vendor dependencies, make some changes to how input is done
This commit is contained in:
+391
@@ -0,0 +1,391 @@
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// Copyright 2016 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package 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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"strings"
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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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// command represents a drawing command.
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//
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// A command for drawing that is created when Image functions are called like DrawTriangles,
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// or Fill.
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// A command is not immediately executed after created. Instead, it is queued after created,
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// and executed only when necessary.
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type command interface {
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fmt.Stringer
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Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error
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NeedsSync() bool
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}
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type drawTrianglesCommandPool struct {
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pool []*drawTrianglesCommand
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}
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func (p *drawTrianglesCommandPool) get() *drawTrianglesCommand {
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if len(p.pool) == 0 {
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return &drawTrianglesCommand{}
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}
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v := p.pool[len(p.pool)-1]
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p.pool[len(p.pool)-1] = nil
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p.pool = p.pool[:len(p.pool)-1]
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return v
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}
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func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
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if len(p.pool) >= 1024 {
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return
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}
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p.pool = append(p.pool, v)
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}
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// drawTrianglesCommand represents a drawing command to draw an image on another image.
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type drawTrianglesCommand struct {
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dst *Image
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srcs [graphics.ShaderImageCount]*Image
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vertices []float32
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blend graphicsdriver.Blend
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dstRegions []graphicsdriver.DstRegion
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shader *Shader
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uniforms []uint32
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fillRule graphicsdriver.FillRule
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}
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func (c *drawTrianglesCommand) String() string {
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// TODO: Improve readability
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blend := fmt.Sprintf("{src-color: %d, src-alpha: %d, dst-color: %d, dst-alpha: %d, op-color: %d, op-alpha: %d}",
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c.blend.BlendFactorSourceRGB,
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c.blend.BlendFactorSourceAlpha,
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c.blend.BlendFactorDestinationRGB,
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c.blend.BlendFactorDestinationAlpha,
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c.blend.BlendOperationRGB,
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c.blend.BlendOperationAlpha)
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dst := fmt.Sprintf("%d", c.dst.id)
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if c.dst.screen {
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dst += " (screen)"
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}
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var srcstrs [graphics.ShaderImageCount]string
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for i, src := range c.srcs {
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if src == nil {
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srcstrs[i] = "(nil)"
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continue
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}
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srcstrs[i] = fmt.Sprintf("%d", src.id)
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if src.screen {
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srcstrs[i] += " (screen)"
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}
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}
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return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
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}
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// Exec executes the drawTrianglesCommand.
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func (c *drawTrianglesCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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// TODO: Is it ok not to bind any framebuffer here?
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if len(c.dstRegions) == 0 {
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return nil
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}
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var imgs [graphics.ShaderImageCount]graphicsdriver.ImageID
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for i, src := range c.srcs {
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if src == nil {
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imgs[i] = graphicsdriver.InvalidImageID
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continue
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}
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imgs[i] = src.image.ID()
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}
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return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule)
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}
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func (c *drawTrianglesCommand) NeedsSync() bool {
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return false
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}
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func (c *drawTrianglesCommand) numVertices() int {
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return len(c.vertices)
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}
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func (c *drawTrianglesCommand) numIndices() int {
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var nindices int
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for _, dstRegion := range c.dstRegions {
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nindices += dstRegion.IndexCount
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}
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return nindices
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}
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func (c *drawTrianglesCommand) setVertices(vertices []float32) {
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c.vertices = vertices
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}
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
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// with the drawTrianglesCommand c.
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
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if c.shader != shader {
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return false
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}
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if len(c.uniforms) != len(uniforms) {
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return false
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}
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for i := range c.uniforms {
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if c.uniforms[i] != uniforms[i] {
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return false
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}
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}
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if c.dst != dst {
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return false
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}
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if c.srcs != srcs {
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return false
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}
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if c.blend != blend {
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return false
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}
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if c.fillRule != fillRule {
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return false
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}
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if c.fillRule != graphicsdriver.FillAll && mightOverlapDstRegions(c.vertices, vertices) {
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return false
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}
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return true
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}
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var (
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posInf32 = float32(math.Inf(1))
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negInf32 = float32(math.Inf(-1))
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)
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func dstRegionFromVertices(vertices []float32) (minX, minY, maxX, maxY float32) {
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minX = posInf32
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minY = posInf32
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maxX = negInf32
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maxY = negInf32
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for i := 0; i < len(vertices)/graphics.VertexFloatCount; i++ {
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x := vertices[graphics.VertexFloatCount*i]
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y := vertices[graphics.VertexFloatCount*i+1]
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if x < minX {
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minX = x
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}
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if y < minY {
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minY = y
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}
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if maxX < x {
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maxX = x
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}
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if maxY < y {
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maxY = y
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}
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}
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return
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}
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func mightOverlapDstRegions(vertices1, vertices2 []float32) bool {
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minX1, minY1, maxX1, maxY1 := dstRegionFromVertices(vertices1)
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minX2, minY2, maxX2, maxY2 := dstRegionFromVertices(vertices2)
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const margin = 1
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return minX1 < maxX2+margin && minX2 < maxX1+margin && minY1 < maxY2+margin && minY2 < maxY1+margin
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}
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// writePixelsCommand represents a command to replace pixels of an image.
