is the screen, reorder the command to be the last.
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if !split && 0 < len(q.commands) {
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if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok {
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if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, blend, shader, uniforms, evenOdd) {
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last.setVertices(q.lastVertices(len(vertices) + last.numVertices()))
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if last.dstRegions[len(last.dstRegions)-1].Region == dstRegion {
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last.dstRegions[len(last.dstRegions)-1].IndexCount += len(indices)
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} else {
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last.dstRegions = append(last.dstRegions, graphicsdriver.DstRegion{
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Region: dstRegion,
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IndexCount: len(indices),
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})
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}
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return
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}
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}
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}
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c := q.drawTrianglesCommandPool.get()
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c.dst = dst
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c.srcs = srcs
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c.vertices = q.lastVertices(len(vertices))
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c.blend = blend
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c.dstRegions = []graphicsdriver.DstRegion{
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{
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Region: dstRegion,
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IndexCount: len(indices),
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},
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}
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c.shader = shader
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c.uniforms = uniforms
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c.evenOdd = evenOdd
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q.commands = append(q.commands, c)
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}
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func (q *commandQueue) lastVertices(n int) []float32 {
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return q.vertices[len(q.vertices)-n : len(q.vertices)]
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}
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// Enqueue enqueues a drawing command other than a draw-triangles command.
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//
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// For a draw-triangles command, use EnqueueDrawTrianglesCommand.
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func (q *commandQueue) Enqueue(command command) {
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// TODO: If dst is the screen, reorder the command to be the last.
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q.commands = append(q.commands, command)
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}
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// Flush flushes the command queue.
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func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bool) (err error) {
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runOnRenderThread(func() {
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err = q.flush(graphicsDriver, endFrame)
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})
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if endFrame {
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q.uint32sBuffer.reset()
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}
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return
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}
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// flush must be called the main thread.
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func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool) (err error) {
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// If endFrame is true, Begin/End should be called to ensure the framebuffer is swapped.
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if len(q.commands) == 0 && !endFrame {
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return nil
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}
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es := q.indices
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vs := q.vertices
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debug.Logf("Graphics commands:\n")
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if err := graphicsDriver.Begin(); err != nil {
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return err
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}
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defer func() {
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// Call End even if an error causes, or the graphics driver's state might be stale (#2388).
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if err1 := graphicsDriver.End(endFrame); err1 != nil && err == nil {
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err = err1
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}
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// Release the commands explicitly (#1803).
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// Apparently, the part of a slice between len and cap-1 still holds references.
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// Then, resetting the length by [:0] doesn't release the references.
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for i, c := range q.commands {
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if c, ok := c.(*drawTrianglesCommand); ok {
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q.drawTrianglesCommandPool.put(c)
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}
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q.commands[i] = nil
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}
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q.commands = q.commands[:0]
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q.vertices = q.vertices[:0]
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q.indices = q.indices[:0]
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q.tmpNumVertexFloats = 0
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q.tmpNumIndices = 0
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}()
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cs := q.commands
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for len(cs) > 0 {
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nv := 0
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ne := 0
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nc := 0
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for _, c := range cs {
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if dtc, ok := c.(*drawTrianglesCommand); ok {
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if dtc.numIndices() > graphics.IndicesCount {
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panic(fmt.Sprintf("graphicscommand: dtc.NumIndices() must be <= graphics.IndicesCount but not at Flush: dtc.NumIndices(): %d, graphics.IndicesCount: %d", dtc.numIndices(), graphics.IndicesCount))
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}
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if nc > 0 && mustUseDifferentVertexBuffer(nv+dtc.numVertices(), ne+dtc.numIndices()) {
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break
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}
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nv += dtc.numVertices()
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ne += dtc.numIndices()
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}
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nc++
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}
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if 0 < ne {
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if err := graphicsDriver.SetVertices(vs[:nv], es[:ne]); err != nil {
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return err
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}
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es = es[ne:]
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vs = vs[nv:]
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}
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indexOffset := 0
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for _, c := range cs[:nc] {
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if err := c.Exec(graphicsDriver, indexOffset); err != nil {
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return err
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}
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debug.Logf(" %s\n", c)
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// TODO: indexOffset should be reset if the command type is different
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// from the previous one. This fix is needed when another drawing command is
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// introduced than drawTrianglesCommand.
