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https://github.com/hajimehoshi/ebiten.git
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acc933b7c3
This change is an experimental implementation to use Pixel Buffer Objects. This reduces calls of glTexSubImage2D. This works only on desktops. Unfortunately WebGL does not have this features. Mobiles can have PBO as of OpenGL ES 3. Updates #976
346 lines
9.5 KiB
Go
346 lines
9.5 KiB
Go
// Copyright 2014 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 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/driver"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/web"
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)
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// arrayBufferLayoutPart is a part of an array buffer layout.
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type arrayBufferLayoutPart struct {
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// TODO: This struct should belong to a program and know it.
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name string
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num int
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}
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// arrayBufferLayout is an array buffer layout.
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//
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// An array buffer in OpenGL is a buffer representing vertices and
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// is passed to a vertex shader.
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type arrayBufferLayout struct {
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parts []arrayBufferLayoutPart
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total int
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}
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func (a *arrayBufferLayout) names() []string {
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ns := make([]string, len(a.parts))
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for i, p := range a.parts {
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ns[i] = p.name
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}
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return ns
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}
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// totalBytes returns the size in bytes for one element of the array buffer.
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func (a *arrayBufferLayout) totalBytes() int {
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if a.total != 0 {
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return a.total
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}
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t := 0
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for _, p := range a.parts {
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t += float.SizeInBytes() * p.num
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}
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a.total = t
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return a.total
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}
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// newArrayBuffer creates OpenGL's buffer object for the array buffer.
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func (a *arrayBufferLayout) newArrayBuffer(context *context) buffer {
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return context.newArrayBuffer(a.totalBytes() * graphics.IndicesNum)
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}
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// enable binds the array buffer the given program to use the array buffer.
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func (a *arrayBufferLayout) enable(context *context, program program) {
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for i := range a.parts {
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context.enableVertexAttribArray(program, i)
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}
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total := a.totalBytes()
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offset := 0
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for i, p := range a.parts {
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context.vertexAttribPointer(program, i, p.num, float, total, offset)
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offset += float.SizeInBytes() * p.num
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}
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}
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// disable stops using the array buffer.
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func (a *arrayBufferLayout) disable(context *context, program program) {
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// TODO: Disabling should be done in reversed order?
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for i := range a.parts {
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context.disableVertexAttribArray(program, i)
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}
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}
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// theArrayBufferLayout is the array buffer layout for Ebiten.
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var theArrayBufferLayout = arrayBufferLayout{
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// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
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parts: []arrayBufferLayoutPart{
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{
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name: "vertex",
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num: 2,
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},
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{
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name: "tex",
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num: 2,
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},
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{
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name: "tex_region",
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num: 4,
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},
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{
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name: "color_scale",
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num: 4,
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},
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},
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}
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func init() {
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vertexFloatNum := theArrayBufferLayout.totalBytes() / float.SizeInBytes()
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if graphics.VertexFloatNum != vertexFloatNum {
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panic(fmt.Sprintf("vertex float num must be %d but %d", graphics.VertexFloatNum, vertexFloatNum))
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}
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}
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type programKey struct {
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useColorM bool
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filter driver.Filter
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address driver.Address
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}
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// openGLState is a state for
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type openGLState struct {
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// arrayBuffer is OpenGL's array buffer (vertices data).
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arrayBuffer buffer
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// elementArrayBuffer is OpenGL's element array buffer (indices data).
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elementArrayBuffer buffer
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// programs is OpenGL's program for rendering a texture.
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programs map[programKey]program
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lastProgram program
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lastViewportWidth int
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lastViewportHeight int
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lastColorMatrix []float32
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lastColorMatrixTranslation []float32
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lastSourceWidth int
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lastSourceHeight int
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lastFilter *driver.Filter
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lastAddress *driver.Address
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source *Image
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destination *Image
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}
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var (
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zeroBuffer buffer
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zeroProgram program
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)
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// reset resets or initializes the OpenGL state.
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func (s *openGLState) reset(context *context) error {
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if err := context.reset(); err != nil {
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return err
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}
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s.lastProgram = zeroProgram
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s.lastViewportWidth = 0
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s.lastViewportHeight = 0
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s.lastColorMatrix = nil
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s.lastColorMatrixTranslation = nil
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s.lastSourceWidth = 0
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s.lastSourceHeight = 0
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s.lastFilter = nil
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s.lastAddress = nil
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// When context lost happens, deleting programs or buffers is not necessary.
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// However, it is not assumed that reset is called only when context lost happens.
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// Let's delete them explicitly.
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if s.programs == nil {
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s.programs = map[programKey]program{}
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} else {
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for k, p := range s.programs {
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context.deleteProgram(p)
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delete(s.programs, k)
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}
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}
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// On browsers (at least Chrome), buffers are already detached from the context
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// and must not be deleted by DeleteBuffer.
