mirror of
https://github.com/hajimehoshi/ebiten.git
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59431e1cad
Unfotunately, PBO might slow Android applications expecially when coming back from context lost. Ebiten sends a lot of draw calls to replace pixels in such case. Until we find a good solution, let's not use PBO on Android. Fixes #988
432 lines
12 KiB
Go
432 lines
12 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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// +build android ios
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package opengl
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import (
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"errors"
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"fmt"
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mgl "golang.org/x/mobile/gl"
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"github.com/hajimehoshi/ebiten/internal/driver"
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)
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type (
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textureNative mgl.Texture
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framebufferNative mgl.Framebuffer
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shader mgl.Shader
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program mgl.Program
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buffer mgl.Buffer
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)
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func (t textureNative) equal(rhs textureNative) bool {
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return t == rhs
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}
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func (f framebufferNative) equal(rhs framebufferNative) bool {
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return f == rhs
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}
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func (s shader) equal(rhs shader) bool {
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return s == rhs
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}
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func (b buffer) equal(rhs buffer) bool {
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return b == rhs
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}
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func (p program) equal(rhs program) bool {
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return p == rhs
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}
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var InvalidTexture textureNative
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type (
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uniformLocation mgl.Uniform
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attribLocation mgl.Attrib
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)
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func (u uniformLocation) equal(rhs uniformLocation) bool {
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return u == rhs
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}
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type programID uint32
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var (
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invalidTexture = textureNative(mgl.Texture{})
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invalidFramebuffer = framebufferNative(mgl.Framebuffer{(1 << 32) - 1})
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)
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func getProgramID(p program) programID {
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return programID(p.Value)
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}
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const (
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vertexShader = shaderType(mgl.VERTEX_SHADER)
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fragmentShader = shaderType(mgl.FRAGMENT_SHADER)
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arrayBuffer = bufferType(mgl.ARRAY_BUFFER)
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elementArrayBuffer = bufferType(mgl.ELEMENT_ARRAY_BUFFER)
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dynamicDraw = bufferUsage(mgl.DYNAMIC_DRAW)
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short = dataType(mgl.SHORT)
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float = dataType(mgl.FLOAT)
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zero = operation(mgl.ZERO)
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one = operation(mgl.ONE)
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srcAlpha = operation(mgl.SRC_ALPHA)
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dstAlpha = operation(mgl.DST_ALPHA)
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oneMinusSrcAlpha = operation(mgl.ONE_MINUS_SRC_ALPHA)
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oneMinusDstAlpha = operation(mgl.ONE_MINUS_DST_ALPHA)
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)
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type contextImpl struct {
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gl mgl.Context
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}
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func (c *context) reset() error {
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c.locationCache = newLocationCache()
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c.lastTexture = invalidTexture
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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c.lastCompositeMode = driver.CompositeModeUnknown
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c.gl.Enable(mgl.BLEND)
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c.blendFunc(driver.CompositeModeSourceOver)
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f := c.gl.GetInteger(mgl.FRAMEBUFFER_BINDING)
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c.screenFramebuffer = framebufferNative(mgl.Framebuffer{uint32(f)})
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// TODO: Need to update screenFramebufferWidth/Height?
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return nil
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}
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func (c *context) blendFunc(mode driver.CompositeMode) {
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gl := c.gl
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if c.lastCompositeMode == mode {
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return
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}
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c.lastCompositeMode = mode
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s, d := mode.Operations()
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s2, d2 := convertOperation(s), convertOperation(d)
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gl.BlendFunc(mgl.Enum(s2), mgl.Enum(d2))
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}
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func (c *context) newTexture(width, height int) (textureNative, error) {
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gl := c.gl
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t := gl.CreateTexture()
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if t.Value <= 0 {
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return textureNative{}, errors.New("opengl: creating texture failed")
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}
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gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
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c.bindTexture(textureNative(t))
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MAG_FILTER, mgl.NEAREST)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_MIN_FILTER, mgl.NEAREST)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_S, mgl.CLAMP_TO_EDGE)
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gl.TexParameteri(mgl.TEXTURE_2D, mgl.TEXTURE_WRAP_T, mgl.CLAMP_TO_EDGE)
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gl.TexImage2D(mgl.TEXTURE_2D, 0, mgl.RGBA, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil)
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return textureNative(t), nil
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}
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func (c *context) bindFramebufferImpl(f framebufferNative) {
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gl := c.gl
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gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(f))
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}
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func (c *context) framebufferPixels(f *framebuffer, width, height int) ([]byte, error) {
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gl := c.gl
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gl.Flush()
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c.bindFramebuffer(f.native)
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pixels := make([]byte, 4*width*height)
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gl.ReadPixels(pixels, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE)
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return pixels, nil
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}
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func (c *context) bindTextureImpl(t textureNative) {
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gl := c.gl