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type writePixelsCommand struct {
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dst *Image
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args []writePixelsCommandArgs
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}
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type writePixelsCommandArgs struct {
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pixels *graphics.ManagedBytes
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region image.Rectangle
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}
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func (c *writePixelsCommand) String() string {
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return fmt.Sprintf("write-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args))
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}
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// Exec executes the writePixelsCommand.
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func (c *writePixelsCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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if len(c.args) == 0 {
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return nil
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}
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args := make([]graphicsdriver.PixelsArgs, 0, len(c.args))
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for _, a := range c.args {
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pix, f := a.pixels.GetAndRelease()
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// A finalizer is executed when flushing the queue at the end of the frame.
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// At the end of the frame, the last command is rendering triangles onto the screen,
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// so the bytes are already sent to GPU and synced.
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// TODO: This might be fragile. When is the better time to call finalizers by a command queue?
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commandQueue.addFinalizer(f)
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args = append(args, graphicsdriver.PixelsArgs{
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Pixels: pix,
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Region: a.region,
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})
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}
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if err := c.dst.image.WritePixels(args); 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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func (c *writePixelsCommand) NeedsSync() bool {
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return false
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}
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type readPixelsCommand struct {
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img *Image
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args []graphicsdriver.PixelsArgs
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}
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// Exec executes a readPixelsCommand.
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func (c *readPixelsCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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if err := c.img.image.ReadPixels(c.args); 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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func (c *readPixelsCommand) NeedsSync() bool {
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return true
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}
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func (c *readPixelsCommand) String() string {
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return fmt.Sprintf("read-pixels: image: %d", c.img.id)
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}
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// disposeImageCommand represents a command to dispose an image.
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type disposeImageCommand struct {
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target *Image
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}
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func (c *disposeImageCommand) String() string {
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return fmt.Sprintf("dispose-image: target: %d", c.target.id)
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}
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// Exec executes the disposeImageCommand.
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func (c *disposeImageCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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c.target.image.Dispose()
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return nil
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}
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func (c *disposeImageCommand) NeedsSync() bool {
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return false
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}
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// disposeShaderCommand represents a command to dispose a shader.
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type disposeShaderCommand struct {
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target *Shader
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}
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func (c *disposeShaderCommand) String() string {
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return "dispose-shader: target"
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}
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// Exec executes the disposeShaderCommand.
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func (c *disposeShaderCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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c.target.shader.Dispose()
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return nil
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}
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func (c *disposeShaderCommand) NeedsSync() bool {
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return false
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}
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// newImageCommand represents a command to create an empty image with given width and height.
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type newImageCommand struct {
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result *Image
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width int
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height int
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screen bool
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}
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func (c *newImageCommand) String() string {
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return fmt.Sprintf("new-image: result: %d, width: %d, height: %d, screen: %t", c.result.id, c.width, c.height, c.screen)
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}
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// Exec executes a newImageCommand.
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func (c *newImageCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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var err error
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if c.screen {
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c.result.image, err = graphicsDriver.NewScreenFramebufferImage(c.width, c.height)
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} else {
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c.result.image, err = graphicsDriver.NewImage(c.width, c.height)
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}
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return err
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}
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func (c *newImageCommand) NeedsSync() bool {
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return true
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}
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// newShaderCommand is a command to create a shader.
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type newShaderCommand struct {
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result *Shader
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ir *shaderir.Program
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}
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func (c *newShaderCommand) String() string {
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return "new-shader"
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}
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// Exec executes a newShaderCommand.
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func (c *newShaderCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
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s, err := graphicsDriver.NewShader(c.ir)
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if err != nil {
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return err
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}
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c.result.shader = s
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return nil
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}
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func (c *newShaderCommand) NeedsSync() bool {
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return true
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}
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// InitializeGraphicsDriverState initialize the current graphics driver state.
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func InitializeGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) {
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runOnRenderThread(func() {
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err = graphicsDriver.Initialize()
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}, true)
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return
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}
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// ResetGraphicsDriverState resets the current graphics driver state.
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// If the graphics driver doesn't have an API to reset, ResetGraphicsDriverState does nothing.
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func ResetGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) {
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if r, ok := graphicsDriver.(graphicsdriver.Resetter); ok {
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runOnRenderThread(func() {
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err = r.Reset()
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}, true)
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}
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return nil
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}
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// MaxImageSize returns the maximum size of an image.
