mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
d7ebc19d04
Updates #2714
558 lines
15 KiB
Go
558 lines
15 KiB
Go
// Copyright 2023 The Ebitengine Authors
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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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"image"
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"math"
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"sync"
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"sync/atomic"
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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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const (
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is32bit = 1 >> (^uint(0) >> 63)
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is64bit = 1 - is32bit
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// MaxVertexCount is the maximum number of vertices for one draw call.
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//
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// On 64bit architectures, this value is 2^32-1, as the index type is uint32.
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// This value cannot be exactly 2^32 especially with WebGL 2, as 2^32th vertex is not rendered correctly.
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// See https://registry.khronos.org/webgl/specs/latest/2.0/#5.18 .
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//
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// On 32bit architectures, this value is an adjusted number so that maxVertexFloatCount doesn't overflow int.
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MaxVertexCount = is64bit*math.MaxUint32 + is32bit*(math.MaxInt32/graphics.VertexFloatCount)
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maxVertexFloatCount = MaxVertexCount * graphics.VertexFloatCount
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)
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var vsyncEnabled int32 = 1
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func SetVsyncEnabled(enabled bool, graphicsDriver graphicsdriver.Graphics) {
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if enabled {
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atomic.StoreInt32(&vsyncEnabled, 1)
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} else {
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atomic.StoreInt32(&vsyncEnabled, 0)
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}
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runOnRenderThread(func() {
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graphicsDriver.SetVsyncEnabled(enabled)
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}, true)
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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, swapBuffersForGL func()) error {
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if err := theCommandQueueManager.flush(graphicsDriver, endFrame, swapBuffersForGL); 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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// 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 []uint32
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tmpNumVertexFloats int
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drawTrianglesCommandPool drawTrianglesCommandPool
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uint32sBuffer uint32sBuffer
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finalizers []func()
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err atomic.Value
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}
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// addFinalizer adds a finalizer function to this queue.
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// A finalizer is executed when the command queue is flushed at the end of the frame.
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func (q *commandQueue) addFinalizer(f func()) {
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q.finalizers = append(q.finalizers, f)
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}
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func (q *commandQueue) appendIndices(indices []uint32, offset uint32) {
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n := len(q.indices)
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q.indices = append(q.indices, indices...)
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for i := n; i < len(q.indices); i++ {
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q.indices[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 int) bool {
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return nextNumVertexFloats > maxVertexFloatCount
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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, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
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if len(vertices) > maxVertexFloatCount {
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panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices)))
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}
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split := false
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if mustUseDifferentVertexBuffer(q.tmpNumVertexFloats + len(vertices)) {
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q.tmpNumVertexFloats = 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, uint32(q.tmpNumVertexFloats/graphics.VertexFloatCount))
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q.tmpNumVertexFloats += len(vertices)
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// prependPreservedUniforms not only prepends values to the given slice but also creates a new slice.
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// Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far.
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// TODO: This might cause a performance issue (#2601).
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uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
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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, fillRule) {
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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.fillRule = fillRule
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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, swapBuffersForGL func()) error {
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if err := q.err.Load(); err != nil {
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return err.(error)
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}
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var sync bool
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// Disable asynchrnous rendering when vsync is on, as this causes a rendering delay (#2822).
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if endFrame && atomic.LoadInt32(&vsyncEnabled) != 0 {
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sync = true
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}
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if !sync {
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for _, c := range q.commands {
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if c.NeedsSync() {
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sync = true
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break
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}
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}
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}
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logger := debug.SwitchLogger()
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var flushErr error
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runOnRenderThread(func() {
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defer logger.Flush()
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if err := q.flush(graphicsDriver, endFrame, logger); err != nil {
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if sync {
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flushErr = err
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return
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}
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q.err.Store(err)
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return
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}
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if endFrame && swapBuffersForGL != nil {
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swapBuffersForGL()
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}
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theCommandQueueManager.putCommandQueue(q)
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}, sync)
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if sync && flushErr != nil {
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return flushErr
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}
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return nil
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}
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// flush must be called the render thread.
