Files
gio/gpu/gl/backend.go
T
Elias Naur 3627df7efa app/internal/d3d11,gpu/gl: simplify BeginFrame implementations
BeginFrame returns the output framebuffer, and need not be as general
as the newly unexported currentFramebuffer methods.

No functional change.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-03-04 14:08:39 +01:00

955 lines
27 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gl
import (
"errors"
"fmt"
"image"
"strings"
"time"
"unsafe"
"gioui.org/gpu/backend"
"gioui.org/internal/glimpl"
)
// Backend implements backend.Device.
type Backend struct {
funcs *glimpl.Functions
state glstate
glver [2]int
gles bool
ubo bool
feats backend.Caps
// floatTriple holds the settings for floating point
// textures.
floatTriple textureTriple
// Single channel alpha textures.
alphaTriple textureTriple
srgbaTriple textureTriple
}
// State tracking.
type glstate struct {
// nattr is the current number of enabled vertex arrays.
nattr int
prog *gpuProgram
texUnits [4]*gpuTexture
layout *gpuInputLayout
buffer bufferBinding
}
type bufferBinding struct {
buf *gpuBuffer
offset int
stride int
}
type gpuTimer struct {
funcs *glimpl.Functions
obj glimpl.Query
}
type gpuTexture struct {
backend *Backend
obj glimpl.Texture
triple textureTriple
width int
height int
}
type gpuFramebuffer struct {
backend *Backend
obj glimpl.Framebuffer
hasDepth bool
depthBuf glimpl.Renderbuffer
foreign bool
}
type gpuBuffer struct {
backend *Backend
hasBuffer bool
obj glimpl.Buffer
typ backend.BufferBinding
size int
immutable bool
version int
// For emulation of uniform buffers.
data []byte
}
type gpuProgram struct {
backend *Backend
obj glimpl.Program
nattr int
vertUniforms uniformsTracker
fragUniforms uniformsTracker
storage [storageBindings]*gpuBuffer
}
type uniformsTracker struct {
locs []uniformLocation
size int
buf *gpuBuffer
version int
}
type uniformLocation struct {
uniform glimpl.Uniform
offset int
typ backend.DataType
size int
}
type gpuInputLayout struct {
inputs []backend.InputLocation
layout []backend.InputDesc
}
// textureTriple holds the type settings for
// a TexImage2D call.
type textureTriple struct {
internalFormat glimpl.Enum
format glimpl.Enum
typ glimpl.Enum
}
type Context = glimpl.Context
const (
storageBindings = 32
)
// NewBackend returns a new Backend.
//
// Pass a WebGL context if GOOS is "js", otherwise pass nil for the current
// context.
func NewBackend(ctx Context) (*Backend, error) {
f, err := glimpl.NewFunctions(ctx)
if err != nil {
return nil, err
}
exts := strings.Split(f.GetString(glimpl.EXTENSIONS), " ")
glVer := f.GetString(glimpl.VERSION)
ver, gles, err := glimpl.ParseGLVersion(glVer)
if err != nil {
return nil, err
}
floatTriple, ffboErr := floatTripleFor(f, ver, exts)
srgbaTriple, err := srgbaTripleFor(ver, exts)
if err != nil {
return nil, err
}
gles30 := gles && ver[0] >= 3
gles31 := gles && (ver[0] > 3 || (ver[0] == 3 && ver[1] >= 1))
b := &Backend{
glver: ver,
gles: gles,
ubo: gles30,
funcs: f,
floatTriple: floatTriple,
alphaTriple: alphaTripleFor(ver),
srgbaTriple: srgbaTriple,
}
if ffboErr == nil {
b.feats.Features |= backend.FeatureFloatRenderTargets
}
if gles31 {
b.feats.Features |= backend.FeatureCompute
}
if hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query") {
b.feats.Features |= backend.FeatureTimers
}
b.feats.MaxTextureSize = f.GetInteger(glimpl.MAX_TEXTURE_SIZE)
return b, nil
}
func (b *Backend) BeginFrame() backend.Framebuffer {
// Assume GL state is reset between frames.