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func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int {
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var size int
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runOnRenderThread(func() {
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size = graphicsDriver.MaxImageSize()
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}, true)
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return size
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}
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+529
@@ -0,0 +1,529 @@
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// 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
|
||||
// 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) error {
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if err := theCommandQueueManager.flush(graphicsDriver, endFrame); 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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||||
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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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||||
}
|
||||
}
|
||||
|
||||
// mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used.
|
||||
func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
|
||||
return nextNumVertexFloats > maxVertexFloatCount
|
||||
}
|
||||
|
||||
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
|
||||
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) {
|
||||
if len(vertices) > maxVertexFloatCount {
|
||||
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices)))
|
||||
}
|
||||
|
||||
split := false
|
||||
if mustUseDifferentVertexBuffer(q.tmpNumVertexFloats + len(vertices)) {
|
||||
q.tmpNumVertexFloats = 0
|
||||
split = true
|
||||
}
|
||||
|
||||
// Assume that all the image sizes are same.
|
||||
// Assume that the images are packed from the front in the slice srcs.
|
||||
q.vertices = append(q.vertices, vertices...)
|
||||
q.appendIndices(indices, uint32(q.tmpNumVertexFloats/graphics.VertexFloatCount))
|
||||
q.tmpNumVertexFloats += len(vertices)
|
||||
|
||||
// prependPreservedUniforms not only prepends values to the given slice but also creates a new slice.
|
||||
// Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far.
|
||||
// TODO: This might cause a performance issue (#2601).
|
||||
uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
|
||||
|
||||
// Remove unused uniform variables so that more commands can be merged.
|
||||
shader.ir.FilterUniformVariables(uniforms)
|
||||
|
||||
// TODO: If dst is the screen, reorder the command to be the last.
|
||||
if !split && 0 < len(q.commands) {
|
||||
if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok {
|
||||
if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, blend, shader, uniforms, fillRule) {
|
||||
last.setVertices(q.lastVertices(len(vertices) + last.numVertices()))
|
||||
if last.dstRegions[len(last.dstRegions)-1].Region == dstRegion {
|
||||
last.dstRegions[len(last.dstRegions)-1].IndexCount += len(indices)
|
||||
} else {
|
||||
last.dstRegions = append(last.dstRegions, graphicsdriver.DstRegion{
|
||||
Region: dstRegion,
|
||||
IndexCount: len(indices),
|
||||
})
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
c := q.drawTrianglesCommandPool.get()
|
||||
c.dst = dst
|
||||
c.srcs = srcs
|
||||
c.vertices = q.lastVertices(len(vertices))
|
||||
c.blend = blend
|
||||
c.dstRegions = []graphicsdriver.DstRegion{
|
||||
{
|
||||
Region: dstRegion,
|
||||
IndexCount: len(indices),
|
||||
},
|
||||
}
|
||||
c.shader = shader
|
||||
c.uniforms = uniforms
|
||||
c.fillRule = fillRule
|
||||
q.commands = append(q.commands, c)
|
||||
}
|
||||
|
||||
func (q *commandQueue) lastVertices(n int) []float32 {
|
||||
return q.vertices[len(q.vertices)-n : len(q.vertices)]
|
||||
}
|
||||
|
||||
// Enqueue enqueues a drawing command other than a draw-triangles command.
|
||||
//
|
||||
// For a draw-triangles command, use EnqueueDrawTrianglesCommand.
|
||||
func (q *commandQueue) Enqueue(command command) {
|
||||
// TODO: If dst is the screen, reorder the command to be the last.
|
||||
q.commands = append(q.commands, command)
|
||||
}
|
||||
|
||||
// Flush flushes the command queue.
|
||||
func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {
|
||||
if err := q.err.Load(); err != nil {
|
||||
return err.(error)
|
||||
}
|
||||
|
||||
var sync bool
|
||||
// Disable asynchronous rendering when vsync is on, as this causes a rendering delay (#2822).
|
||||
if endFrame && atomic.LoadInt32(&vsyncEnabled) != 0 {
|
||||
sync = true
|
||||
}
|
||||
if !sync {
|
||||
for _, c := range q.commands {
|
||||
if c.NeedsSync() {
|
||||
sync = true
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
logger := debug.SwitchLogger()
|
||||
|
||||
var flushErr error
|
||||
runOnRenderThread(func() {
|
||||
defer logger.Flush()
|
||||
|
||||
if err := q.flush(graphicsDriver, endFrame, logger); err != nil {
|
||||
if sync {
|
||||
flushErr = err
|
||||
return
|
||||
}
|
||||
q.err.Store(err)
|
||||
return
|
||||
}
|
||||
|
||||
theCommandQueueManager.putCommandQueue(q)
|
||||
}, sync)
|
||||
|
||||
if sync && flushErr != nil {
|
||||
return flushErr
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// flush must be called the render thread.
|
||||
func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool, logger debug.Logger) (err error) {
|
||||
// If endFrame is true, Begin/End should be called to ensure the framebuffer is swapped.
|
||||
if len(q.commands) == 0 && !endFrame {
|
||||
return nil
|
||||
}
|
||||
|
||||
es := q.indices
|
||||
vs := q.vertices
|
||||
logger.Logf("Graphics commands:\n")
|
||||
|
||||
if err := graphicsDriver.Begin(); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
defer func() {
|
||||
// Call End even if an error causes, or the graphics driver's state might be stale (#2388).
|
||||
if err1 := graphicsDriver.End(endFrame); err1 != nil && err == nil {
|
||||
err = err1
|
||||
}
|
||||
|
||||
// Release the commands explicitly (#1803).
|
||||
// Apparently, the part of a slice between len and cap-1 still holds references.
|
||||
// Then, resetting the length by [:0] doesn't release the references.
