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
@@ -0,0 +1,391 @@
// 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"
"math"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
// command represents a drawing command.
//
// A command for drawing that is created when Image functions are called like DrawTriangles,
// or Fill.
// A command is not immediately executed after created. Instead, it is queued after created,
// and executed only when necessary.
type command interface {
fmt.Stringer
Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error
NeedsSync() bool
}
type drawTrianglesCommandPool struct {
pool []*drawTrianglesCommand
}
func (p *drawTrianglesCommandPool) get() *drawTrianglesCommand {
if len(p.pool) == 0 {
return &drawTrianglesCommand{}
}
v := p.pool[len(p.pool)-1]
p.pool[len(p.pool)-1] = nil
p.pool = p.pool[:len(p.pool)-1]
return v
}
func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
if len(p.pool) >= 1024 {
return
}
p.pool = append(p.pool, v)
}
// drawTrianglesCommand represents a drawing command to draw an image on another image.
type drawTrianglesCommand struct {
dst *Image
srcs [graphics.ShaderImageCount]*Image
vertices []float32
blend graphicsdriver.Blend
dstRegions []graphicsdriver.DstRegion
shader *Shader
uniforms []uint32
fillRule graphicsdriver.FillRule
}
func (c *drawTrianglesCommand) String() string {
// TODO: Improve readability
blend := fmt.Sprintf("{src-color: %d, src-alpha: %d, dst-color: %d, dst-alpha: %d, op-color: %d, op-alpha: %d}",
c.blend.BlendFactorSourceRGB,
c.blend.BlendFactorSourceAlpha,
c.blend.BlendFactorDestinationRGB,
c.blend.BlendFactorDestinationAlpha,
c.blend.BlendOperationRGB,
c.blend.BlendOperationAlpha)
dst := fmt.Sprintf("%d", c.dst.id)
if c.dst.screen {
dst += " (screen)"
}
var srcstrs [graphics.ShaderImageCount]string
for i, src := range c.srcs {
if src == nil {
srcstrs[i] = "(nil)"
continue
}
srcstrs[i] = fmt.Sprintf("%d", src.id)
if src.screen {
srcstrs[i] += " (screen)"
}
}
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)
}
// Exec executes the drawTrianglesCommand.
func (c *drawTrianglesCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
// TODO: Is it ok not to bind any framebuffer here?
if len(c.dstRegions) == 0 {
return nil
}
var imgs [graphics.ShaderImageCount]graphicsdriver.ImageID
for i, src := range c.srcs {
if src == nil {
imgs[i] = graphicsdriver.InvalidImageID
continue
}
imgs[i] = src.image.ID()
}
return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.shader.shader.ID(), c.dstRegions, indexOffset, c.blend, c.uniforms, c.fillRule)
}
func (c *drawTrianglesCommand) NeedsSync() bool {
return false
}
func (c *drawTrianglesCommand) numVertices() int {
return len(c.vertices)
}
func (c *drawTrianglesCommand) numIndices() int {
var nindices int
for _, dstRegion := range c.dstRegions {
nindices += dstRegion.IndexCount
}
return nindices
}
func (c *drawTrianglesCommand) setVertices(vertices []float32) {
c.vertices = vertices
}
// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
// with the drawTrianglesCommand c.
