// SPDX-License-Identifier: Unlicense OR MIT package opengl import ( "errors" "fmt" "image" "strings" "time" "unsafe" "gioui.org/gpu/internal/driver" "gioui.org/internal/gl" ) // Backend implements driver.Device. type Backend struct { funcs *gl.Functions clear bool glstate glState state state savedState glState glver [2]int gles bool ubo bool feats driver.Caps // floatTriple holds the settings for floating point // textures. floatTriple textureTriple // Single channel alpha textures. alphaTriple textureTriple srgbaTriple textureTriple sRGBFBO *SRGBFBO // vertArray is bound during a frame. We don't need it, but // core desktop OpenGL profile 3.3 requires some array bound. vertArray gl.VertexArray } // State tracking. type glState struct { drawFBO gl.Framebuffer readFBO gl.Framebuffer renderBuf gl.Renderbuffer vertAttribs [5]struct { obj gl.Buffer enabled bool size int typ gl.Enum normalized bool stride int offset uintptr } prog gl.Program texUnits struct { active gl.Enum binds [2]gl.Texture } arrayBuf gl.Buffer elemBuf gl.Buffer uniBuf gl.Buffer uniBufs [2]gl.Buffer storeBuf gl.Buffer storeBufs [4]gl.Buffer vertArray gl.VertexArray depthMask bool depthFunc gl.Enum srgb bool blend struct { enable bool srcRGB, dstRGB gl.Enum srcA, dstA gl.Enum } depthTest bool clearColor [4]float32 clearDepth float32 viewport [4]int unpack_row_length int } type state struct { prog *gpuProgram layout *gpuInputLayout buffer bufferBinding } type bufferBinding struct { obj gl.Buffer offset int stride int } type gpuTimer struct { funcs *gl.Functions obj gl.Query } type gpuTexture struct { backend *Backend obj gl.Texture triple textureTriple width int height int } type gpuFramebuffer struct { backend *Backend obj gl.Framebuffer hasDepth bool depthBuf gl.Renderbuffer foreign bool } type gpuBuffer struct { backend *Backend hasBuffer bool obj gl.Buffer typ driver.BufferBinding size int immutable bool version int // For emulation of uniform buffers. data []byte } type gpuProgram struct { backend *Backend obj gl.Program vertUniforms uniformsTracker fragUniforms uniformsTracker storage [storageBindings]*gpuBuffer } type uniformsTracker struct { locs []uniformLocation size int buf *gpuBuffer version int } type uniformLocation struct { uniform gl.Uniform offset int typ driver.DataType size int } type gpuInputLayout struct { inputs []driver.InputLocation layout []driver.InputDesc } // textureTriple holds the type settings for // a TexImage2D call. type textureTriple struct { internalFormat gl.Enum format gl.Enum typ gl.Enum } const ( storageBindings = 32 ) func init() { driver.NewOpenGLDevice = newOpenGLDevice } func newOpenGLDevice(api driver.OpenGL) (driver.Device, error) { f, err := gl.NewFunctions(api.Context, api.ES) if err != nil { return nil, err } exts := strings.Split(f.GetString(gl.EXTENSIONS), " ") glVer := f.GetString(gl.VERSION) ver, gles, err := gl.ParseGLVersion(glVer) if err != nil { return nil, err } floatTriple, ffboErr := floatTripleFor(f, ver, exts) srgbaTriple, srgbErr := srgbaTripleFor(ver, exts) gles30 := gles && ver[0] >= 3 gles31 := gles && (ver[0] > 3 || (ver[0] == 3 && ver[1] >= 1)) gl40 := !gles && ver[0] >= 4 b := &Backend{ glver: ver, gles: gles, ubo: gles30 || gl40, funcs: f, floatTriple: floatTriple, alphaTriple: alphaTripleFor(ver), srgbaTriple: srgbaTriple, } b.feats.BottomLeftOrigin = true if srgbErr == nil { b.feats.Features |= driver.FeatureSRGB } if ffboErr == nil { b.feats.Features |= driver.FeatureFloatRenderTargets } if gles31 { b.feats.Features |= driver.FeatureCompute } if hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query") { b.feats.Features |= driver.FeatureTimers } b.feats.MaxTextureSize = f.GetInteger(gl.MAX_TEXTURE_SIZE) return b, nil } func (b *Backend) BeginFrame(clear bool, viewport image.Point) driver.Framebuffer { b.clear = clear b.glstate = b.queryState() b.savedState = b.glstate b.state = state{} renderFBO := b.glstate.drawFBO if b.gles { // If the output framebuffer is not in the sRGB colorspace already, emulate it. var fbEncoding int if !renderFBO.Valid() { fbEncoding = b.funcs.GetFramebufferAttachmentParameteri(gl.FRAMEBUFFER, gl.BACK, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) } else { fbEncoding = b.funcs.GetFramebufferAttachmentParameteri(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) } if fbEncoding == gl.LINEAR && viewport != (image.Point{}) { if b.sRGBFBO == nil { sfbo, err := NewSRGBFBO(b.funcs, &b.glstate) if err != nil { panic(err) } b.sRGBFBO = sfbo } if err := b.sRGBFBO.Refresh(viewport); err != nil { panic(err) } renderFBO = b.sRGBFBO.Framebuffer() } } else { b.glstate.set(b.funcs, gl.FRAMEBUFFER_SRGB, true) if !b.vertArray.Valid() { b.vertArray = b.funcs.CreateVertexArray() } b.glstate.bindVertexArray(b.funcs, b.vertArray) } b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, renderFBO) if b.sRGBFBO != nil && !clear { b.Clear(0, 0, 0, 0) } return &gpuFramebuffer{backend: b, obj: renderFBO, foreign: true} } func (b *Backend) EndFrame() { if b.sRGBFBO != nil { b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, b.savedState.drawFBO) if b.clear { b.SetBlend(false) } else { b.