|
||||
for i, c := range q.commands {
|
||||
if c, ok := c.(*drawTrianglesCommand); ok {
|
||||
q.drawTrianglesCommandPool.put(c)
|
||||
}
|
||||
q.commands[i] = nil
|
||||
}
|
||||
q.commands = q.commands[:0]
|
||||
q.vertices = q.vertices[:0]
|
||||
q.indices = q.indices[:0]
|
||||
q.tmpNumVertexFloats = 0
|
||||
|
||||
if endFrame {
|
||||
q.uint32sBuffer.reset()
|
||||
for i, f := range q.finalizers {
|
||||
f()
|
||||
q.finalizers[i] = nil
|
||||
}
|
||||
q.finalizers = q.finalizers[:0]
|
||||
}
|
||||
}()
|
||||
|
||||
cs := q.commands
|
||||
for len(cs) > 0 {
|
||||
nv := 0
|
||||
ne := 0
|
||||
nc := 0
|
||||
for _, c := range cs {
|
||||
if dtc, ok := c.(*drawTrianglesCommand); ok {
|
||||
if nc > 0 && mustUseDifferentVertexBuffer(nv+dtc.numVertices()) {
|
||||
break
|
||||
}
|
||||
nv += dtc.numVertices()
|
||||
ne += dtc.numIndices()
|
||||
}
|
||||
nc++
|
||||
}
|
||||
if 0 < ne {
|
||||
if err := graphicsDriver.SetVertices(vs[:nv], es[:ne]); err != nil {
|
||||
return err
|
||||
}
|
||||
es = es[ne:]
|
||||
vs = vs[nv:]
|
||||
}
|
||||
indexOffset := 0
|
||||
for _, c := range cs[:nc] {
|
||||
if err := c.Exec(q, graphicsDriver, indexOffset); err != nil {
|
||||
return err
|
||||
}
|
||||
logger.Logf(" %s\n", c)
|
||||
// TODO: indexOffset should be reset if the command type is different
|
||||
// from the previous one. This fix is needed when another drawing command is
|
||||
// introduced than drawTrianglesCommand.
|
||||
if dtc, ok := c.(*drawTrianglesCommand); ok {
|
||||
indexOffset += dtc.numIndices()
|
||||
}
|
||||
}
|
||||
cs = cs[nc:]
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
type rectangleF32 struct {
|
||||
x float32
|
||||
y float32
|
||||
width float32
|
||||
height float32
|
||||
}
|
||||
|
||||
func imageRectangleToRectangleF32(r image.Rectangle) rectangleF32 {
|
||||
return rectangleF32{
|
||||
x: float32(r.Min.X),
|
||||
y: float32(r.Min.Y),
|
||||
width: float32(r.Dx()),
|
||||
height: float32(r.Dy()),
|
||||
}
|
||||
}
|
||||
|
||||
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle) []uint32 {
|
||||
origUniforms := uniforms
|
||||
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
|
||||
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
|
||||
|
||||
// Set the destination texture size.
|
||||
dw, dh := dst.InternalSize()
|
||||
uniforms[0] = math.Float32bits(float32(dw))
|
||||
uniforms[1] = math.Float32bits(float32(dh))
|
||||
uniformIndex := 2
|
||||
|
||||
for i := 0; i < graphics.ShaderImageCount; i++ {
|
||||
var floatW, floatH uint32
|
||||
if srcs[i] != nil {
|
||||
w, h := srcs[i].InternalSize()
|
||||
floatW = math.Float32bits(float32(w))
|
||||
floatH = math.Float32bits(float32(h))
|
||||
}
|
||||
|
||||
uniforms[uniformIndex+i*2] = floatW
|
||||
uniforms[uniformIndex+1+i*2] = floatH
|
||||
}
|
||||
uniformIndex += graphics.ShaderImageCount * 2
|
||||
|
||||
dr := imageRectangleToRectangleF32(dstRegion)
|
||||
if shader.unit() == shaderir.Texels {
|
||||
dr.x /= float32(dw)
|
||||
dr.y /= float32(dh)
|
||||
dr.width /= float32(dw)
|
||||
dr.height /= float32(dh)
|
||||
}
|
||||
|
||||
// Set the destination region origin.
|
||||
uniforms[uniformIndex] = math.Float32bits(dr.x)
|
||||
uniforms[uniformIndex+1] = math.Float32bits(dr.y)
|
||||
uniformIndex += 2
|
||||
|
||||
// Set the destination region size.
|
||||
uniforms[uniformIndex] = math.Float32bits(dr.width)
|
||||
uniforms[uniformIndex+1] = math.Float32bits(dr.height)
|
||||
uniformIndex += 2
|
||||
|
||||
var srs [graphics.ShaderImageCount]rectangleF32
|
||||
for i, r := range srcRegions {
|
||||
srs[i] = imageRectangleToRectangleF32(r)
|
||||
}
|
||||
if shader.unit() == shaderir.Texels {
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
w, h := src.InternalSize()
|
||||
srs[i].x /= float32(w)
|
||||
srs[i].y /= float32(h)
|
||||
srs[i].width /= float32(w)
|
||||
srs[i].height /= float32(h)
|
||||
}
|
||||
}
|
||||
|
||||
// Set the source region origins.