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gl.BindTexture(mgl.TEXTURE_2D, mgl.Texture(t))
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}
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func (c *context) deleteTexture(t textureNative) {
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gl := c.gl
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if !gl.IsTexture(mgl.Texture(t)) {
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return
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}
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if c.lastTexture == t {
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c.lastTexture = invalidTexture
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}
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gl.DeleteTexture(mgl.Texture(t))
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}
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func (c *context) isTexture(t textureNative) bool {
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gl := c.gl
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return gl.IsTexture(mgl.Texture(t))
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}
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func (c *context) newFramebuffer(texture textureNative) (framebufferNative, error) {
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gl := c.gl
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f := gl.CreateFramebuffer()
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if f.Value <= 0 {
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return framebufferNative{}, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
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}
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c.bindFramebuffer(framebufferNative(f))
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gl.FramebufferTexture2D(mgl.FRAMEBUFFER, mgl.COLOR_ATTACHMENT0, mgl.TEXTURE_2D, mgl.Texture(texture), 0)
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s := gl.CheckFramebufferStatus(mgl.FRAMEBUFFER)
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if s != mgl.FRAMEBUFFER_COMPLETE {
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if s != 0 {
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return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: %v", s)
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}
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if e := gl.GetError(); e != mgl.NO_ERROR {
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return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: (glGetError) %d", e)
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}
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return framebufferNative{}, fmt.Errorf("opengl: creating framebuffer failed: unknown error")
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}
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return framebufferNative(f), nil
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}
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func (c *context) setViewportImpl(width, height int) {
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gl := c.gl
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gl.Viewport(0, 0, width, height)
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}
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func (c *context) deleteFramebuffer(f framebufferNative) {
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gl := c.gl
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if !gl.IsFramebuffer(mgl.Framebuffer(f)) {
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return
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}
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// If a framebuffer to be deleted is bound, a newly bound framebuffer
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// will be a default framebuffer.
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// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDeleteFramebuffers.xml
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if c.lastFramebuffer == f {
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c.lastFramebuffer = invalidFramebuffer
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c.lastViewportWidth = 0
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c.lastViewportHeight = 0
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}
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gl.DeleteFramebuffer(mgl.Framebuffer(f))
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}
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func (c *context) newShader(shaderType shaderType, source string) (shader, error) {
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gl := c.gl
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s := gl.CreateShader(mgl.Enum(shaderType))
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if s.Value == 0 {
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return shader{}, fmt.Errorf("opengl: glCreateShader failed: shader type: %d", shaderType)
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}
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gl.ShaderSource(s, source)
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gl.CompileShader(s)
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v := gl.GetShaderi(s, mgl.COMPILE_STATUS)
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if v == mgl.FALSE {
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log := gl.GetShaderInfoLog(s)
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return shader{}, fmt.Errorf("opengl: shader compile failed: %s", log)
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}
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return shader(s), nil
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}
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func (c *context) deleteShader(s shader) {
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gl := c.gl
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gl.DeleteShader(mgl.Shader(s))
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}
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func (c *context) newProgram(shaders []shader, attributes []string) (program, error) {
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gl := c.gl
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p := gl.CreateProgram()
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if p.Value == 0 {
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return program{}, errors.New("opengl: glCreateProgram failed")
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}
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for _, shader := range shaders {
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gl.AttachShader(p, mgl.Shader(shader))
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}
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for i, name := range attributes {
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gl.BindAttribLocation(p, mgl.Attrib{Value: uint(i)}, name)
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}
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gl.LinkProgram(p)
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v := gl.GetProgrami(p, mgl.LINK_STATUS)
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if v == mgl.FALSE {
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return program{}, errors.New("opengl: program error")
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}
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return program(p), nil
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}
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func (c *context) useProgram(p program) {
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gl := c.gl
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gl.UseProgram(mgl.Program(p))
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}
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func (c *context) deleteProgram(p program) {
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gl := c.gl
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if !gl.IsProgram(mgl.Program(p)) {
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return
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}
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gl.DeleteProgram(mgl.Program(p))
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}
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func (c *context) getUniformLocationImpl(p program, location string) uniformLocation {
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gl := c.gl
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u := uniformLocation(gl.GetUniformLocation(mgl.Program(p), location))
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if u.Value == -1 {
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panic("invalid uniform location: " + location)
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}
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return u
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}
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func (c *context) uniformInt(p program, location string, v int) {
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gl := c.gl
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gl.Uniform1i(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
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}
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func (c *context) uniformFloat(p program, location string, v float32) {
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gl := c.gl
