vendor dependencies, make some changes to how input is done

This commit is contained in:
2026-06-15 18:54:00 +02:00
parent 535130933c
commit 4800eb28d9
759 changed files with 360941 additions and 30 deletions
+143
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// Copyright 2023 The Ebitengine Authors
//
// 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 (
"runtime"
"sync"
)
// ManagedBytes is a managed byte slice.
// The internal byte alice are managed in a pool.
// ManagedBytes is useful when its lifetime is explicit, as the underlying byte slice can be reused for another ManagedBytes later.
// This can reduce allocations and GCs.
type ManagedBytes struct {
bytes []byte
pool *bytesPool
}
// Len returns the length of the slice.
func (m *ManagedBytes) Len() int {
return len(m.bytes)
}
// Read reads the byte slice's content to dst.
func (m *ManagedBytes) Read(dst []byte, from, to int) {
copy(dst, m.bytes[from:to])
}
// Clone creates a new ManagedBytes with the same content.
func (m *ManagedBytes) Clone() *ManagedBytes {
return NewManagedBytes(len(m.bytes), func(bs []byte) {
copy(bs, m.bytes)
})
}
// GetAndRelease returns the raw byte slice and a finalizer.
// A finalizer should be called when you can ensure that the slice is no longer used,
// e.g. when a graphics command using this slice is sent and executed.
//
// After GetAndRelease is called, the underlying byte slice is no longer available.
func (m *ManagedBytes) GetAndRelease() ([]byte, func()) {
bs := m.bytes
m.bytes = nil
return bs, func() {
m.pool.put(bs)
runtime.SetFinalizer(m, nil)
}
}
// Release releases the underlying byte slice.
//
// After Release is called, the underlying byte slice is no longer available.
func (m *ManagedBytes) Release() {
m.pool.put(m.bytes)
m.bytes = nil
runtime.SetFinalizer(m, nil)
}
// NewManagedBytes returns a managed byte slice initialized by the given constructor f.
//
// The byte slice is not zero-cleared at the constructor.
func NewManagedBytes(size int, f func([]byte)) *ManagedBytes {
bs := theBytesPool.get(size)
f(bs.bytes)
return bs
}
type bytesPool struct {
pool [][]byte
m sync.Mutex
}
var theBytesPool bytesPool
func (b *bytesPool) get(size int) *ManagedBytes {
bs := b.getFromCache(size)
if bs == nil {
bs = make([]byte, size)
}
m := &ManagedBytes{
bytes: bs,
pool: b,
}
runtime.SetFinalizer(m, func(m *ManagedBytes) {
b.put(m.bytes)
})
return m
}
func (b *bytesPool) getFromCache(size int) []byte {
b.m.Lock()
defer b.m.Unlock()
for i, bs := range b.pool {
if cap(bs) < size {
continue
}
copy(b.pool[i:], b.pool[i+1:])
b.pool[len(b.pool)-1] = nil
b.pool = b.pool[:len(b.pool)-1]
return bs[:size]
}
return nil
}
func (b *bytesPool) put(bs []byte) {
if len(bs) == 0 {
return
}
b.m.Lock()
defer b.m.Unlock()
b.pool = append(b.pool, bs)
// GC the pool. The size limitation is arbitrary.
for len(b.pool) >= 32 || b.totalSize() >= 1024*1024*1024 {
b.pool = b.pool[1:]
}
}
func (b *bytesPool) totalSize() int {
var s int
for _, bs := range b.pool {
s += len(bs)
}
return s
}
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// 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
// InternalImageSize returns a nearest appropriate size as an internal image.
func InternalImageSize(x int) int {
// minInternalImageSize is the minimum size of internal images (texture/framebuffer).
//
// For example, the image size less than 15 is not supported on some iOS devices.
// See also: https://stackoverflow.com/questions/15935651
const minInternalImageSize = 16
if x <= 0 {
panic("graphics: x must be positive")
}
if x < minInternalImageSize {
return minInternalImageSize
}
r := 1
for r < x {
r <<= 1
}
return r
}
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// Copyright 2022 The Ebiten Authors
//
// 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 (
"bytes"
"fmt"
"github.com/hajimehoshi/ebiten/v2/internal/shader"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
func shaderSuffix(unit shaderir.Unit) (string, error) {
shaderSuffix := fmt.Sprintf(`
var __imageDstTextureSize vec2
// imageDstTextureSize returns the destination image's texture size in pixels.