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func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool, logger debug.Logger) (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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logger.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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if endFrame {
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q.uint32sBuffer.reset()
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for i, f := range q.finalizers {
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f()
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q.finalizers[i] = nil
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}
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q.finalizers = q.finalizers[:0]
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}
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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 nc > 0 && mustUseDifferentVertexBuffer(nv+dtc.numVertices()) {
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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(q, graphicsDriver, indexOffset); err != nil {
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return err
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}
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logger.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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type rectangleF32 struct {
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x float32
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y float32
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width float32
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height float32
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}
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func imageRectangleToRectangleF32(r image.Rectangle) rectangleF32 {
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return rectangleF32{
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x: float32(r.Min.X),
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y: float32(r.Min.Y),
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width: float32(r.Dx()),
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height: float32(r.Dy()),
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}
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}
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func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle) []uint32 {
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origUniforms := uniforms
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uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
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copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
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// Set the destination texture size.
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dw, dh := dst.InternalSize()
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uniforms[0] = math.Float32bits(float32(dw))
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uniforms[1] = math.Float32bits(float32(dh))
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// Set the source texture sizes.
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if srcs[0] != nil {
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w, h := srcs[0].InternalSize()
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uniforms[2] = math.Float32bits(float32(w))
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uniforms[3] = math.Float32bits(float32(h))
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} else {
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uniforms[2] = 0
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uniforms[3] = 0
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}
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if srcs[1] != nil {
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w, h := srcs[1].InternalSize()
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uniforms[4] = math.Float32bits(float32(w))
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uniforms[5] = math.Float32bits(float32(h))
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} else {
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uniforms[4] = 0
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uniforms[5] = 0
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}
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if srcs[2] != nil {
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w, h := srcs[2].InternalSize()
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uniforms[6] = math.Float32bits(float32(w))
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uniforms[7] = math.Float32bits(float32(h))
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} else {
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uniforms[6] = 0
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uniforms[7] = 0
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}
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if srcs[3] != nil {
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w, h := srcs[3].InternalSize()
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uniforms[8] = math.Float32bits(float32(w))
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uniforms[9] = math.Float32bits(float32(h))
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} else {
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uniforms[8] = 0
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uniforms[9] = 0
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}
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dr := imageRectangleToRectangleF32(dstRegion)
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if shader.unit() == shaderir.Texels {
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dr.x /= float32(dw)
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dr.y /= float32(dh)
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dr.width /= float32(dw)
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dr.height /= float32(dh)
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}
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// Set the destination region origin.
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uniforms[10] = math.Float32bits(dr.x)
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uniforms[11] = math.Float32bits(dr.y)
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// Set the destination region size.
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uniforms[12] = math.Float32bits(dr.width)
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uniforms[13] = math.Float32bits(dr.height)
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var srs [graphics.ShaderImageCount]rectangleF32
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for i, r := range srcRegions {
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srs[i] = imageRectangleToRectangleF32(r)
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}
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if shader.unit() == shaderir.Texels {
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for i, src := range srcs {
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if src == nil {
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continue
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}
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w, h := src.InternalSize()
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srs[i].x /= float32(w)
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srs[i].y /= float32(h)
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srs[i].width /= float32(w)
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srs[i].height /= float32(h)
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}
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}
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// Set the source region origins.
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uniforms[14] = math.Float32bits(srs[0].x)
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uniforms[15] = math.Float32bits(srs[0].y)
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uniforms[16] = math.Float32bits(srs[1].x)
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uniforms[17] = math.Float32bits(srs[1].y)
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uniforms[18] = math.Float32bits(srs[2].x)
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uniforms[19] = math.Float32bits(srs[2].y)
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uniforms[20] = math.Float32bits(srs[3].x)
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uniforms[21] = math.Float32bits(srs[3].y)
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// Set the source region sizes.