b.state = glstate{}
fboID := glimpl.Framebuffer(b.funcs.GetBinding(glimpl.FRAMEBUFFER_BINDING))
return &gpuFramebuffer{backend: b, obj: fboID, foreign: true}
}
func (b *Backend) EndFrame() {
b.funcs.ActiveTexture(glimpl.TEXTURE0)
}
func (b *Backend) Caps() backend.Caps {
return b.feats
}
func (b *Backend) NewTimer() backend.Timer {
return &gpuTimer{
funcs: b.funcs,
obj: b.funcs.CreateQuery(),
}
}
func (b *Backend) IsTimeContinuous() bool {
return b.funcs.GetInteger(glimpl.GPU_DISJOINT_EXT) == glimpl.FALSE
}
func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.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(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, gltex.obj, 0)
if depthBits > 0 {
size := glimpl.Enum(glimpl.DEPTH_COMPONENT16)
switch {
case depthBits > 24:
size = glimpl.DEPTH_COMPONENT32F
case depthBits > 16:
size = glimpl.DEPTH_COMPONENT24
}
depthBuf := b.funcs.CreateRenderbuffer()
b.funcs.BindRenderbuffer(glimpl.RENDERBUFFER, depthBuf)
b.funcs.RenderbufferStorage(glimpl.RENDERBUFFER, size, gltex.width, gltex.height)
b.funcs.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT, glimpl.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(glimpl.FRAMEBUFFER); st != glimpl.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 backend.TextureFormat, width, height int, minFilter, magFilter backend.TextureFilter, binding backend.BufferBinding) (backend.Texture, error) {
glErr(b.funcs)
tex := &gpuTexture{backend: b, obj: b.funcs.CreateTexture(), width: width, height: height}
switch format {
case backend.TextureFormatFloat:
tex.triple = b.floatTriple
case backend.TextureFormatSRGB:
tex.triple = b.srgbaTriple
case backend.TextureFormatRGBA8:
tex.triple = textureTriple{glimpl.RGBA8, glimpl.RGBA, glimpl.UNSIGNED_BYTE}
default:
return nil, errors.New("unsupported texture format")
}
b.BindTexture(0, tex)
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, toTexFilter(magFilter))
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, toTexFilter(minFilter))
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
if b.gles && b.glver[0] >= 3 {
// Immutable textures are required for BindImageTexture, and can't hurt otherwise.
b.funcs.TexStorage2D(glimpl.TEXTURE_2D, 1, tex.triple.internalFormat, width, height)
} else {
b.funcs.TexImage2D(glimpl.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 backend.BufferBinding, size int) (backend.Buffer, error) {
glErr(b.funcs)
buf := &gpuBuffer{backend: b, typ: typ, size: size}
if typ&backend.BufferBindingUniforms != 0 {
if typ != backend.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&^backend.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.funcs.BindBuffer(firstBinding, buf.obj)
b.funcs.BufferData(firstBinding, size, glimpl.DYNAMIC_DRAW)
}
return buf, nil
}
func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (backend.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.funcs.BindBuffer(firstBinding, buf.obj)
b.funcs.BufferData(firstBinding, len(data), glimpl.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 *glimpl.Functions) error {
if st := f.GetError(); st != glimpl.NO_ERROR {
return fmt.Errorf("glGetError: %#x", st)
}
return nil
}
func (b *Backend) MemoryBarrier() {
b.funcs.MemoryBarrier(glimpl.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.funcs.BindBufferBase(glimpl.SHADER_STORAGE_BUFFER, binding, buf.obj)
}
}
}
b.funcs.DispatchCompute(x, y, z)
}
func (b *Backend) BindImageTexture(unit int, tex backend.Texture, access backend.AccessBits, f backend.TextureFormat) {
t := tex.(*gpuTexture)
var acc glimpl.Enum
switch access {
case backend.AccessWrite:
acc = glimpl.WRITE_ONLY
case backend.AccessRead:
acc = glimpl.READ_ONLY
default:
panic("unsupported access bits")
}
var format glimpl.Enum
switch f {
case backend.TextureFormatRGBA8:
format = glimpl.RGBA8
default:
panic("unsupported format")
}
b.funcs.BindImageTexture(unit, t.obj, 0, false, 0, acc, format)
}
func (b *Backend) bindTexture(unit int, t *gpuTexture) {
if b.state.texUnits[unit] != t {
b.funcs.ActiveTexture(glimpl.TEXTURE0 + glimpl.Enum(unit))
b.funcs.BindTexture(glimpl.TEXTURE_2D, t.obj)
b.state.texUnits[unit] = t
}
}
func (b *Backend) useProgram(p *gpuProgram) {
if b.state.prog != p {
p.backend.funcs.UseProgram(p.obj)
b.state.prog = p
}
}
func (b *Backend) enableVertexArrays(n int) {
// Enable needed arrays.
for i := b.state.nattr; i < n; i++ {
b.funcs.EnableVertexAttribArray(glimpl.Attrib(i))
}
// Disable extra arrays.