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if dtc, ok := c.(*drawTrianglesCommand); ok {
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indexOffset += dtc.numIndices()
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}
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}
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cs = cs[nc:]
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}
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return nil
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}
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// FlushCommands flushes the command queue and present the screen if needed.
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// If endFrame is true, the current screen might be used to present.
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func FlushCommands(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {
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flushImageBuffers()
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return theCommandQueue.Flush(graphicsDriver, endFrame)
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}
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// drawTrianglesCommand represents a drawing command to draw an image on another image.
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type drawTrianglesCommand struct {
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dst *Image
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srcs [graphics.ShaderImageCount]*Image
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vertices []float32
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blend graphicsdriver.Blend
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dstRegions []graphicsdriver.DstRegion
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shader *Shader
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uniforms []uint32
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evenOdd bool
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}
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func (c *drawTrianglesCommand) String() string {
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// TODO: Improve readability
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blend := fmt.Sprintf("{src-color: %d, src-alpha: %d, dst-color: %d, dst-alpha: %d, op-color: %d, op-alpha: %d}",
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c.blend.BlendFactorSourceRGB,
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c.blend.BlendFactorSourceAlpha,
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c.blend.BlendFactorDestinationRGB,
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c.blend.BlendFactorDestinationAlpha,
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c.blend.BlendOperationRGB,
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c.blend.BlendOperationAlpha)
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dst := fmt.Sprintf("%d", c.dst.id)
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if c.dst.screen {
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dst += " (screen)"
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}
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var srcstrs [graphics.ShaderImageCount]string
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for i, src := range c.srcs {
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if src == nil {
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srcstrs[i] = "(nil)"
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continue
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}
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srcstrs[i] = fmt.Sprintf("%d", src.id)
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if src.screen {
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srcstrs[i] += " (screen)"
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}
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}
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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)
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}
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// Exec executes the drawTrianglesCommand.
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func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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// TODO: Is it ok not to bind any framebuffer here?
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if len(c.dstRegions) == 0 {
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return nil
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}
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var imgs [graphics.ShaderImageCount]graphicsdriver.ImageID
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for i, src := range c.srcs {
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if src == nil {
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imgs[i] = graphicsdriver.InvalidImageID
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continue
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}
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imgs[i] = src.image.ID()
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}
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return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.evenOdd)
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}
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func (c *drawTrianglesCommand) numVertices() int {
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return len(c.vertices)
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}
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func (c *drawTrianglesCommand) numIndices() int {
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var nindices int
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for _, dstRegion := range c.dstRegions {
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nindices += dstRegion.IndexCount
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}
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return nindices
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}
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func (c *drawTrianglesCommand) setVertices(vertices []float32) {
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c.vertices = vertices
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}
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
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// with the drawTrianglesCommand c.
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, evenOdd bool) bool {
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if c.shader != shader {
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return false
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}
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if len(c.uniforms) != len(uniforms) {
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return false
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}
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for i := range c.uniforms {
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if c.uniforms[i] != uniforms[i] {
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return false
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}
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}
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if c.dst != dst {
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return false
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}
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if c.srcs != srcs {
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return false
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}
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if c.blend != blend {
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return false
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}
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if c.evenOdd != evenOdd {
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return false
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}
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if c.evenOdd && mightOverlapDstRegions(c.vertices, vertices) {
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return false
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}
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return true
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}
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var (
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posInf32 = float32(math.Inf(1))
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negInf32 = float32(math.Inf(-1))
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)
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func dstRegionFromVertices(vertices []float32) (minX, minY, maxX, maxY float32) {
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minX = posInf32
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minY = posInf32
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maxX = negInf32
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maxY = negInf32
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for i := 0; i < len(vertices)/graphics.VertexFloatCount; i++ {
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x := vertices[graphics.VertexFloatCount*i]
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y := vertices[graphics.VertexFloatCount*i+1]
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if x < minX {
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minX = x
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}
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if y < minY {
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minY = y
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}
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if maxX < x {
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maxX = x
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}
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if maxY < y {
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maxY = y
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}
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}
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return
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}
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func mightOverlapDstRegions(vertices1, vertices2 []float32) bool {
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minX1, minY1, maxX1, maxY1 := dstRegionFromVertices(vertices1)
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minX2, minY2, maxX2, maxY2 := dstRegionFromVertices(vertices2)
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const mergin = 1
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return minX1 < maxX2+mergin && minX2 < maxX1+mergin && minY1 < maxY2+mergin && minY2 < maxY1+mergin
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}
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// writePixelsCommand represents a command to replace pixels of an image.