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uniforms[22] = math.Float32bits(srs[0].width)
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uniforms[23] = math.Float32bits(srs[0].height)
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uniforms[24] = math.Float32bits(srs[1].width)
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uniforms[25] = math.Float32bits(srs[1].height)
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uniforms[26] = math.Float32bits(srs[2].width)
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uniforms[27] = math.Float32bits(srs[2].height)
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uniforms[28] = math.Float32bits(srs[3].width)
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uniforms[29] = math.Float32bits(srs[3].height)
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// Set the projection matrix.
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uniforms[30] = math.Float32bits(2 / float32(dw))
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uniforms[31] = 0
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uniforms[32] = 0
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uniforms[33] = 0
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uniforms[34] = 0
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uniforms[35] = math.Float32bits(2 / float32(dh))
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uniforms[36] = 0
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uniforms[37] = 0
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uniforms[38] = 0
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uniforms[39] = 0
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uniforms[40] = math.Float32bits(1)
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uniforms[41] = 0
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uniforms[42] = math.Float32bits(-1)
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uniforms[43] = math.Float32bits(-1)
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uniforms[44] = 0
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uniforms[45] = math.Float32bits(1)
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return uniforms
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}
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type commandQueuePool struct {
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cache []*commandQueue
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m sync.Mutex
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}
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func (c *commandQueuePool) get() (*commandQueue, error) {
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c.m.Lock()
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defer c.m.Unlock()
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if len(c.cache) == 0 {
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return &commandQueue{}, nil
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}
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for _, q := range c.cache {
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if err := q.err.Load(); err != nil {
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return nil, err.(error)
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}
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}
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q := c.cache[len(c.cache)-1]
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c.cache[len(c.cache)-1] = nil
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c.cache = c.cache[:len(c.cache)-1]
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return q, nil
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}
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func (c *commandQueuePool) put(queue *commandQueue) {
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c.m.Lock()
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defer c.m.Unlock()
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c.cache = append(c.cache, queue)
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}
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type commandQueueManager struct {
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pool commandQueuePool
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current *commandQueue
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}
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var theCommandQueueManager commandQueueManager
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func (c *commandQueueManager) enqueueCommand(command command) {
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if c.current == nil {
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c.current, _ = c.pool.get()
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}
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c.current.Enqueue(command)
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}
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// put can be called from any goroutines.
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func (c *commandQueueManager) putCommandQueue(commandQueue *commandQueue) {
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c.pool.put(commandQueue)
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}
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func (c *commandQueueManager) enqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
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if c.current == nil {
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|
c.current, _ = c.pool.get()
|
|
}
|
|
c.current.EnqueueDrawTrianglesCommand(dst, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
|
}
|
|
|
|
func (c *commandQueueManager) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool, swapBuffersForGL func()) error {
|
|
// Switch the command queue.
|
|
prev := c.current
|
|
q, err := c.pool.get()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
c.current = q
|
|
|
|
if prev == nil {
|
|
return nil
|
|
}
|
|
if err := prev.Flush(graphicsDriver, endFrame, swapBuffersForGL); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// uint32sBuffer is a reusable buffer to allocate []uint32.
|
|
type uint32sBuffer struct {
|
|
buf []uint32
|
|
}
|
|
|
|
func roundUpPower2(x int) int {
|
|
p2 := 1
|
|
for p2 < x {
|
|
p2 *= 2
|
|
}
|
|
return p2
|
|
}
|
|
|
|
func max(a, b int) int {
|
|
if a < b {
|
|
return b
|
|
}
|
|
return a
|
|
}
|
|
|
|
func (b *uint32sBuffer) alloc(n int) []uint32 {
|
|
buf := b.buf
|
|
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 = buf[:len(buf)+n]
|
|
return s
|
|
}
|
|
|
|
func (b *uint32sBuffer) reset() {
|
|
b.buf = b.buf[:0]
|
|
}
|