for i := n; i < b.state.nattr; i++ {
b.funcs.DisableVertexAttribArray(glimpl.Attrib(i))
}
b.state.nattr = n
}
func (b *Backend) SetDepthTest(enable bool) {
if enable {
b.funcs.Enable(glimpl.DEPTH_TEST)
} else {
b.funcs.Disable(glimpl.DEPTH_TEST)
}
}
func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor) {
b.funcs.BlendFunc(toGLBlendFactor(sfactor), toGLBlendFactor(dfactor))
}
func toGLBlendFactor(f backend.BlendFactor) glimpl.Enum {
switch f {
case backend.BlendFactorOne:
return glimpl.ONE
case backend.BlendFactorOneMinusSrcAlpha:
return glimpl.ONE_MINUS_SRC_ALPHA
case backend.BlendFactorZero:
return glimpl.ZERO
case backend.BlendFactorDstColor:
return glimpl.DST_COLOR
default:
panic("unsupported blend factor")
}
}
func (b *Backend) DepthMask(mask bool) {
b.funcs.DepthMask(mask)
}
func (b *Backend) SetBlend(enable bool) {
if enable {
b.funcs.Enable(glimpl.BLEND)
} else {
b.funcs.Disable(glimpl.BLEND)
}
}
func (b *Backend) DrawElements(mode backend.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, glimpl.UNSIGNED_SHORT, byteOff)
}
func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int) {
b.prepareDraw()
b.funcs.DrawArrays(toGLDrawMode(mode), off, count)
}
func (b *Backend) prepareDraw() {
nattr := b.state.prog.nattr
b.enableVertexArrays(nattr)
if nattr > 0 {
b.setupVertexArrays()
}
if p := b.state.prog; p != nil {
p.updateUniforms()
}
}
func toGLDrawMode(mode backend.DrawMode) glimpl.Enum {
switch mode {
case backend.DrawModeTriangleStrip:
return glimpl.TRIANGLE_STRIP
case backend.DrawModeTriangles:
return glimpl.TRIANGLES
default:
panic("unsupported draw mode")
}
}
func (b *Backend) Viewport(x, y, width, height int) {
b.funcs.Viewport(x, y, width, height)
}
func (b *Backend) Clear(colR, colG, colB, colA float32) {
b.funcs.ClearColor(colR, colG, colB, colA)
b.funcs.Clear(glimpl.COLOR_BUFFER_BIT)
}
func (b *Backend) ClearDepth(d float32) {
b.funcs.ClearDepthf(d)
b.funcs.Clear(glimpl.DEPTH_BUFFER_BIT)
}
func (b *Backend) DepthFunc(f backend.DepthFunc) {
var glfunc glimpl.Enum
switch f {
case backend.DepthFuncGreater:
glfunc = glimpl.GREATER
case backend.DepthFuncGreaterEqual:
glfunc = glimpl.GEQUAL
default:
panic("unsupported depth func")
}
b.funcs.DepthFunc(glfunc)
}
func (b *Backend) NewInputLayout(vs backend.ShaderSources, layout []backend.InputDesc) (backend.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 backend.ShaderSources) (backend.Program, error) {
p, err := glimpl.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 backend.ShaderSources) (backend.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 := glimpl.CreateProgram(b.funcs, vsrc, fsrc, attr)
if err != nil {
return nil, err
}
gpuProg := &gpuProgram{
backend: b,
obj: p,
nattr: len(attr),
}
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 != glimpl.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 != glimpl.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 *glimpl.Functions, p glimpl.Program, loc backend.UniformLocation) uniformLocation {
u := funcs.GetUniformLocation(p, loc.Name)
return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
}
func (p *gpuProgram) SetStorageBuffer(binding int, buffer backend.Buffer) {
buf := buffer.(*gpuBuffer)
if buf.typ&backend.BufferBindingShaderStorage == 0 {
panic("not a shader storage buffer")
}
p.storage[binding] = buf
}
func (p *gpuProgram) SetVertexUniforms(buffer backend.Buffer) {
p.vertUniforms.setBuffer(buffer)
}
func (p *gpuProgram) SetFragmentUniforms(buffer backend.Buffer) {
p.fragUniforms.setBuffer(buffer)
}
func (p *gpuProgram) updateUniforms() {
f := p.backend.funcs
if p.backend.ubo {
if b := p.vertUniforms.buf; b != nil {
f.BindBufferBase(glimpl.UNIFORM_BUFFER, 0, b.obj)
}
if b := p.fragUniforms.buf; b != nil {
f.BindBufferBase(glimpl.UNIFORM_BUFFER, 1, b.obj)
}
} else {
p.vertUniforms.update(f)
p.fragUniforms.update(f)
}
}
func (b *Backend) BindProgram(prog backend.Program) {
p := prog.(*gpuProgram)
b.useProgram(p)
}
func (p *gpuProgram) Release() {
p.backend.funcs.DeleteProgram(p.obj)
}
func (u *uniformsTracker) setup(funcs *glimpl.Functions, p glimpl.Program, uniformSize int, uniforms []backend.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 backend.Buffer) {
buf := buffer.(*gpuBuffer)