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOneMinusSrcAlpha) b.SetBlend(true) } b.sRGBFBO.Blit() } b.restoreState(b.savedState) // For single-buffered framebuffers such as on macOS. b.funcs.Flush() } func (b *Backend) queryState() glState { s := glState{ prog: gl.Program(b.funcs.GetBinding(gl.CURRENT_PROGRAM)), arrayBuf: gl.Buffer(b.funcs.GetBinding(gl.ARRAY_BUFFER_BINDING)), elemBuf: gl.Buffer(b.funcs.GetBinding(gl.ELEMENT_ARRAY_BUFFER_BINDING)), drawFBO: gl.Framebuffer(b.funcs.GetBinding(gl.FRAMEBUFFER_BINDING)), depthMask: b.funcs.GetInteger(gl.DEPTH_WRITEMASK) != gl.FALSE, depthTest: b.funcs.IsEnabled(gl.DEPTH_TEST), depthFunc: gl.Enum(b.funcs.GetInteger(gl.DEPTH_FUNC)), clearDepth: b.funcs.GetFloat(gl.DEPTH_CLEAR_VALUE), clearColor: b.funcs.GetFloat4(gl.COLOR_CLEAR_VALUE), viewport: b.funcs.GetInteger4(gl.VIEWPORT), unpack_row_length: b.funcs.GetInteger(gl.UNPACK_ROW_LENGTH), } s.blend.enable = b.funcs.IsEnabled(gl.BLEND) s.blend.srcRGB = gl.Enum(b.funcs.GetInteger(gl.BLEND_SRC_RGB)) s.blend.dstRGB = gl.Enum(b.funcs.GetInteger(gl.BLEND_DST_RGB)) s.blend.srcA = gl.Enum(b.funcs.GetInteger(gl.BLEND_SRC_ALPHA)) s.blend.dstA = gl.Enum(b.funcs.GetInteger(gl.BLEND_DST_ALPHA)) s.texUnits.active = gl.Enum(b.funcs.GetInteger(gl.ACTIVE_TEXTURE)) if !b.gles { s.srgb = b.funcs.IsEnabled(gl.FRAMEBUFFER_SRGB) } if !b.gles || b.glver[0] >= 3 { s.vertArray = gl.VertexArray(b.funcs.GetBinding(gl.VERTEX_ARRAY_BINDING)) s.readFBO = gl.Framebuffer(b.funcs.GetBinding(gl.READ_FRAMEBUFFER_BINDING)) s.uniBuf = gl.Buffer(b.funcs.GetBinding(gl.UNIFORM_BUFFER_BINDING)) for i := range s.uniBufs { s.uniBufs[i] = gl.Buffer(b.funcs.GetBindingi(gl.UNIFORM_BUFFER_BINDING, i)) } } if b.gles && (b.glver[0] > 3 || (b.glver[0] == 3 && b.glver[1] >= 1)) { s.storeBuf = gl.Buffer(b.funcs.GetBinding(gl.SHADER_STORAGE_BUFFER_BINDING)) for i := range s.storeBufs { s.storeBufs[i] = gl.Buffer(b.funcs.GetBindingi(gl.SHADER_STORAGE_BUFFER_BINDING, i)) } } for i := range s.texUnits.binds { s.activeTexture(b.funcs, gl.TEXTURE0+gl.Enum(i)) s.texUnits.binds[i] = gl.Texture(b.funcs.GetBinding(gl.TEXTURE_BINDING_2D)) } for i := range s.vertAttribs { a := &s.vertAttribs[i] a.enabled = b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_ENABLED) != gl.FALSE a.obj = gl.Buffer(b.funcs.GetVertexAttribBinding(i, gl.VERTEX_ATTRIB_ARRAY_ENABLED)) a.size = b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_SIZE) a.typ = gl.Enum(b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_TYPE)) a.normalized = b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED) != gl.FALSE a.stride = b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_STRIDE) a.offset = b.funcs.GetVertexAttribPointer(i, gl.VERTEX_ATTRIB_ARRAY_POINTER) } return s } func (b *Backend) restoreState(dst glState) { src := b.glstate f := b.funcs for i, unit := range dst.texUnits.binds { src.bindTexture(f, i, unit) } src.activeTexture(f, dst.texUnits.active) src.bindFramebuffer(f, gl.FRAMEBUFFER, dst.drawFBO) src.bindFramebuffer(f, gl.READ_FRAMEBUFFER, dst.readFBO) src.set(f, gl.BLEND, dst.blend.enable) bf := dst.blend src.setBlendFuncSeparate(f, bf.srcRGB, bf.dstRGB, bf.srcA, bf.dstA) src.set(f, gl.DEPTH_TEST, dst.depthTest) src.setDepthFunc(f, dst.depthFunc) src.set(f, gl.FRAMEBUFFER_SRGB, dst.srgb) src.bindVertexArray(f, dst.vertArray) src.useProgram(f, dst.prog) src.bindBuffer(f, gl.ELEMENT_ARRAY_BUFFER, dst.elemBuf) for i, b := range dst.uniBufs { src.bindBufferBase(f, gl.UNIFORM_BUFFER, i, b) } src.bindBuffer(f, gl.UNIFORM_BUFFER, dst.uniBuf) for i, b := range dst.storeBufs { src.bindBufferBase(f, gl.SHADER_STORAGE_BUFFER, i, b) } src.bindBuffer(f, gl.SHADER_STORAGE_BUFFER, dst.storeBuf) src.setDepthMask(f, dst.depthMask) src.setClearDepth(f, dst.clearDepth) col := dst.clearColor src.setClearColor(f, col[0], col[1], col[2], col[3]) for i, attr := range dst.vertAttribs { src.setVertexAttribArray(f, i, attr.enabled) src.vertexAttribPointer(f, attr.obj, i, attr.size, attr.typ, attr.normalized, attr.stride, int(attr.offset)) } src.bindBuffer(f, gl.ARRAY_BUFFER, dst.arrayBuf) v := dst.viewport src.setViewport(f, v[0], v[1], v[2], v[3]) src.pixelStorei(f, gl.UNPACK_ROW_LENGTH, dst.unpack_row_length) } func (s *glState) setVertexAttribArray(f *gl.Functions, idx int, enabled bool) { a := &s.vertAttribs[idx] if enabled != a.enabled { if enabled { f.EnableVertexAttribArray(gl.Attrib(idx)) } else { f.DisableVertexAttribArray(gl.Attrib(idx)) } a.enabled = enabled } } func (s *glState) vertexAttribPointer(f *gl.Functions, buf gl.Buffer, idx, size int, typ gl.Enum, normalized bool, stride, offset int) { s.bindBuffer(f, gl.ARRAY_BUFFER, buf) a := &s.vertAttribs[idx] a.obj = buf a.size = size a.typ = typ a.normalized = normalized a.stride = stride a.offset = uintptr(offset) f.VertexAttribPointer(gl.Attrib(idx), a.size, a.typ, a.normalized, a.stride, int(a.offset)) } func (s *glState) activeTexture(f *gl.Functions, unit gl.Enum) { if unit != s.texUnits.active { f.ActiveTexture(unit) s.texUnits.active = unit } } func (s *glState) bindRenderbuffer(f *gl.Functions, target gl.Enum, r gl.Renderbuffer) { if !r.Equal(s.renderBuf) { f.BindRenderbuffer(gl.RENDERBUFFER, r) s.renderBuf = r } } func (s *glState) bindTexture(f *gl.Functions, unit int, t gl.Texture) { s.activeTexture(f, gl.TEXTURE0+gl.Enum(unit)) if !t.Equal(s.texUnits.binds[unit]) { f.BindTexture(gl.TEXTURE_2D, t) s.texUnits.binds[unit] = t } } func (s *glState) bindVertexArray(f *gl.Functions, a gl.VertexArray) { if !a.Equal(s.vertArray) { f.BindVertexArray(a) s.vertArray = a } } func (s *glState) deleteRenderbuffer(f *gl.Functions, r gl.Renderbuffer) { f.DeleteRenderbuffer(r) if r.Equal(s.renderBuf) { s.renderBuf = gl.Renderbuffer{} } } func (s *glState) deleteFramebuffer(f *gl.Functions, fbo gl.Framebuffer) { f.DeleteFramebuffer(fbo) if fbo.Equal(s.drawFBO) { s.drawFBO = gl.Framebuffer{} } if fbo.Equal(s.readFBO) { s.readFBO = gl.Framebuffer{} } } func (s *glState) deleteBuffer(f *gl.Functions, b gl.Buffer) { f.DeleteBuffer(b) if b.Equal(s.arrayBuf) { s.arrayBuf = gl.Buffer{} } if b.Equal(s.elemBuf) { s.elemBuf = gl.Buffer{} } if b.Equal(s.uniBuf) { s.uniBuf = gl.Buffer{} } if b.Equal(s.storeBuf) { s.uniBuf = gl.Buffer{} } for i, b2 := range s.storeBufs { if b.Equal(b2) { s.storeBufs[i] = gl.Buffer{} } } for i, b2 := range s.uniBufs { if b.Equal(b2) { s.uniBufs[i] = gl.Buffer{} } } } func (s *glState) deleteProgram(f *gl.Functions, p gl.Program) { f.DeleteProgram(p) if p.Equal(s.prog) { s.prog = gl.Program{} } } func (s *glState) deleteVertexArray(f *gl.Functions, a gl.VertexArray) { f.DeleteVertexArray(a) if a.Equal(s.vertArray) { s.vertArray = gl.VertexArray{} } } func (s *glState) deleteTexture(f *gl.Functions, t gl.Texture) { f.DeleteTexture(t) binds := &s.texUnits.binds for i, obj := range binds { if t.Equal(obj) { binds[i] = gl.Texture{} } } } func (s *glState) useProgram(f *gl.Functions, p gl.Program) { if !p.Equal(s.prog) { f.UseProgram(p) s.prog = p } } func (s *glState) bindFramebuffer(f *gl.Functions, target gl.Enum, fbo gl.Framebuffer) { switch target { case gl.FRAMEBUFFER: if fbo.Equal(s.drawFBO) && fbo.Equal(s.readFBO) { return } s.drawFBO = fbo s.readFBO = fbo case gl.READ_FRAMEBUFFER: if fbo.Equal(s.readFBO) { return } s.readFBO = fbo case gl.DRAW_FRAMEBUFFER: if fbo.Equal(s.drawFBO) { return } s.drawFBO = fbo default: panic("unknown target") } f.BindFramebuffer(target, fbo) } func (s *glState) bindBufferBase(f *gl.Functions, target gl.Enum, idx int, buf gl.Buffer) { switch target { case gl.UNIFORM_BUFFER: if buf.Equal(s.uniBuf) && buf.Equal(s.uniBufs[idx]) { return } s.uniBuf = buf s.uniBufs[idx] = buf case gl.SHADER_STORAGE_BUFFER: if buf.Equal(s.storeBuf) && buf.Equal(s.storeBufs[idx]) { return } s.storeBuf = buf s.storeBufs[idx] = buf default: panic("unknown buffer target") } f.BindBufferBase(target, idx, buf) } func (s *glState) bindBuffer(f *gl.Functions, target gl.Enum, buf gl.Buffer) { switch target { case gl.ARRAY_BUFFER: if buf.Equal(s.arrayBuf) { return } s.arrayBuf = buf case gl.ELEMENT_ARRAY_BUFFER: if buf.Equal(s.elemBuf) { return } s.elemBuf = buf case gl.UNIFORM_BUFFER: if buf.Equal(s.uniBuf) { return } s.uniBuf = buf case gl.SHADER_STORAGE_BUFFER: if buf.Equal(s.storeBuf) { return } s.storeBuf = buf default: panic("unknown buffer target") } f.BindBuffer(target, buf) } func (s *glState) pixelStorei(f *gl.Functions, pname gl.Enum, val int) { if pname != gl.UNPACK_ROW_LENGTH { panic("unsupported PixelStorei pname") } if