//
// Deprecated: as of v2.6. Use the pixel-unit mode.
func imageDstTextureSize() vec2 {
return __imageDstTextureSize
}
var __imageSrcTextureSizes [%[1]d]vec2
// imageSrcTextureSize returns the 0th source image's texture size in pixels.
// As an image is a part of internal texture, the texture is usually bigger than the image.
// The texture's size is useful when you want to calculate pixels from texels in the texel mode.
//
// Deprecated: as of v2.6. Use the pixel-unit mode.
func imageSrcTextureSize() vec2 {
return __imageSrcTextureSizes[0]
}
// The unit is the destination texture's pixel or texel.
var __imageDstRegionOrigin vec2
// The unit is the source texture's pixel or texel.
var __imageDstRegionSize vec2
// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
// The unit is the source texture's pixel or texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
//
// Deprecated: as of v2.6. Use imageDstOrigin or imageDstSize.
func imageDstRegionOnTexture() (vec2, vec2) {
return __imageDstRegionOrigin, __imageDstRegionSize
}
// imageDstOrigin returns the destination image's origin on its texture.
// The unit is the source texture's pixel or texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageDstOrigin() vec2 {
return __imageDstRegionOrigin
}
// imageDstSize returns the destination image's size.
// The unit is the source texture's pixel or texel.
func imageDstSize() vec2 {
return __imageDstRegionSize
}
// The unit is the source texture's pixel or texel.
var __imageSrcRegionOrigins [%[1]d]vec2
// The unit is the source texture's pixel or texel.
var __imageSrcRegionSizes [%[1]d]vec2
// imageSrcRegionOnTexture returns the 0th source image's region (the origin and the size) on its texture.
// The unit is the source texture's pixel or texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
//
// Deprecated: as of v2.6. Use imageSrc0Origin or imageSrc0Size instead.
func imageSrcRegionOnTexture() (vec2, vec2) {
return __imageSrcRegionOrigins[0], __imageSrcRegionSizes[0]
}
`, ShaderImageCount)
for i := 0; i < ShaderImageCount; i++ {
shaderSuffix += fmt.Sprintf(`
// imageSrc%[1]dOrigin returns the source image's region origin on its texture.
// The unit is the source texture's pixel or texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageSrc%[1]dOrigin() vec2 {
return __imageSrcRegionOrigins[%[1]d]
}
// imageSrc%[1]dSize returns the source image's size.
// The unit is the source texture's pixel or texel.
func imageSrc%[1]dSize() vec2 {
return __imageSrcRegionSizes[%[1]d]
}
`, i)
pos := "pos"
if i >= 1 {
// Convert the position in texture0's positions to the target texture positions.
switch unit {
case shaderir.Pixels:
pos = fmt.Sprintf("pos - __imageSrcRegionOrigins[0] + __imageSrcRegionOrigins[%d]", i)
case shaderir.Texels:
pos = fmt.Sprintf("((pos - __imageSrcRegionOrigins[0]) * __imageSrcTextureSizes[0]) / __imageSrcTextureSizes[%[1]d] + __imageSrcRegionOrigins[%[1]d]", i)
default:
return "", fmt.Errorf("graphics: unexpected unit: %d", unit)
}
}
// __t%d is a special variable for a texture variable.
shaderSuffix += fmt.Sprintf(`
func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
// pos is the position in positions of the source texture (= 0th image's texture).
return __texelAt(__t%[1]d, %[2]s)
}
`, i, pos)
switch unit {
case shaderir.Pixels:
shaderSuffix += fmt.Sprintf(`
func imageSrc%[1]dAt(pos vec2) vec4 {
// pos is the position of the source texture (= 0th image's texture).
// If pos is in the region, the result is (1, 1). Otherwise, either element is 0.
in := step(__imageSrcRegionOrigins[0], pos) - step(__imageSrcRegionOrigins[0] + __imageSrcRegionSizes[%[1]d], pos)
return __texelAt(__t%[1]d, %[2]s) * in.x * in.y
}
`, i, pos)
case shaderir.Texels:
shaderSuffix += fmt.Sprintf(`
func imageSrc%[1]dAt(pos vec2) vec4 {
// pos is the position of the source texture (= 0th image's texture).
// If pos is in the region, the result is (1, 1). Otherwise, either element is 0.
// With the texel mode, all the source region sizes are the same (#1870).
