ebiten/internal/graphics/program.go
Hajime Hoshi 95480d0644 affine: Separate ColorM impl into two slices
This fix avoids unnecessary allocating arrays.
2018-02-12 19:01:01 +09:00

310 lines
8.8 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.
package graphics
import (
"fmt"
"github.com/hajimehoshi/ebiten/internal/affine"
"github.com/hajimehoshi/ebiten/internal/opengl"
)
// 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
dataType opengl.DataType
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
}
// totalBytes returns the size in bytes for one element of the array buffer.
func (a *arrayBufferLayout) totalBytes() int {
if a.total != 0 {
return a.total
}
t := 0
for _, p := range a.parts {
t += p.dataType.SizeInBytes() * p.num
}
a.total = t
return a.total
}
// newArrayBuffer creates OpenGL's buffer object for the array buffer.
func (a *arrayBufferLayout) newArrayBuffer() opengl.Buffer {
return opengl.GetContext().NewArrayBuffer(a.totalBytes() * 4 * maxQuads)
}
// enable binds the array buffer the given program to use the array buffer.
func (a *arrayBufferLayout) enable(program opengl.Program) {
for _, p := range a.parts {
opengl.GetContext().EnableVertexAttribArray(program, p.name)
}
total := a.totalBytes()
offset := 0
for _, p := range a.parts {
opengl.GetContext().VertexAttribPointer(program, p.name, p.num, p.dataType, total, offset)
offset += p.dataType.SizeInBytes() * p.num
}
}
// disable stops using the array buffer.
func (a *arrayBufferLayout) disable(program opengl.Program) {
// TODO: Disabling should be done in reversed order?
for _, p := range a.parts {
opengl.GetContext().DisableVertexAttribArray(program, p.name)
}
}
var (
// theArrayBufferLayout is the array buffer layout for Ebiten.
theArrayBufferLayout = arrayBufferLayout{
// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
parts: []arrayBufferLayoutPart{
{
name: "vertex",
dataType: opengl.Float,
num: 2,
},
{
name: "tex_coord",
dataType: opengl.Float,
num: 4,
},
},
}
)
// openGLState is a state for OpenGL.
type openGLState struct {
// arrayBuffer is OpenGL's array buffer (vertices data).
arrayBuffer opengl.Buffer
// elementArrayBuffer is OpenGL's element array buffer (indices data).
elementArrayBuffer opengl.Buffer
// programNearest is OpenGL's program for rendering a texture with nearest filter.
programNearest opengl.Program
// programLinear is OpenGL's program for rendering a texture with linear filter.
programLinear opengl.Program
lastProgram opengl.Program
lastProjectionMatrix []float32
lastColorMatrix []float32
lastColorMatrixTranslation []float32
lastSourceWidth int
lastSourceHeight int
}
var (
// theOpenGLState is the OpenGL state in the current process.
theOpenGLState openGLState
zeroBuffer opengl.Buffer
zeroProgram opengl.Program
)
const (
indicesNum = 1 << 16
maxQuads = indicesNum / 6
)
// ResetGLState resets or initializes the current OpenGL state.
func ResetGLState() error {
return theOpenGLState.reset()
}
// reset resets or initializes the OpenGL state.
func (s *openGLState) reset() error {
if err := opengl.GetContext().Reset(); err != nil {
return err
}
s.lastProgram = zeroProgram
s.lastProjectionMatrix = nil
s.lastColorMatrix = nil
s.lastColorMatrixTranslation = nil
s.lastSourceWidth = 0
s.lastSourceHeight = 0
// When context lost happens, deleting programs or buffers is not necessary.
// However, it is not assumed that reset is called only when context lost happens.
// Let's delete them explicitly.