|
||||
for i := 0; i < graphics.ShaderImageCount; i++ {
|
||||
uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].x)
|
||||
uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].y)
|
||||
}
|
||||
uniformIndex += graphics.ShaderImageCount * 2
|
||||
|
||||
// Set the source region sizes.
|
||||
for i := 0; i < graphics.ShaderImageCount; i++ {
|
||||
uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].width)
|
||||
uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].height)
|
||||
}
|
||||
uniformIndex += graphics.ShaderImageCount * 2
|
||||
|
||||
// Set the projection matrix.
|
||||
uniforms[uniformIndex] = math.Float32bits(2 / float32(dw))
|
||||
uniforms[uniformIndex+1] = 0
|
||||
uniforms[uniformIndex+2] = 0
|
||||
uniforms[uniformIndex+3] = 0
|
||||
uniforms[uniformIndex+4] = 0
|
||||
uniforms[uniformIndex+5] = math.Float32bits(2 / float32(dh))
|
||||
uniforms[uniformIndex+6] = 0
|
||||
uniforms[uniformIndex+7] = 0
|
||||
uniforms[uniformIndex+8] = 0
|
||||
uniforms[uniformIndex+9] = 0
|
||||
uniforms[uniformIndex+10] = math.Float32bits(1)
|
||||
uniforms[uniformIndex+11] = 0
|
||||
uniforms[uniformIndex+12] = math.Float32bits(-1)
|
||||
uniforms[uniformIndex+13] = math.Float32bits(-1)
|
||||
uniforms[uniformIndex+14] = 0
|
||||
uniforms[uniformIndex+15] = math.Float32bits(1)
|
||||
|
||||
return uniforms
|
||||
}
|
||||
|
||||
type commandQueuePool struct {
|
||||
cache []*commandQueue
|
||||
m sync.Mutex
|
||||
}
|
||||
|
||||
func (c *commandQueuePool) get() (*commandQueue, error) {
|
||||
c.m.Lock()
|
||||
defer c.m.Unlock()
|
||||
|
||||
if len(c.cache) == 0 {
|
||||
return &commandQueue{}, nil
|
||||
}
|
||||
|
||||
for _, q := range c.cache {
|
||||
if err := q.err.Load(); err != nil {
|
||||
return nil, err.(error)
|
||||
}
|
||||
}
|
||||
|
||||
q := c.cache[len(c.cache)-1]
|
||||
c.cache[len(c.cache)-1] = nil
|
||||
c.cache = c.cache[:len(c.cache)-1]
|
||||
return q, nil
|
||||
}
|
||||
|
||||
func (c *commandQueuePool) put(queue *commandQueue) {
|
||||
c.m.Lock()
|
||||
defer c.m.Unlock()
|
||||
|
||||
c.cache = append(c.cache, queue)
|
||||
}
|
||||
|
||||
type commandQueueManager struct {
|
||||
pool commandQueuePool
|
||||
current *commandQueue
|
||||
}
|
||||
|
||||
var theCommandQueueManager commandQueueManager
|
||||
|
||||
func (c *commandQueueManager) enqueueCommand(command command) {
|
||||
if c.current == nil {
|
||||
c.current, _ = c.pool.get()
|
||||
}
|
||||
c.current.Enqueue(command)
|
||||
}
|
||||
|
||||
// put can be called from any goroutines.
|
||||
func (c *commandQueueManager) putCommandQueue(commandQueue *commandQueue) {
|
||||
c.pool.put(commandQueue)
|
||||
}
|
||||
|
||||
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) {
|
||||
if c.current == nil {
|
||||
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) 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); 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]
|
||||
}
|
||||
+16
@@ -0,0 +1,16 @@
|
||||
// Copyright 2017 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 graphicscommand represents a low layer for graphics using OpenGL.
|
||||
package graphicscommand
|
||||
+235
@@ -0,0 +1,235 @@
|
||||
// Copyright 2016 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 graphicscommand
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"image"
|
||||
"io"
|
||||
"sort"
|
||||
"strconv"
|
||||
"strings"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/debug"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/png"
|
||||
)
|
||||
|
||||
// Image represents an image that is implemented with OpenGL.
|
||||
type Image struct {
|
||||
image graphicsdriver.Image
|
||||
width int
|
||||
height int
|
||||
internalWidth int
|
||||
internalHeight int
|
||||
screen bool
|
||||
|
||||
// id is an identifier for the image. This is used only when dumping the information.
|
||||
//
|
||||
// This is duplicated with graphicsdriver.Image's ID, but this id is still necessary because this image might not
|
||||
// have its graphicsdriver.Image.
|
||||
id int
|
||||
|
||||
bufferedWritePixelsArgs []writePixelsCommandArgs
|
||||
}
|
||||
|
||||
var nextImageID = 1
|
||||
|
||||
func genNextImageID() int {
|
||||
id := nextImageID
|
||||
nextImageID++
|
||||
return id
|
||||
}
|
||||
|
||||
// NewImage returns a new image.
|
||||
//
|
||||
// Note that the image is not initialized yet.