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
if c.shader != shader {
return false
}
if len(c.uniforms) != len(uniforms) {
return false
}
for i := range c.uniforms {
if c.uniforms[i] != uniforms[i] {
return false
}
}
if c.dst != dst {
return false
}
if c.srcs != srcs {
return false
}
if c.blend != blend {
return false
}
if c.fillRule != fillRule {
return false
}
if c.fillRule != graphicsdriver.FillAll && mightOverlapDstRegions(c.vertices, vertices) {
return false
}
return true
}
var (
posInf32 = float32(math.Inf(1))
negInf32 = float32(math.Inf(-1))
)
func dstRegionFromVertices(vertices []float32) (minX, minY, maxX, maxY float32) {
minX = posInf32
minY = posInf32
maxX = negInf32
maxY = negInf32
for i := 0; i < len(vertices)/graphics.VertexFloatCount; i++ {
x := vertices[graphics.VertexFloatCount*i]
y := vertices[graphics.VertexFloatCount*i+1]
if x < minX {
minX = x
}
if y < minY {
minY = y
}
if maxX < x {
maxX = x
}
if maxY < y {
maxY = y
}
}
return
}
func mightOverlapDstRegions(vertices1, vertices2 []float32) bool {
minX1, minY1, maxX1, maxY1 := dstRegionFromVertices(vertices1)
minX2, minY2, maxX2, maxY2 := dstRegionFromVertices(vertices2)
const margin = 1
return minX1 < maxX2+margin && minX2 < maxX1+margin && minY1 < maxY2+margin && minY2 < maxY1+margin
}
// writePixelsCommand represents a command to replace pixels of an image.
type writePixelsCommand struct {
dst *Image
args []writePixelsCommandArgs
}
type writePixelsCommandArgs struct {
pixels *graphics.ManagedBytes
region image.Rectangle
}
func (c *writePixelsCommand) String() string {
return fmt.Sprintf("write-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args))
}
// Exec executes the writePixelsCommand.
func (c *writePixelsCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
if len(c.args) == 0 {
return nil
}
args := make([]graphicsdriver.PixelsArgs, 0, len(c.args))
for _, a := range c.args {
pix, f := a.pixels.GetAndRelease()
// A finalizer is executed when flushing the queue at the end of the frame.
// At the end of the frame, the last command is rendering triangles onto the screen,
// so the bytes are already sent to GPU and synced.
// TODO: This might be fragile. When is the better time to call finalizers by a command queue?
commandQueue.addFinalizer(f)
args = append(args, graphicsdriver.PixelsArgs{
Pixels: pix,
Region: a.region,
})
}
if err := c.dst.image.WritePixels(args); err != nil {
return err
}
return nil
}
func (c *writePixelsCommand) NeedsSync() bool {
return false
}
type readPixelsCommand struct {
img *Image
args []graphicsdriver.PixelsArgs
}
// Exec executes a readPixelsCommand.
func (c *readPixelsCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
if err := c.img.image.ReadPixels(c.args); err != nil {
return err
}
return nil
}
func (c *readPixelsCommand) NeedsSync() bool {
return true
}
func (c *readPixelsCommand) String() string {
return fmt.Sprintf("read-pixels: image: %d", c.img.id)
}
// disposeImageCommand represents a command to dispose an image.
type disposeImageCommand struct {
target *Image
}
func (c *disposeImageCommand) String() string {
return fmt.Sprintf("dispose-image: target: %d", c.target.id)
}
// Exec executes the disposeImageCommand.
func (c *disposeImageCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
c.target.image.Dispose()
return nil
}
func (c *disposeImageCommand) NeedsSync() bool {
return false
}
// disposeShaderCommand represents a command to dispose a shader.
type disposeShaderCommand struct {
target *Shader
}
func (c *disposeShaderCommand) String() string {
return "dispose-shader: target"
}
// Exec executes the disposeShaderCommand.
func (c *disposeShaderCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
c.target.shader.Dispose()
return nil
}
func (c *disposeShaderCommand) NeedsSync() bool {
return false
}
// newImageCommand represents a command to create an empty image with given width and height.
type newImageCommand struct {
result *Image
width int
height int
screen bool
}
func (c *newImageCommand) String() string {
return fmt.Sprintf("new-image: result: %d, width: %d, height: %d, screen: %t", c.result.id, c.width, c.height, c.screen)
}
// Exec executes a newImageCommand.
func (c *newImageCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
var err error
if c.screen {
c.result.image, err = graphicsDriver.NewScreenFramebufferImage(c.width, c.height)
} else {
c.result.image, err = graphicsDriver.NewImage(c.width, c.height)
}
return err
}
func (c *newImageCommand) NeedsSync() bool {
return true
}
// newShaderCommand is a command to create a shader.