if s.programNearest != zeroProgram {
opengl.GetContext().DeleteProgram(s.programNearest)
}
if s.programLinear != zeroProgram {
opengl.GetContext().DeleteProgram(s.programLinear)
}
if s.arrayBuffer != zeroBuffer {
opengl.GetContext().DeleteBuffer(s.arrayBuffer)
}
if s.elementArrayBuffer != zeroBuffer {
opengl.GetContext().DeleteBuffer(s.elementArrayBuffer)
}
shaderVertexModelviewNative, err := opengl.GetContext().NewShader(opengl.VertexShader, shader(shaderVertexModelview))
if err != nil {
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
}
defer opengl.GetContext().DeleteShader(shaderVertexModelviewNative)
shaderFragmentNearestNative, err := opengl.GetContext().NewShader(opengl.FragmentShader, shader(shaderFragmentNearest))
if err != nil {
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
}
defer opengl.GetContext().DeleteShader(shaderFragmentNearestNative)
shaderFragmentLinearNative, err := opengl.GetContext().NewShader(opengl.FragmentShader, shader(shaderFragmentLinear))
if err != nil {
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
}
defer opengl.GetContext().DeleteShader(shaderFragmentLinearNative)
s.programNearest, err = opengl.GetContext().NewProgram([]opengl.Shader{
shaderVertexModelviewNative,
shaderFragmentNearestNative,
})
if err != nil {
return err
}
s.programLinear, err = opengl.GetContext().NewProgram([]opengl.Shader{
shaderVertexModelviewNative,
shaderFragmentLinearNative,
})
if err != nil {
return err
}
s.arrayBuffer = theArrayBufferLayout.newArrayBuffer()
indices := make([]uint16, 6*maxQuads)
for i := uint16(0); i < maxQuads; i++ {
indices[6*i+0] = 4*i + 0
indices[6*i+1] = 4*i + 1
indices[6*i+2] = 4*i + 2
indices[6*i+3] = 4*i + 1
indices[6*i+4] = 4*i + 2
indices[6*i+5] = 4*i + 3
}
s.elementArrayBuffer = opengl.GetContext().NewElementArrayBuffer(indices)
return nil
}
// areSameFloat32Array returns a boolean indicating if a and b are deeply equal.
func areSameFloat32Array(a, b []float32) bool {
if len(a) != len(b) {
return false
}
for i := 0; i < len(a); i++ {
if a[i] != b[i] {
return false
}
}
return true
}
// useProgram uses the program (programTexture).
func (s *openGLState) useProgram(proj []float32, texture opengl.Texture, sourceWidth, sourceHeight int, colorM affine.ColorM, filter Filter) {
c := opengl.GetContext()
var program opengl.Program
switch filter {
case FilterNearest:
program = s.programNearest
case FilterLinear:
program = s.programLinear
default:
panic("not reached")
}
if s.lastProgram != program {
c.UseProgram(program)
if s.lastProgram != zeroProgram {
theArrayBufferLayout.disable(s.lastProgram)
}
theArrayBufferLayout.enable(program)
s.lastProgram = program
s.lastProjectionMatrix = nil
s.lastColorMatrix = nil
s.lastColorMatrixTranslation = nil
c.BindElementArrayBuffer(s.elementArrayBuffer)
c.UniformInt(program, "texture", 0)
}
if !areSameFloat32Array(s.lastProjectionMatrix, proj) {
c.UniformFloats(program, "projection_matrix", proj)
if s.lastProjectionMatrix == nil {
s.lastProjectionMatrix = make([]float32, 16)
}
copy(s.lastProjectionMatrix, proj)
}
esBody, esTranslate := colorM.UnsafeElements()
// transpose
colorMatrix := make([]float32, (affine.ColorMDim-1)*(affine.ColorMDim-1))
for i := 0; i < affine.ColorMDim-1; i++ {
for j := 0; j < affine.ColorMDim-1; j++ {
colorMatrix[i+j*(affine.ColorMDim-1)] = float32(esBody[i*(affine.ColorMDim-1)+j])
}
}
if !areSameFloat32Array(s.lastColorMatrix, colorMatrix) {
c.UniformFloats(program, "color_matrix", colorMatrix)
if s.lastColorMatrix == nil {
s.lastColorMatrix = make([]float32, 16)
}
copy(s.lastColorMatrix, colorMatrix)
}
colorMatrixTranslation := []float32{
float32(esTranslate[0]),
float32(esTranslate[1]),
float32(esTranslate[2]),
float32(esTranslate[3]),
}
if !areSameFloat32Array(s.lastColorMatrixTranslation, colorMatrixTranslation) {
c.UniformFloats(program, "color_matrix_translation", colorMatrixTranslation)
if s.lastColorMatrixTranslation == nil {
s.lastColorMatrixTranslation = make([]float32, 4)
}
copy(s.lastColorMatrixTranslation, colorMatrixTranslation)
}
if program == s.programLinear {
if s.lastSourceWidth != sourceWidth || s.lastSourceHeight != sourceHeight {
c.UniformFloats(program, "source_size",
[]float32{float32(sourceWidth), float32(sourceHeight)})
s.lastSourceWidth = sourceWidth
s.lastSourceHeight = sourceHeight
}
}
// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
c.BindTexture(texture)
}