|
||||
func NewImage(width, height int, screenFramebuffer bool) *Image {
|
||||
i := &Image{
|
||||
width: width,
|
||||
height: height,
|
||||
screen: screenFramebuffer,
|
||||
id: genNextImageID(),
|
||||
}
|
||||
c := &newImageCommand{
|
||||
result: i,
|
||||
width: width,
|
||||
height: height,
|
||||
screen: screenFramebuffer,
|
||||
}
|
||||
theCommandQueueManager.enqueueCommand(c)
|
||||
return i
|
||||
}
|
||||
|
||||
func (i *Image) flushBufferedWritePixels() {
|
||||
if len(i.bufferedWritePixelsArgs) == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
c := &writePixelsCommand{
|
||||
dst: i,
|
||||
args: i.bufferedWritePixelsArgs,
|
||||
}
|
||||
theCommandQueueManager.enqueueCommand(c)
|
||||
|
||||
i.bufferedWritePixelsArgs = nil
|
||||
}
|
||||
|
||||
func (i *Image) Dispose() {
|
||||
i.bufferedWritePixelsArgs = nil
|
||||
c := &disposeImageCommand{
|
||||
target: i,
|
||||
}
|
||||
theCommandQueueManager.enqueueCommand(c)
|
||||
}
|
||||
|
||||
func (i *Image) InternalSize() (int, int) {
|
||||
if i.screen {
|
||||
return i.width, i.height
|
||||
}
|
||||
if i.internalWidth == 0 {
|
||||
i.internalWidth = graphics.InternalImageSize(i.width)
|
||||
}
|
||||
if i.internalHeight == 0 {
|
||||
i.internalHeight = graphics.InternalImageSize(i.height)
|
||||
}
|
||||
return i.internalWidth, i.internalHeight
|
||||
}
|
||||
|
||||
// DrawTriangles draws triangles with the given image.
|
||||
//
|
||||
// The vertex floats are:
|
||||
//
|
||||
// 0: Destination X in pixels
|
||||
// 1: Destination Y in pixels
|
||||
// 2: Source X in texels
|
||||
// 3: Source Y in texels
|
||||
// 4: Color R [0.0-1.0]
|
||||
// 5: Color G
|
||||
// 6: Color B
|
||||
// 7: Color Y
|
||||
//
|
||||
// src and shader are exclusive and only either is non-nil.
|
||||
//
|
||||
// The elements that index is in between 2 and 7 are used for the source images.
|
||||
// The source image is 1) src argument if non-nil, or 2) an image value in the uniform variables if it exists.
|
||||
// If there are multiple images in the uniform variables, the smallest ID's value is adopted.
|
||||
//
|
||||
// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
|
||||
// elements for the source image are not used.
|
||||
func (i *Image) DrawTriangles(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) {
|
||||
for _, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
}
|
||||
if src.screen {
|
||||
panic("graphicscommand: the screen image cannot be the rendering source")
|
||||
}
|
||||
src.flushBufferedWritePixels()
|
||||
}
|
||||
i.flushBufferedWritePixels()
|
||||
|
||||
theCommandQueueManager.enqueueDrawTrianglesCommand(i, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
|
||||
}
|
||||
|
||||
// ReadPixels reads the image's pixels.
|
||||
// ReadPixels returns an error when an error happens in the graphics driver.
|
||||
func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, args []graphicsdriver.PixelsArgs) error {
|
||||
i.flushBufferedWritePixels()
|
||||
c := &readPixelsCommand{
|
||||
img: i,
|
||||
args: args,
|
||||
}
|
||||
theCommandQueueManager.enqueueCommand(c)
|
||||
if err := theCommandQueueManager.flush(graphicsDriver, false); err != nil {
|
||||
return err
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (i *Image) WritePixels(pixels *graphics.ManagedBytes, region image.Rectangle) {
|
||||
// Release the previous pixels if the region is included by the new region.
|
||||
// Successive WritePixels calls might accumulate the pixels and never release,
|
||||
// especially when the image is unmanaged (#3036).
|
||||
var cur int
|
||||
for idx := 0; idx < len(i.bufferedWritePixelsArgs); idx++ {
|
||||
arg := i.bufferedWritePixelsArgs[idx]
|
||||
if arg.region.In(region) {
|
||||
arg.pixels.Release()
|
||||
continue
|
||||
}
|
||||
i.bufferedWritePixelsArgs[cur] = arg
|
||||
cur++
|
||||
}
|
||||
for idx := cur; idx < len(i.bufferedWritePixelsArgs); idx++ {
|
||||
i.bufferedWritePixelsArgs[idx] = writePixelsCommandArgs{}
|
||||
}
|
||||
i.bufferedWritePixelsArgs = append(i.bufferedWritePixelsArgs[:cur], writePixelsCommandArgs{
|
||||
pixels: pixels,
|
||||
region: region,
|
||||
})
|
||||
}
|
||||
|
||||
func (i *Image) dumpName(path string) string {
|
||||
return strings.ReplaceAll(path, "*", strconv.Itoa(i.id))
|
||||
}
|
||||
|
||||
// dumpTo dumps the image to the specified writer.
|
||||
//
|
||||
// If blackbg is true, any alpha values in the dumped image will be 255.
|
||||
//
|
||||
// This is for testing usage.