type newShaderCommand struct {
result *Shader
ir *shaderir.Program
}
func (c *newShaderCommand) String() string {
return "new-shader"
}
// Exec executes a newShaderCommand.
func (c *newShaderCommand) Exec(commandQueue *commandQueue, graphicsDriver graphicsdriver.Graphics, indexOffset int) error {
s, err := graphicsDriver.NewShader(c.ir)
if err != nil {
return err
}
c.result.shader = s
return nil
}
func (c *newShaderCommand) NeedsSync() bool {
return true
}
// InitializeGraphicsDriverState initialize the current graphics driver state.
func InitializeGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) {
runOnRenderThread(func() {
err = graphicsDriver.Initialize()
}, true)
return
}
// ResetGraphicsDriverState resets the current graphics driver state.
// If the graphics driver doesn't have an API to reset, ResetGraphicsDriverState does nothing.
func ResetGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) (err error) {
if r, ok := graphicsDriver.(graphicsdriver.Resetter); ok {
runOnRenderThread(func() {
err = r.Reset()
}, true)
}
return nil
}
// MaxImageSize returns the maximum size of an image.
func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int {
var size int
runOnRenderThread(func() {
size = graphicsDriver.MaxImageSize()
}, true)
return size
}
@@ -0,0 +1,529 @@
// 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 graphicscommand
import (
"fmt"
"image"
"math"
"sync"
"sync/atomic"
"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/shaderir"
)
const (
is32bit = 1 >> (^uint(0) >> 63)
is64bit = 1 - is32bit
// MaxVertexCount is the maximum number of vertices for one draw call.
//
// On 64bit architectures, this value is 2^32-1, as the index type is uint32.
// This value cannot be exactly 2^32 especially with WebGL 2, as 2^32th vertex is not rendered correctly.
// See https://registry.khronos.org/webgl/specs/latest/2.0/#5.18 .
//
// On 32bit architectures, this value is an adjusted number so that maxVertexFloatCount doesn't overflow int.
MaxVertexCount = is64bit*math.MaxUint32 + is32bit*(math.MaxInt32/graphics.VertexFloatCount)
maxVertexFloatCount = MaxVertexCount * graphics.VertexFloatCount
)
var vsyncEnabled int32 = 1
func SetVsyncEnabled(enabled bool, graphicsDriver graphicsdriver.Graphics) {
if enabled {
atomic.StoreInt32(&vsyncEnabled, 1)
} else {
atomic.StoreInt32(&vsyncEnabled, 0)
}
runOnRenderThread(func() {
graphicsDriver.SetVsyncEnabled(enabled)
}, true)
}
// FlushCommands flushes the command queue and present the screen if needed.
// If endFrame is true, the current screen might be used to present.
func FlushCommands(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {
if err := theCommandQueueManager.flush(graphicsDriver, endFrame); err != nil {
return err
}
return nil
}
// commandQueue is a command queue for drawing commands.
type commandQueue struct {
// commands is a queue of drawing commands.
commands []command
// vertices represents a vertices data in OpenGL's array buffer.
vertices []float32
indices []uint32
tmpNumVertexFloats int
drawTrianglesCommandPool drawTrianglesCommandPool
uint32sBuffer uint32sBuffer
finalizers []func()
err atomic.Value
}
// addFinalizer adds a finalizer function to this queue.
// A finalizer is executed when the command queue is flushed at the end of the frame.
func (q *commandQueue) addFinalizer(f func()) {
q.finalizers = append(q.finalizers, f)
}
func (q *commandQueue) appendIndices(indices []uint32, offset uint32) {
n := len(q.indices)
q.indices = append(q.indices, indices...)
for i := n; i < len(q.indices); i++ {
q.indices[i] += offset
}
}
// 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]
}
@@ -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
@@ -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)
}
}
@@ -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
}
@@ -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
}
@@ -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
}
@@ -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() {})
}