val != s.unpack_row_length { f.PixelStorei(pname, val) s.unpack_row_length = val } } func (s *glState) setClearDepth(f *gl.Functions, d float32) { if d != s.clearDepth { f.ClearDepthf(d) s.clearDepth = d } } func (s *glState) setClearColor(f *gl.Functions, r, g, b, a float32) { col := [4]float32{r, g, b, a} if col != s.clearColor { f.ClearColor(r, g, b, a) s.clearColor = col } } func (s *glState) setViewport(f *gl.Functions, x, y, width, height int) { view := [4]int{x, y, width, height} if view != s.viewport { f.Viewport(x, y, width, height) s.viewport = view } } func (s *glState) setDepthFunc(f *gl.Functions, df gl.Enum) { if df != s.depthFunc { f.DepthFunc(df) s.depthFunc = df } } func (s *glState) setBlendFuncSeparate(f *gl.Functions, srcRGB, dstRGB, srcA, dstA gl.Enum) { if srcRGB != s.blend.srcRGB || dstRGB != s.blend.dstRGB || srcA != s.blend.srcA || dstA != s.blend.dstA { s.blend.srcRGB = srcRGB s.blend.dstRGB = dstRGB s.blend.srcA = srcA s.blend.dstA = dstA f.BlendFuncSeparate(srcA, dstA, srcA, dstA) } } func (s *glState) setDepthMask(f *gl.Functions, enable bool) { if enable != s.depthMask { f.DepthMask(enable) s.depthMask = enable } } func (s *glState) set(f *gl.Functions, target gl.Enum, enable bool) { switch target { case gl.FRAMEBUFFER_SRGB: if s.srgb == enable { return } s.srgb = enable case gl.BLEND: if enable == s.blend.enable { return } s.blend.enable = enable case gl.DEPTH_TEST: if enable == s.depthTest { return } s.depthTest = enable default: panic("unknown enable") } if enable { f.Enable(target) } else { f.Disable(target) } } func (b *Backend) Caps() driver.Caps { return b.feats } func (b *Backend) NewTimer() driver.Timer { return &gpuTimer{ funcs: b.funcs, obj: b.funcs.CreateQuery(), } } func (b *Backend) IsTimeContinuous() bool { return b.funcs.GetInteger(gl.GPU_DISJOINT_EXT) == gl.FALSE } func (b *Backend) NewFramebuffer(tex driver.Texture, depthBits int) (driver.Framebuffer, error) { glErr(b.funcs) gltex := tex.(*gpuTexture) fb := b.funcs.CreateFramebuffer() fbo := &gpuFramebuffer{backend: b, obj: fb} b.BindFramebuffer(fbo) if err := glErr(b.funcs); err != nil { fbo.Release() return nil, err } b.funcs.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gltex.obj, 0) if depthBits > 0 { size := gl.Enum(gl.DEPTH_COMPONENT16) switch { case depthBits > 24: size = gl.DEPTH_COMPONENT32F case depthBits > 16: size = gl.DEPTH_COMPONENT24 } depthBuf := b.funcs.CreateRenderbuffer() b.glstate.bindRenderbuffer(b.funcs, gl.RENDERBUFFER, depthBuf) b.funcs.RenderbufferStorage(gl.RENDERBUFFER, size, gltex.width, gltex.height) b.funcs.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuf) fbo.depthBuf = depthBuf fbo.hasDepth = true if err := glErr(b.funcs); err != nil { fbo.Release() return nil, err } } if st := b.funcs.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE { fbo.Release() return nil, fmt.Errorf("incomplete framebuffer, status = 0x%x, err = %d", st, b.funcs.GetError()) } return fbo, nil } func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, minFilter, magFilter driver.TextureFilter, binding driver.BufferBinding) (driver.Texture, error) { glErr(b.funcs) tex := &gpuTexture{backend: b, obj: b.funcs.CreateTexture(), width: width, height: height} switch format { case driver.TextureFormatFloat: tex.triple = b.floatTriple case driver.TextureFormatSRGBA: tex.triple = b.srgbaTriple case driver.TextureFormatRGBA8: tex.triple = textureTriple{gl.RGBA8, gl.RGBA, gl.UNSIGNED_BYTE} default: return nil, errors.New("unsupported texture format") } b.BindTexture(0, tex) b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, toTexFilter(magFilter)) b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, toTexFilter(minFilter)) b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) if b.gles && b.glver[0] >= 3 { // Immutable textures are required for BindImageTexture, and can't hurt otherwise. b.funcs.TexStorage2D(gl.TEXTURE_2D, 1, tex.triple.internalFormat, width, height) } else { b.funcs.TexImage2D(gl.TEXTURE_2D, 0, tex.triple.internalFormat, width, height, tex.triple.format, tex.triple.typ) } if err := glErr(b.funcs); err != nil { tex.Release() return nil, err } return tex, nil } func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer, error) { glErr(b.funcs) buf := &gpuBuffer{backend: b, typ: typ, size: size} if typ&driver.BufferBindingUniforms != 0 { if typ != driver.BufferBindingUniforms { return nil, errors.New("uniforms buffers cannot be bound as anything else") } if !b.ubo { // GLES 2 doesn't support uniform buffers. buf.data = make([]byte, size) } } if typ&^driver.BufferBindingUniforms != 0 || b.ubo { buf.hasBuffer = true buf.obj = b.funcs.CreateBuffer() if err := glErr(b.funcs); err != nil { buf.Release() return nil, err } firstBinding := firstBufferType(typ) b.glstate.bindBuffer(b.funcs, firstBinding, buf.obj) b.funcs.BufferData(firstBinding, size, gl.DYNAMIC_DRAW) } return buf, nil } func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (driver.Buffer, error) { glErr(b.funcs) obj := b.funcs.CreateBuffer() buf := &gpuBuffer{backend: b, obj: obj, typ: typ, size: len(data), hasBuffer: true} firstBinding := firstBufferType(typ) b.glstate.bindBuffer(b.funcs, firstBinding, buf.obj) b.funcs.BufferData(firstBinding, len(data), gl.STATIC_DRAW) buf.Upload(data) buf.immutable = true if err := glErr(b.funcs); err != nil { buf.Release() return nil, err } return buf, nil } func glErr(f *gl.Functions) error { if st := f.GetError(); st != gl.NO_ERROR { return fmt.Errorf("glGetError: %#x", st) } return nil } func (b *Backend) Release() { if b.sRGBFBO != nil { b.sRGBFBO.Release() } if b.vertArray.Valid() { b.glstate.deleteVertexArray(b.funcs, b.vertArray) } *b = Backend{} } func (b *Backend) MemoryBarrier() { b.funcs.MemoryBarrier(gl.ALL_BARRIER_BITS) } func (b *Backend) DispatchCompute(x, y, z int) { if p := b.state.prog; p != nil { for binding, buf := range p.storage { if buf != nil { b.glstate.bindBufferBase(b.funcs, gl.SHADER_STORAGE_BUFFER, binding, buf.obj) } } } b.funcs.DispatchCompute(x, y, z) } func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.AccessBits, f driver.TextureFormat) { t := tex.(*gpuTexture) var acc gl.Enum switch access { case driver.AccessWrite: acc = gl.WRITE_ONLY case driver.AccessRead: acc = gl.READ_ONLY default: panic("unsupported access bits") } var format gl.Enum switch f { case driver.TextureFormatRGBA8: format = gl.RGBA8 default: panic("unsupported format") } b.funcs.BindImageTexture(unit, t.obj, 0, false, 0, acc, format) } func (b *Backend) useProgram(p *gpuProgram) { b.glstate.useProgram(b.funcs, p.obj) b.state.prog = p } func (b *Backend) SetDepthTest(enable bool) { b.glstate.set(b.funcs, gl.DEPTH_TEST, enable) } func (b *Backend) BlendFunc(sfactor, dfactor driver.BlendFactor) { src, dst := toGLBlendFactor(sfactor), toGLBlendFactor(dfactor) b.glstate.setBlendFuncSeparate(b.funcs, src, dst, src, dst) } func toGLBlendFactor(f driver.BlendFactor) gl.Enum { switch f { case driver.BlendFactorOne: return gl.ONE case driver.BlendFactorOneMinusSrcAlpha: return gl.ONE_MINUS_SRC_ALPHA case driver.BlendFactorZero: return gl.ZERO case driver.BlendFactorDstColor: return gl.DST_COLOR default: panic("unsupported blend factor") } } func (b *Backend) DepthMask(mask bool) { b.glstate.setDepthMask(b.funcs, mask) } func (b *Backend) SetBlend(enable bool) { b.glstate.set(b.funcs, gl.BLEND, enable) } func (b *Backend) DrawElements(mode driver.DrawMode, off, count int) { b.prepareDraw() // off is in 16-bit indices, but DrawElements take a byte offset. byteOff := off * 2 b.funcs.DrawElements(toGLDrawMode(mode), count, gl.UNSIGNED_SHORT, byteOff) } func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) { b.prepareDraw() b.funcs.DrawArrays(toGLDrawMode(mode), off, count) } func (b *Backend) prepareDraw() { p := b.state.prog if p == nil { return } b.setupVertexArrays() p.updateUniforms() } func toGLDrawMode(mode driver.DrawMode) gl.Enum { switch mode { case driver.DrawModeTriangleStrip: return gl.TRIANGLE_STRIP case driver.DrawModeTriangles: return gl.TRIANGLES default: panic("unsupported draw mode") } } func (b *Backend) Viewport(x, y, width, height int) { b.glstate.setViewport(b.funcs, x, y, width, height) } func (b *Backend) Clear(colR, colG, colB, colA float32) { b.glstate.setClearColor(b.funcs, colR, colG, colB, colA) b.funcs.Clear(gl.COLOR_BUFFER_BIT) } func (b *Backend) ClearDepth(d float32) { b.glstate.setClearDepth(b.funcs, d) b.funcs.Clear(gl.DEPTH_BUFFER_BIT) } func (b *Backend) DepthFunc(f driver.DepthFunc) { var glfunc gl.Enum switch f { case driver.DepthFuncGreater: glfunc = gl.GREATER case driver.DepthFuncGreaterEqual: glfunc = gl.GEQUAL default: panic("unsupported depth func") } b.glstate.setDepthFunc(b.funcs, glfunc) } func (b *Backend) NewInputLayout(vs driver.ShaderSources, layout []driver.InputDesc) (driver.InputLayout, error) { if len(vs.Inputs) != len(layout) { return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vs.Inputs)) } for i, inp := range vs.Inputs { if exp, got := inp.Size, layout[i].Size; exp != got { return nil, fmt.Errorf("NewInputLayout: data size mismatch for %q: got %d expected %d", inp.Name, got, exp) } } return &gpuInputLayout{ inputs: vs.Inputs, layout: layout, }, nil } func (b *Backend) NewComputeProgram(src driver.ShaderSources) (driver.Program, error) { p, err := gl.CreateComputeProgram(b.funcs, src.GLSL310ES) if err != nil { return nil, fmt.Errorf("%s: %v", src.Name, err) } gpuProg := &gpuProgram{ backend: b, obj: p, } return gpuProg, nil } func (b *Backend) NewProgram(vertShader, fragShader driver.ShaderSources) (driver.Program, error) { attr := make([]string, len(vertShader.Inputs)) for _, inp := range vertShader.Inputs { attr[inp.Location] = inp.Name } vsrc, fsrc := vertShader.GLSL100ES, fragShader.GLSL100ES if b.glver[0] >= 3 { // OpenGL (ES) 3.0. switch { case b.gles: vsrc, fsrc = vertShader.GLSL300ES, fragShader.GLSL300ES case b.glver[0] >= 4 || b.glver[1] >= 2: // OpenGL 3.2 Core only accepts glsl 1.50 or newer. vsrc, fsrc = vertShader.GLSL150, fragShader.GLSL150 default: vsrc, fsrc = vertShader.GLSL130, fragShader.GLSL130 } } p, err := gl.CreateProgram(b.funcs, vsrc, fsrc, attr) if err != nil { return nil, err } gpuProg := &gpuProgram{ backend: b, obj: p, } b.BindProgram(gpuProg) // Bind texture uniforms. for _, tex := range vertShader.Textures { u := b.funcs.GetUniformLocation(p, tex.Name) if u.Valid() { b.funcs.Uniform1i(u, tex.Binding) } } for _, tex := range fragShader.Textures { u := b.funcs.GetUniformLocation(p, tex.Name) if u.Valid() { b.funcs.Uniform1i(u, tex.Binding) } } if b.ubo { for _, block := range vertShader.Uniforms.Blocks { blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name) if blockIdx != gl.INVALID_INDEX { b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding)) } } // To match Direct3D 11 with separate vertex and fragment // shader uniform buffers, offset all fragment blocks to be // located after the vertex blocks. off := len(vertShader.Uniforms.Blocks) for _, block := range fragShader.Uniforms.Blocks { blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name) if blockIdx != gl.INVALID_INDEX { b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off)) } } } else { gpuProg.vertUniforms.setup(b.funcs, p, vertShader.Uniforms.Size, vertShader.Uniforms.Locations) gpuProg.fragUniforms.setup(b.funcs, p, fragShader.Uniforms.Size, fragShader.Uniforms.Locations) } return gpuProg, nil } func lookupUniform(funcs *gl.Functions, p gl.Program, loc driver.UniformLocation) uniformLocation { u := funcs.GetUniformLocation(p, loc.Name) if !u.Valid() { panic(fmt.Errorf("uniform %q not found", loc.Name)) } return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size} } func (p *gpuProgram) SetStorageBuffer(binding int, buffer driver.Buffer) { buf := buffer.(*gpuBuffer) if buf.typ&driver.BufferBindingShaderStorage == 0 { panic("not a shader storage buffer") } p.storage[binding] = buf } func (p *gpuProgram) SetVertexUniforms(buffer driver.Buffer) { p.vertUniforms.setBuffer(buffer) } func (p *gpuProgram) SetFragmentUniforms(buffer driver.Buffer) { p.fragUniforms.setBuffer(buffer) } func (p *gpuProgram) updateUniforms() { f := p.backend.funcs if p.backend.ubo { if b := p.vertUniforms.buf; b != nil { p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 0, b.obj) } if b := p.fragUniforms.buf; b != nil { p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 1, b.obj) } } else { p.vertUniforms.update(f) p.fragUniforms.update(f) } } func (b *Backend) BindProgram(prog driver.Program) { p := prog.(*gpuProgram) b.useProgram(p) } func (p *gpuProgram) Release() { p.backend.glstate.deleteProgram(p.backend.funcs, p.obj) } func (u *uniformsTracker) setup(funcs *gl.Functions, p gl.Program, uniformSize int, uniforms []driver.UniformLocation) { u.locs = make([]uniformLocation, len(uniforms)) for i, uniform := range uniforms { u.locs[i] = lookupUniform(funcs, p, uniform) } u.size = uniformSize } func (u *uniformsTracker) setBuffer(buffer driver.Buffer) { buf := buffer.