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type writePixelsCommand struct {
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dst *Image
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args []*graphicsdriver.WritePixelsArgs
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}
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func (c *writePixelsCommand) String() string {
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return fmt.Sprintf("write-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args))
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}
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// Exec executes the writePixelsCommand.
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func (c *writePixelsCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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if len(c.args) == 0 {
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return nil
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}
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if err := c.dst.image.WritePixels(c.args); err != nil {
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return err
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}
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return nil
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}
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type readPixelsCommand struct {
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result []byte
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img *Image
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x int
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y int
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width int
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height int
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}
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// Exec executes a readPixelsCommand.
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func (c *readPixelsCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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if err := c.img.image.ReadPixels(c.result, c.x, c.y, c.width, c.height); err != nil {
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return err
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}
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return nil
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}
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func (c *readPixelsCommand) String() string {
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return fmt.Sprintf("read-pixels: image: %d", c.img.id)
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}
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// disposeImageCommand represents a command to dispose an image.
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type disposeImageCommand struct {
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target *Image
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}
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func (c *disposeImageCommand) String() string {
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return fmt.Sprintf("dispose-image: target: %d", c.target.id)
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}
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// Exec executes the disposeImageCommand.
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func (c *disposeImageCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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c.target.image.Dispose()
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return nil
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}
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// disposeShaderCommand represents a command to dispose a shader.
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type disposeShaderCommand struct {
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target *Shader
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}
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func (c *disposeShaderCommand) String() string {
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return fmt.Sprintf("dispose-shader: target")
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}
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// Exec executes the disposeShaderCommand.
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func (c *disposeShaderCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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c.target.shader.Dispose()
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return nil
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}
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// newImageCommand represents a command to create an empty image with given width and height.
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type newImageCommand struct {
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result *Image
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width int
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height int
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screen bool
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}
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func (c *newImageCommand) String() string {
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return fmt.Sprintf("new-image: result: %d, width: %d, height: %d, screen: %t", c.result.id, c.width, c.height, c.screen)
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}
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// Exec executes a newImageCommand.
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func (c *newImageCommand) Exec(graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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var err error
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if c.screen {
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c.result.image, err = graphicsDriver.NewScreenFramebufferImage(c.width, c.height)
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} else {
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c.result.image, err = graphicsDriver.NewImage(c.width, c.height)
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}
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return err
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}
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// newShaderCommand is a command to create a shader.
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type newShaderCommand struct {
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result *Shader
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ir *shaderir.Program
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}
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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) {
|
|
runOnRenderThread(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 {
|
|
runOnRenderThread(func() {
|
|
err = r.Reset()
|
|
})
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// MaxImageSize returns the maximum size of an image.
|
|
func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int {
|
|
var size int
|
|
runOnRenderThread(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
|
|
}
|
|
|
|
// uint32sBuffer is a reusable buffer to allocate []uint32.
|
|
type uint32sBuffer struct {
|
|
buf [2][]uint32
|
|
|
|
// 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 *uint32sBuffer) alloc(n int) []uint32 {
|
|
buf := b.buf[b.index]
|
|
if len(buf)+n > cap(buf) {
|
|
buf = make([]uint32, 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 *uint32sBuffer) reset() {
|
|
b.buf[b.index] = b.buf[b.index][:0]
|
|
b.index++
|
|
b.index %= len(b.buf)
|
|
}
|