|
||||
func (i *Image) dumpTo(w io.Writer, graphicsDriver graphicsdriver.Graphics, blackbg bool, rect image.Rectangle) error {
|
||||
if i.screen {
|
||||
return fmt.Errorf("graphicscommand: a screen image cannot be dumped")
|
||||
}
|
||||
|
||||
pix := make([]byte, 4*i.width*i.height)
|
||||
if err := i.ReadPixels(graphicsDriver, []graphicsdriver.PixelsArgs{
|
||||
{
|
||||
Pixels: pix,
|
||||
Region: image.Rect(0, 0, i.width, i.height),
|
||||
},
|
||||
}); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
if blackbg {
|
||||
for i := 0; i < len(pix)/4; i++ {
|
||||
pix[4*i+3] = 0xff
|
||||
}
|
||||
}
|
||||
|
||||
if err := png.Encode(w, (&image.RGBA{
|
||||
Pix: pix,
|
||||
Stride: 4 * i.width,
|
||||
Rect: image.Rect(0, 0, i.width, i.height),
|
||||
}).SubImage(rect)); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func LogImagesInfo(images []*Image) {
|
||||
sort.Slice(images, func(a, b int) bool {
|
||||
return images[a].id < images[b].id
|
||||
})
|
||||
for _, i := range images {
|
||||
w, h := i.InternalSize()
|
||||
debug.Logf(" %d: (%d, %d)\n", i.id, w, h)
|
||||
}
|
||||
}
|
||||
+87
@@ -0,0 +1,87 @@
|
||||
// Copyright 2022 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 graphicscommand
|
||||
|
||||
import (
|
||||
"archive/zip"
|
||||
"bytes"
|
||||
"image"
|
||||
"syscall/js"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
)
|
||||
|
||||
func download(buf *bytes.Buffer, mime string, path string) {
|
||||
global := js.Global()
|
||||
|
||||
jsData := global.Get("Uint8Array").New(buf.Len())
|
||||
js.CopyBytesToJS(jsData, buf.Bytes())
|
||||
|
||||
a := global.Get("document").Call("createElement", "a")
|
||||
blob := global.Get("Blob").New(
|
||||
[]any{jsData},
|
||||
map[string]any{"type": mime},
|
||||
)
|
||||
a.Set("href", global.Get("URL").Call("createObjectURL", blob))
|
||||
a.Set("download", path)
|
||||
a.Call("click")
|
||||
}
|
||||
|
||||
func (i *Image) Dump(graphicsDriver graphicsdriver.Graphics, path string, blackbg bool, rect image.Rectangle) (string, error) {
|
||||
// Screen image cannot be dumped.
|
||||
if i.screen {
|
||||
return "", nil
|
||||
}
|
||||
|
||||
buf := &bytes.Buffer{}
|
||||
if err := i.dumpTo(buf, graphicsDriver, blackbg, rect); err != nil {
|
||||
return "", err
|
||||
}
|
||||
|
||||
download(buf, "image/png", i.dumpName(path))
|
||||
|
||||
return path, nil
|
||||
}
|
||||
|
||||
// DumpImages dumps all the specified images to the specified directory.
|
||||
//
|
||||
// This is for testing usage.
|
||||
func DumpImages(images []*Image, graphicsDriver graphicsdriver.Graphics, dir string) (string, error) {
|
||||
buf := &bytes.Buffer{}
|
||||
zw := zip.NewWriter(buf)
|
||||
|
||||
for _, img := range images {
|
||||
// Screen image cannot be dumped.
|
||||
if img.screen {
|
||||
continue
|
||||
}
|
||||
|
||||
f, err := zw.Create(img.dumpName("*.png"))
|
||||
if err != nil {
|
||||
return "", err
|
||||
}
|
||||
|
||||
if err := img.dumpTo(f, graphicsDriver, false, image.Rect(0, 0, img.width, img.height)); err != nil {
|
||||
return "", err
|
||||
}
|
||||
}
|
||||
|
||||
_ = zw.Close()
|
||||
|
||||
zip := dir + ".zip"
|
||||
download(buf, "archive/zip", zip)
|
||||
|
||||
return zip, nil
|
||||
}
|
||||
+112
@@ -0,0 +1,112 @@
|
||||
// Copyright 2022 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.
|
||||
|
||||
//go:build !js
|
||||
|
||||
package graphicscommand
|
||||
|
||||
import (
|
||||
"bufio"
|
||||
"errors"
|
||||
"fmt"
|
||||
"image"
|
||||
"os"
|
||||
"path/filepath"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
)
|
||||
|
||||
func (i *Image) Dump(graphicsDriver graphicsdriver.Graphics, path string, blackbg bool, rect image.Rectangle) (string, error) {
|
||||
p, err := availableFilename(path)
|
||||
if err != nil {
|
||||
return "", err
|
||||
}
|
||||
path = p
|
||||
|
||||
path = i.dumpName(path)
|
||||
f, err := os.Create(path)
|
||||
if err != nil {
|
||||
return "", err
|
||||
}
|
||||
defer func() {
|
||||
_ = f.Close()
|
||||
}()
|
||||
|
||||
w := bufio.NewWriter(f)
|
||||
if err := i.dumpTo(w, graphicsDriver, blackbg, rect); err != nil {
|
||||
return "", err
|
||||
}
|
||||
if err := w.Flush(); err != nil {
|
||||
return "", err
|
||||
}
|
||||
|
||||
return path, nil
|
||||
}
|
||||
|
||||
// DumpImages dumps all the current images to the specified directory.