(*gpuBuffer) if buf.typ&driver.BufferBindingUniforms == 0 { panic("not a uniform buffer") } if buf.size < u.size { panic(fmt.Errorf("uniform buffer too small, got %d need %d", buf.size, u.size)) } u.buf = buf // Force update. u.version = buf.version - 1 } func (p *uniformsTracker) update(funcs *gl.Functions) { b := p.buf if b == nil || b.version == p.version { return } p.version = b.version data := b.data for _, u := range p.locs { data := data[u.offset:] switch { case u.typ == driver.DataTypeFloat && u.size == 1: data := data[:4] v := *(*[1]float32)(unsafe.Pointer(&data[0])) funcs.Uniform1f(u.uniform, v[0]) case u.typ == driver.DataTypeFloat && u.size == 2: data := data[:8] v := *(*[2]float32)(unsafe.Pointer(&data[0])) funcs.Uniform2f(u.uniform, v[0], v[1]) case u.typ == driver.DataTypeFloat && u.size == 3: data := data[:12] v := *(*[3]float32)(unsafe.Pointer(&data[0])) funcs.Uniform3f(u.uniform, v[0], v[1], v[2]) case u.typ == driver.DataTypeFloat && u.size == 4: data := data[:16] v := *(*[4]float32)(unsafe.Pointer(&data[0])) funcs.Uniform4f(u.uniform, v[0], v[1], v[2], v[3]) default: panic("unsupported uniform data type or size") } } } func (b *gpuBuffer) Upload(data []byte) { if b.immutable { panic("immutable buffer") } if len(data) > b.size { panic("buffer size overflow") } b.version++ copy(b.data, data) if b.hasBuffer { firstBinding := firstBufferType(b.typ) b.backend.glstate.bindBuffer(b.backend.funcs, firstBinding, b.obj) if len(data) == b.size { // the iOS GL implementation doesn't recognize when BufferSubData // clears the entire buffer. Tell it and avoid GPU stalls. // See also https://github.com/godotengine/godot/issues/23956. b.backend.funcs.BufferData(firstBinding, b.size, gl.DYNAMIC_DRAW) } b.backend.funcs.BufferSubData(firstBinding, 0, data) } } func (b *gpuBuffer) Download(data []byte) error { if len(data) > b.size { panic("buffer size overflow") } if !b.hasBuffer { copy(data, b.data) return nil } firstBinding := firstBufferType(b.typ) b.backend.glstate.bindBuffer(b.backend.funcs, firstBinding, b.obj) bufferMap := b.backend.funcs.MapBufferRange(firstBinding, 0, len(data), gl.MAP_READ_BIT) if bufferMap == nil { return fmt.Errorf("MapBufferRange: error %#x", b.backend.funcs.GetError()) } copy(data, bufferMap) if !b.backend.funcs.UnmapBuffer(firstBinding) { return driver.ErrContentLost } return nil } func (b *gpuBuffer) Release() { if b.hasBuffer { b.backend.glstate.deleteBuffer(b.backend.funcs, b.obj) b.hasBuffer = false } } func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) { gbuf := buf.(*gpuBuffer) if gbuf.typ&driver.BufferBindingVertices == 0 { panic("not a vertex buffer") } b.state.buffer = bufferBinding{obj: gbuf.obj, stride: stride, offset: offset} } func (b *Backend) setupVertexArrays() { layout := b.state.layout if layout == nil { return } const max = len(b.glstate.vertAttribs) var enabled [max]bool buf := b.state.buffer for i, inp := range layout.inputs { l := layout.layout[i] var gltyp gl.Enum switch l.Type { case driver.DataTypeFloat: gltyp = gl.FLOAT case driver.DataTypeShort: gltyp = gl.SHORT default: panic("unsupported data type") } enabled[inp.Location] = true b.glstate.vertexAttribPointer(b.funcs, buf.obj, inp.Location, l.Size, gltyp, false, buf.stride, buf.offset+l.Offset) } for i := 0; i < max; i++ { b.glstate.setVertexAttribArray(b.funcs, i, enabled[i]) } } func (b *Backend) BindIndexBuffer(buf driver.Buffer) { gbuf := buf.(*gpuBuffer) if gbuf.typ&driver.BufferBindingIndices == 0 { panic("not an index buffer") } b.glstate.bindBuffer(b.funcs, gl.ELEMENT_ARRAY_BUFFER, gbuf.obj) } func (b *Backend) BlitFramebuffer(dst, src driver.Framebuffer, srect, drect image.Rectangle) { b.glstate.bindFramebuffer(b.funcs, gl.DRAW_FRAMEBUFFER, dst.(*gpuFramebuffer).obj) b.glstate.bindFramebuffer(b.funcs, gl.READ_FRAMEBUFFER, src.(*gpuFramebuffer).obj) b.funcs.BlitFramebuffer( srect.Min.X, srect.Min.Y, srect.Max.X, srect.Max.Y, drect.Min.X, drect.Min.Y, drect.Max.X, drect.Max.Y, gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT|gl.STENCIL_BUFFER_BIT, gl.NEAREST) } func (f *gpuFramebuffer) ReadPixels(src image.Rectangle, pixels []byte) error { glErr(f.backend.funcs) f.backend.BindFramebuffer(f) if len(pixels) < src.Dx()*src.Dy()*4 { return errors.New("unexpected RGBA size") } f.backend.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), gl.RGBA, gl.UNSIGNED_BYTE, pixels) return glErr(f.backend.funcs) } func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) { b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, fbo.(*gpuFramebuffer).obj) } func (f *gpuFramebuffer) Invalidate() { f.backend.BindFramebuffer(f) f.backend.funcs.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0) } func (f *gpuFramebuffer) Release() { if f.foreign { panic("framebuffer not created by NewFramebuffer") } f.backend.glstate.deleteFramebuffer(f.backend.funcs, f.obj) if f.hasDepth { f.backend.glstate.deleteRenderbuffer(f.backend.funcs, f.depthBuf) } } func toTexFilter(f driver.TextureFilter) int { switch f { case driver.FilterNearest: return gl.NEAREST case driver.FilterLinear: return gl.LINEAR default: panic("unsupported texture filter") } } func (b *Backend) BindTexture(unit int, t driver.Texture) { b.glstate.bindTexture(b.funcs, unit, t.