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if !web.IsBrowser() {
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if s.arrayBuffer != zeroBuffer {
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context.deleteBuffer(s.arrayBuffer)
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}
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if s.elementArrayBuffer != zeroBuffer {
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context.deleteBuffer(s.elementArrayBuffer)
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}
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}
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shaderVertexModelviewNative, err := context.newShader(vertexShader, vertexShaderStr())
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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defer context.deleteShader(shaderVertexModelviewNative)
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for _, c := range []bool{false, true} {
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for _, a := range []driver.Address{
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driver.AddressClampToZero,
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driver.AddressRepeat,
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} {
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for _, f := range []driver.Filter{
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driver.FilterNearest,
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driver.FilterLinear,
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driver.FilterScreen,
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} {
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shaderFragmentColorMatrixNative, err := context.newShader(fragmentShader, fragmentShaderStr(c, f, a))
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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defer context.deleteShader(shaderFragmentColorMatrixNative)
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program, err := context.newProgram([]shader{
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shaderVertexModelviewNative,
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shaderFragmentColorMatrixNative,
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}, theArrayBufferLayout.names())
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if err != nil {
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return err
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}
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s.programs[programKey{
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useColorM: c,
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filter: f,
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address: a,
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}] = program
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}
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}
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}
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s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)
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// Note that the indices passed to NewElementArrayBuffer is not under GC management
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// in opengl package due to unsafe-way.
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// See NewElementArrayBuffer in context_mobile.go.
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s.elementArrayBuffer = context.newElementArrayBuffer(graphics.IndicesNum * 2)
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return nil
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}
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// areSameFloat32Array returns a boolean indicating if a and b are deeply equal.
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func areSameFloat32Array(a, b []float32) bool {
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if len(a) != len(b) {
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return false
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}
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for i := 0; i < len(a); i++ {
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if a[i] != b[i] {
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return false
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}
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}
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return true
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}
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// useProgram uses the program (programTexture).
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func (d *Driver) useProgram(mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address) error {
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destination := d.state.destination
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if destination == nil {
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panic("destination image is not set")
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}
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source := d.state.source
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if source == nil {
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panic("source image is not set")
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}
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thePBOState.ensurePBOUnmapped()
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if err := destination.setViewport(); err != nil {
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return err
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}
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dstW := destination.width
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srcW, srcH := source.width, source.height
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d.context.blendFunc(mode)
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program := d.state.programs[programKey{
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useColorM: colorM != nil,
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filter: filter,
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address: address,
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}]
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if d.state.lastProgram != program {
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d.context.useProgram(program)
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if d.state.lastProgram == zeroProgram {
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theArrayBufferLayout.enable(&d.context, program)
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d.context.bindBuffer(arrayBuffer, d.state.arrayBuffer)
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d.context.bindBuffer(elementArrayBuffer, d.state.elementArrayBuffer)
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d.context.uniformInt(program, "texture", 0)
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}
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d.state.lastProgram = program
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d.state.lastViewportWidth = 0
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d.state.lastViewportHeight = 0
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d.state.lastColorMatrix = nil
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d.state.lastColorMatrixTranslation = nil
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d.state.lastSourceWidth = 0
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d.state.lastSourceHeight = 0
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}
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vw := destination.framebuffer.width
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vh := destination.framebuffer.height
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if d.state.lastViewportWidth != vw || d.state.lastViewportHeight != vh {
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d.context.uniformFloats(program, "viewport_size", []float32{float32(vw), float32(vh)})
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d.state.lastViewportWidth = vw
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d.state.lastViewportHeight = vh
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}
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if colorM != nil {
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esBody, esTranslate := colorM.UnsafeElements()
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if !areSameFloat32Array(d.state.lastColorMatrix, esBody) {
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d.context.uniformFloats(program, "color_matrix_body", esBody)
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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d.state.lastColorMatrix = esBody
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}
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if !areSameFloat32Array(d.state.lastColorMatrixTranslation, esTranslate) {
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d.context.uniformFloats(program, "color_matrix_translation", esTranslate)
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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d.state.lastColorMatrixTranslation = esTranslate
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}
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}
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if filter != driver.FilterNearest {
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sw := graphics.InternalImageSize(srcW)
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sh := graphics.InternalImageSize(srcH)
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if d.state.lastSourceWidth != sw || d.state.lastSourceHeight != sh {
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d.context.uniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
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d.state.lastSourceWidth = sw
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d.state.lastSourceHeight = sh
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}
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}
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if filter == driver.FilterScreen {
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scale := float32(dstW) / float32(srcW)
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d.context.uniformFloat(program, "scale", scale)
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}
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// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
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// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
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d.context.bindTexture(source.textureNative)
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d.state.source = nil
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d.state.destination = nil
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return nil
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}
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