|
||||
//
|
||||
// This is for testing usage.
|
||||
func DumpImages(images []*Image, graphicsDriver graphicsdriver.Graphics, dir string) (string, error) {
|
||||
d, err := availableFilename(dir)
|
||||
if err != nil {
|
||||
return "", err
|
||||
}
|
||||
dir = d
|
||||
|
||||
if err := os.Mkdir(dir, 0755); err != nil {
|
||||
return "", err
|
||||
}
|
||||
|
||||
for _, img := range images {
|
||||
// Screen image cannot be dumped.
|
||||
if img.screen {
|
||||
continue
|
||||
}
|
||||
|
||||
f, err := os.Create(filepath.Join(dir, img.dumpName("*.png")))
|
||||
if err != nil {
|
||||
return "", err
|
||||
}
|
||||
defer func() {
|
||||
_ = f.Close()
|
||||
}()
|
||||
|
||||
w := bufio.NewWriter(f)
|
||||
if err := img.dumpTo(w, graphicsDriver, false, image.Rect(0, 0, img.width, img.height)); err != nil {
|
||||
return "", err
|
||||
}
|
||||
if err := w.Flush(); err != nil {
|
||||
return "", err
|
||||
}
|
||||
}
|
||||
|
||||
return dir, nil
|
||||
}
|
||||
|
||||
// availableFilename returns a filename that is valid as a new file or directory.
|
||||
func availableFilename(name string) (string, error) {
|
||||
ext := filepath.Ext(name)
|
||||
base := name[:len(name)-len(ext)]
|
||||
|
||||
for i := 1; ; i++ {
|
||||
if _, err := os.Stat(name); err != nil {
|
||||
if errors.Is(err, os.ErrNotExist) {
|
||||
break
|
||||
}
|
||||
return "", err
|
||||
}
|
||||
name = fmt.Sprintf("%s_%d%s", base, i, ext)
|
||||
}
|
||||
return name, nil
|
||||
}
|
||||
+58
@@ -0,0 +1,58 @@
|
||||
// Copyright 2020 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 graphicscommand
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
var nextShaderID = 1
|
||||
|
||||
func genNextShaderID() int {
|
||||
id := nextShaderID
|
||||
nextShaderID++
|
||||
return id
|
||||
}
|
||||
|
||||
type Shader struct {
|
||||
shader graphicsdriver.Shader
|
||||
ir *shaderir.Program
|
||||
id int
|
||||
}
|
||||
|
||||
func NewShader(ir *shaderir.Program) *Shader {
|
||||
s := &Shader{
|
||||
ir: ir,
|
||||
id: genNextShaderID(),
|
||||
}
|
||||
c := &newShaderCommand{
|
||||
result: s,
|
||||
ir: ir,
|
||||
}
|
||||
theCommandQueueManager.enqueueCommand(c)
|
||||
return s
|
||||
}
|
||||
|
||||
func (s *Shader) Dispose() {
|
||||
c := &disposeShaderCommand{
|
||||
target: s,
|
||||
}
|
||||
theCommandQueueManager.enqueueCommand(c)
|
||||
}
|
||||
|
||||
func (s *Shader) unit() shaderir.Unit {
|
||||
return s.ir.Unit
|
||||
}
|
||||
+51
@@ -0,0 +1,51 @@
|
||||
// Copyright 2020 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 graphicscommand
|
||||
|
||||
import (
|
||||
"context"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/thread"
|
||||
)
|
||||
|
||||
var theRenderThread thread.Thread = thread.NewNoopThread()
|
||||
|
||||
// SetOSThreadAsRenderThread sets an OS thread as rendering thread e.g. for OpenGL.
|
||||
func SetOSThreadAsRenderThread() {
|
||||
theRenderThread = thread.NewOSThread()
|
||||
}
|
||||
|
||||
func LoopRenderThread(ctx context.Context) {
|
||||
_ = theRenderThread.Loop(ctx)
|
||||
}
|
||||
|
||||
// runOnRenderThread calls f on the rendering thread.
|
||||
func runOnRenderThread(f func(), sync bool) {
|
||||
if sync {
|
||||
theRenderThread.Call(f)
|
||||
return
|
||||
}
|
||||
|
||||
// As the current thread doesn't have a capacity in a channel,
|
||||
// CallAsync should block when the previously-queued task is not executed yet.
|
||||
// This blocking is expected as double-buffering is used.
|
||||
theRenderThread.CallAsync(f)
|
||||
}
|
||||
|
||||
func Terminate() {
|
||||
// Post a task to the render thread to ensure all the queued functions are executed.
|
||||
// This is necessary especially for GLFW. glfw.Terminate will remove the context and any graphics calls after that will be invalidated.
|
||||
theRenderThread.Call(func() {})
|
||||
}
|
||||
Reference in New Issue
Block a user