(*gpuTexture).obj) } func (t *gpuTexture) Release() { t.backend.glstate.deleteTexture(t.backend.funcs, t.obj) } func (t *gpuTexture) Upload(offset, size image.Point, pixels []byte, stride int) { if min := size.X * size.Y * 4; min > len(pixels) { panic(fmt.Errorf("size %d larger than data %d", min, len(pixels))) } t.backend.BindTexture(0, t) t.backend.glstate.pixelStorei(t.backend.funcs, gl.UNPACK_ROW_LENGTH, stride/4) t.backend.funcs.TexSubImage2D(gl.TEXTURE_2D, 0, offset.X, offset.Y, size.X, size.Y, t.triple.format, t.triple.typ, pixels) } func (t *gpuTimer) Begin() { t.funcs.BeginQuery(gl.TIME_ELAPSED_EXT, t.obj) } func (t *gpuTimer) End() { t.funcs.EndQuery(gl.TIME_ELAPSED_EXT) } func (t *gpuTimer) ready() bool { return t.funcs.GetQueryObjectuiv(t.obj, gl.QUERY_RESULT_AVAILABLE) == gl.TRUE } func (t *gpuTimer) Release() { t.funcs.DeleteQuery(t.obj) } func (t *gpuTimer) Duration() (time.Duration, bool) { if !t.ready() { return 0, false } nanos := t.funcs.GetQueryObjectuiv(t.obj, gl.QUERY_RESULT) return time.Duration(nanos), true } func (b *Backend) BindInputLayout(l driver.InputLayout) { b.state.layout = l.(*gpuInputLayout) } func (l *gpuInputLayout) Release() {} // floatTripleFor determines the best texture triple for floating point FBOs. func floatTripleFor(f *gl.Functions, ver [2]int, exts []string) (textureTriple, error) { var triples []textureTriple if ver[0] >= 3 { triples = append(triples, textureTriple{gl.R16F, gl.Enum(gl.RED), gl.Enum(gl.HALF_FLOAT)}) } // According to the OES_texture_half_float specification, EXT_color_buffer_half_float is needed to // render to FBOs. However, the Safari WebGL1 implementation does support half-float FBOs but does not // report EXT_color_buffer_half_float support. The triples are verified below, so it doesn't matter if we're // wrong. if hasExtension(exts, "GL_OES_texture_half_float") || hasExtension(exts, "GL_EXT_color_buffer_half_float") { // Try single channel. triples = append(triples, textureTriple{gl.LUMINANCE, gl.Enum(gl.LUMINANCE), gl.Enum(gl.HALF_FLOAT_OES)}) // Fallback to 4 channels. triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.HALF_FLOAT_OES)}) } if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") { triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.FLOAT)}) } tex := f.CreateTexture() defer f.DeleteTexture(tex) defTex := gl.Texture(f.GetBinding(gl.TEXTURE_BINDING_2D)) defer f.BindTexture(gl.TEXTURE_2D, defTex) f.BindTexture(gl.TEXTURE_2D, tex) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) fbo := f.CreateFramebuffer() defer f.DeleteFramebuffer(fbo) defFBO := gl.Framebuffer(f.GetBinding(gl.FRAMEBUFFER_BINDING)) f.BindFramebuffer(gl.FRAMEBUFFER, fbo) defer f.BindFramebuffer(gl.FRAMEBUFFER, defFBO) var attempts []string for _, tt := range triples { const size = 256 f.TexImage2D(gl.TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ) f.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0) st := f.CheckFramebufferStatus(gl.FRAMEBUFFER) if st == gl.FRAMEBUFFER_COMPLETE { return tt, nil } attempts = append(attempts, fmt.Sprintf("(0x%x, 0x%x, 0x%x): 0x%x", tt.internalFormat, tt.format, tt.typ, st)) } return textureTriple{}, fmt.Errorf("floating point fbos not supported (attempted %s)", attempts) } func srgbaTripleFor(ver [2]int, exts []string) (textureTriple, error) { switch { case ver[0] >= 3: return textureTriple{gl.SRGB8_ALPHA8, gl.Enum(gl.RGBA), gl.Enum(gl.UNSIGNED_BYTE)}, nil case hasExtension(exts, "GL_EXT_sRGB"): return textureTriple{gl.SRGB_ALPHA_EXT, gl.Enum(gl.SRGB_ALPHA_EXT), gl.Enum(gl.UNSIGNED_BYTE)}, nil default: return textureTriple{}, errors.New("no sRGB texture formats found") } } func alphaTripleFor(ver [2]int) textureTriple { intf, f := gl.Enum(gl.R8), gl.Enum(gl.RED) if ver[0] < 3 { // R8, RED not supported on OpenGL ES 2.0. intf, f = gl.LUMINANCE, gl.Enum(gl.LUMINANCE) } return textureTriple{intf, f, gl.UNSIGNED_BYTE} } func hasExtension(exts []string, ext string) bool { for _, e := range exts { if ext == e { return true } } return false } func firstBufferType(typ driver.BufferBinding) gl.Enum { switch { case typ&driver.BufferBindingIndices != 0: return gl.ELEMENT_ARRAY_BUFFER case typ&driver.BufferBindingVertices != 0: return gl.ARRAY_BUFFER case typ&driver.BufferBindingUniforms != 0: return gl.UNIFORM_BUFFER case typ&driver.BufferBindingShaderStorage != 0: return gl.SHADER_STORAGE_BUFFER default: panic("unsupported buffer type") } }