// As pos is in texels of the 0th texture, always use the 0th image region size.
in := step(__imageSrcRegionOrigins[0], pos) - step(__imageSrcRegionOrigins[0] + __imageSrcRegionSizes[0], pos)
return __texelAt(__t%[1]d, %[2]s) * in.x * in.y
}
`, i, pos)
}
}
shaderSuffix += `
var __projectionMatrix mat4
func __vertex(dstPos vec2, srcPos vec2, color vec4) (vec4, vec2, vec4) {
return __projectionMatrix * vec4(dstPos, 0, 1), srcPos, color
}
`
return shaderSuffix, nil
}
func CompileShader(src []byte) (*shaderir.Program, error) {
unit, err := shader.ParseCompilerDirectives(src)
if err != nil {
return nil, err
}
suffix, err := shaderSuffix(unit)
if err != nil {
return nil, err
}
var buf bytes.Buffer
buf.Write(src)
buf.WriteString(suffix)
const (
vert = "__vertex"
frag = "Fragment"
)
ir, err := shader.Compile(buf.Bytes(), vert, frag, ShaderImageCount)
if err != nil {
return nil, err
}
if ir.VertexFunc.Block == nil {
return nil, fmt.Errorf("graphics: vertex shader entry point '%s' is missing", vert)
}
if ir.FragmentFunc.Block == nil {
return nil, fmt.Errorf("graphics: fragment shader entry point '%s' is missing", frag)
}
return ir, nil
}
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// Copyright 2019 The Ebiten Authors
//
// 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
const (
ShaderImageCount = 4
// PreservedUniformVariablesCount represents the number of preserved uniform variables.
// Any shaders in Ebitengine must have these uniform variables.
PreservedUniformVariablesCount = 1 + // the destination texture size
1 + // the source texture sizes array
1 + // the destination image region origin
1 + // the destination image region size
1 + // the source image region origins
1 + // the source image region sizes array
1 // the projection matrix
ProjectionMatrixUniformVariableIndex = 6
PreservedUniformUint32Count = 2 + // the destination texture size
2*ShaderImageCount + // the source texture sizes array
2 + // the destination image region origin
2 + // the destination image region size
2*ShaderImageCount + // the source image region origins array
2*ShaderImageCount + // the source image region sizes array
16 // the projection matrix
)
const (
VertexFloatCount = 8
)
var (
quadIndices = []uint32{0, 1, 2, 1, 2, 3}
)
func QuadIndices() []uint32 {
return quadIndices
}
// QuadVertices sets a float32 slice for a quadrangle.
// QuadVertices sets a slice that never overlaps with other slices returned this function,
// and users can do optimization based on this fact.
func QuadVertices(dst []float32, sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) {
x := sx1 - sx0
y := sy1 - sy0
ax, by, cx, dy := a*x, b*y, c*x, d*y
u0, v0, u1, v1 := sx0, sy0, sx1, sy1
// This function is very performance-sensitive and implement in a very dumb way.
dst = dst[:4*VertexFloatCount]
dst[0] = adjustDestinationPixel(tx)
dst[1] = adjustDestinationPixel(ty)
dst[2] = u0
dst[3] = v0
dst[4] = cr
dst[5] = cg
dst[6] = cb
dst[7] = ca
dst[8] = adjustDestinationPixel(ax + tx)
dst[9] = adjustDestinationPixel(cx + ty)
dst[10] = u1
dst[11] = v0
dst[12] = cr
dst[13] = cg
dst[14] = cb
dst[15] = ca
dst[16] = adjustDestinationPixel(by + tx)
dst[17] = adjustDestinationPixel(dy + ty)
dst[18] = u0
dst[19] = v1
dst[20] = cr
dst[21] = cg
dst[22] = cb
dst[23] = ca
dst[24] = adjustDestinationPixel(ax + by + tx)
dst[25] = adjustDestinationPixel(cx + dy + ty)
dst[26] = u1
dst[27] = v1
dst[28] = cr
dst[29] = cg
dst[30] = cb
dst[31] = ca
}
func adjustDestinationPixel(x float32) float32 {
// Avoid the center of the pixel, which is problematic (#929, #1171).
// Instead, align the vertices with about 1/3 pixels.
//
// The intention here is roughly this code:
//
// float32(math.Floor((float64(x)+1.0/6.0)*3) / 3)
//
// The actual implementation is more optimized than the above implementation.
ix := float32(int(x))
if x < 0 && x != ix {
ix -= 1
}
frac := x - ix
switch {
case frac < 3.0/16.0:
return ix
case frac < 8.0/16.0:
return ix + 5.0/16.0
case frac < 13.0/16.0:
return ix + 11.0/16.0
default:
return ix + 16.0/16.0
}
}