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gl.Uniform1f(mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location)), v)
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}
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func (c *context) uniformFloats(p program, location string, v []float32) {
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gl := c.gl
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l := mgl.Uniform(c.locationCache.GetUniformLocation(c, p, location))
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switch len(v) {
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case 2:
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gl.Uniform2fv(l, v)
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case 4:
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gl.Uniform4fv(l, v)
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case 16:
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gl.UniformMatrix4fv(l, v)
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default:
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panic(fmt.Sprintf("opengl: invalid uniform floats num: %d", len(v)))
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}
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}
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func (c *context) vertexAttribPointer(p program, index int, size int, dataType dataType, stride int, offset int) {
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gl := c.gl
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gl.VertexAttribPointer(mgl.Attrib{Value: uint(index)}, size, mgl.Enum(dataType), false, stride, offset)
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}
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func (c *context) enableVertexAttribArray(p program, index int) {
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gl := c.gl
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gl.EnableVertexAttribArray(mgl.Attrib{Value: uint(index)})
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}
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func (c *context) disableVertexAttribArray(p program, index int) {
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gl := c.gl
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gl.DisableVertexAttribArray(mgl.Attrib{Value: uint(index)})
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}
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func (c *context) newArrayBuffer(size int) buffer {
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gl := c.gl
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b := gl.CreateBuffer()
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gl.BindBuffer(mgl.Enum(arrayBuffer), b)
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gl.BufferInit(mgl.Enum(arrayBuffer), size, mgl.Enum(dynamicDraw))
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return buffer(b)
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}
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func (c *context) newElementArrayBuffer(size int) buffer {
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gl := c.gl
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b := gl.CreateBuffer()
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gl.BindBuffer(mgl.Enum(elementArrayBuffer), b)
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gl.BufferInit(mgl.Enum(elementArrayBuffer), size, mgl.Enum(dynamicDraw))
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return buffer(b)
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}
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func (c *context) bindBuffer(bufferType bufferType, b buffer) {
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gl := c.gl
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gl.BindBuffer(mgl.Enum(bufferType), mgl.Buffer(b))
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}
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func (c *context) arrayBufferSubData(data []float32) {
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gl := c.gl
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gl.BufferSubData(mgl.Enum(arrayBuffer), 0, float32sToBytes(data))
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}
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func (c *context) elementArrayBufferSubData(data []uint16) {
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gl := c.gl
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gl.BufferSubData(mgl.Enum(elementArrayBuffer), 0, uint16sToBytes(data))
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}
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func (c *context) deleteBuffer(b buffer) {
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gl := c.gl
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gl.DeleteBuffer(mgl.Buffer(b))
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}
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func (c *context) drawElements(len int, offsetInBytes int) {
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gl := c.gl
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gl.DrawElements(mgl.TRIANGLES, len, mgl.UNSIGNED_SHORT, offsetInBytes)
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}
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func (c *context) maxTextureSizeImpl() int {
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gl := c.gl
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return gl.GetInteger(mgl.MAX_TEXTURE_SIZE)
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}
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func (c *context) getShaderPrecisionFormatPrecision() int {
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gl := c.gl
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_, _, p := gl.GetShaderPrecisionFormat(mgl.FRAGMENT_SHADER, mgl.HIGH_FLOAT)
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return p
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}
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func (c *context) flush() {
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gl := c.gl
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gl.Flush()
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}
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func (c *context) needsRestoring() bool {
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return true
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}
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func (c *context) canUsePBO() bool {
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// On Android, using PBO might slow the applications, especially when coming back from the context lost.
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// Let's not use PBO until we find a good solution.
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return false
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}
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func (c *context) texSubImage2D(t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
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c.bindTexture(t)
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gl := c.gl
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for _, a := range args {
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gl.TexSubImage2D(mgl.TEXTURE_2D, 0, a.X, a.Y, a.Width, a.Height, mgl.RGBA, mgl.UNSIGNED_BYTE, a.Pixels)
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}
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}
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func (c *context) newPixelBufferObject(width, height int) buffer {
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gl := c.gl
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b := gl.CreateBuffer()
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gl.BindBuffer(mgl.PIXEL_UNPACK_BUFFER, b)
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gl.BufferInit(mgl.PIXEL_UNPACK_BUFFER, 4*width*height, mgl.STREAM_DRAW)
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gl.BindBuffer(mgl.PIXEL_UNPACK_BUFFER, mgl.Buffer{0})
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return buffer(b)
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}
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func (c *context) replacePixelsWithPBO(buffer buffer, t textureNative, width, height int, args []*driver.ReplacePixelsArgs) {
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// This implementation is not used yet so far. See the comment at canUsePBO.
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c.bindTexture(t)
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gl := c.gl
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gl.BindBuffer(mgl.PIXEL_UNPACK_BUFFER, mgl.Buffer(buffer))
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stride := 4 * width
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for _, a := range args {
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offset := 4 * (a.Y*width + a.X)
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for j := 0; j < a.Height; j++ {
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gl.BufferSubData(mgl.PIXEL_UNPACK_BUFFER, offset+stride*j, a.Pixels[4*a.Width*j:4*a.Width*(j+1)])
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}
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}
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gl.TexSubImage2D(mgl.TEXTURE_2D, 0, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, nil)
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gl.BindBuffer(mgl.PIXEL_UNPACK_BUFFER, mgl.Buffer{0})
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}
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