if buf.typ&backend.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 *glimpl.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 == backend.DataTypeFloat && u.size == 1:
data := data[:4]
v := *(*[1]float32)(unsafe.Pointer(&data[0]))
funcs.Uniform1f(u.uniform, v[0])
case u.typ == backend.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 == backend.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 == backend.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.funcs.BindBuffer(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, glimpl.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.funcs.BindBuffer(firstBinding, b.obj)
bufferMap := b.backend.funcs.MapBufferRange(firstBinding, 0, len(data), glimpl.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 backend.ErrContentLost
}
return nil
}
func (b *gpuBuffer) Release() {
if b.hasBuffer {
b.backend.funcs.DeleteBuffer(b.obj)
b.hasBuffer = false
}
}
func (b *Backend) BindVertexBuffer(buf backend.Buffer, stride, offset int) {
gbuf := buf.(*gpuBuffer)
if gbuf.typ&backend.BufferBindingVertices == 0 {
panic("not a vertex buffer")
}
b.state.buffer = bufferBinding{buf: gbuf, stride: stride, offset: offset}
}
func (b *Backend) setupVertexArrays() {
layout := b.state.layout
if layout == nil {
return
}
buf := b.state.buffer
b.funcs.BindBuffer(glimpl.ARRAY_BUFFER, buf.buf.obj)
for i, inp := range layout.inputs {
l := layout.layout[i]
var gltyp glimpl.Enum
switch l.Type {
case backend.DataTypeFloat:
gltyp = glimpl.FLOAT
case backend.DataTypeShort:
gltyp = glimpl.SHORT
default:
panic("unsupported data type")
}
b.funcs.VertexAttribPointer(glimpl.Attrib(inp.Location), l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
}
}
func (b *Backend) BindIndexBuffer(buf backend.Buffer) {
gbuf := buf.(*gpuBuffer)
if gbuf.typ&backend.BufferBindingIndices == 0 {
panic("not an index buffer")
}
b.funcs.BindBuffer(glimpl.ELEMENT_ARRAY_BUFFER, gbuf.obj)
}
func (b *Backend) BlitFramebuffer(dst, src backend.Framebuffer, srect, drect image.Rectangle) {
b.funcs.BindFramebuffer(glimpl.DRAW_FRAMEBUFFER, dst.(*gpuFramebuffer).obj)
b.funcs.BindFramebuffer(glimpl.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,
glimpl.COLOR_BUFFER_BIT|glimpl.DEPTH_BUFFER_BIT|glimpl.STENCIL_BUFFER_BIT,
glimpl.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(), glimpl.RGBA, glimpl.UNSIGNED_BYTE, pixels)
// OpenGL origin is in the lower-left corner. Flip the image to
// match.
flipImageY(src.Dx()*4, src.Dy(), pixels)
return glErr(f.backend.funcs)
}
func flipImageY(stride int, height int, pixels []byte) {
// Flip image in y-direction. OpenGL's origin is in the lower
// left corner.
row := make([]uint8, stride)
for y := 0; y < height/2; y++ {
y1 := height - y - 1
dest := y1 * stride
src := y * stride
copy(row, pixels[dest:])
copy(pixels[dest:], pixels[src:src+len(row)])
copy(pixels[src:], row)
}
}
func (b *Backend) BindFramebuffer(fbo backend.Framebuffer) {
b.funcs.BindFramebuffer(glimpl.FRAMEBUFFER, fbo.(*gpuFramebuffer).obj)
}
func (f *gpuFramebuffer) Invalidate() {
f.backend.BindFramebuffer(f)
f.backend.funcs.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0)
}
func (f *gpuFramebuffer) Release() {
if f.foreign {
panic("framebuffer not created by NewFramebuffer")
}
f.backend.funcs.DeleteFramebuffer(f.obj)
if f.hasDepth {
f.backend.funcs.DeleteRenderbuffer(f.depthBuf)
}
}
func toTexFilter(f backend.TextureFilter) int {
switch f {
case backend.FilterNearest:
return glimpl.NEAREST
case backend.FilterLinear:
return glimpl.LINEAR
default:
panic("unsupported texture filter")
}
}
func (b *Backend) BindTexture(unit int, t backend.Texture) {
b.bindTexture(unit, t.(*gpuTexture))
}
func (t *gpuTexture) Release() {
t.backend.funcs.DeleteTexture(t.obj)
}
func (t *gpuTexture) Upload(offset, size image.Point, pixels []byte) {
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.funcs.TexSubImage2D(glimpl.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(glimpl.TIME_ELAPSED_EXT, t.obj)
}
func (t *gpuTimer) End() {
t.funcs.EndQuery(glimpl.TIME_ELAPSED_EXT)
}
func (t *gpuTimer) ready() bool {
return t.funcs.GetQueryObjectuiv(t.obj, glimpl.QUERY_RESULT_AVAILABLE) == glimpl.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, glimpl.QUERY_RESULT)
return time.Duration(nanos), true
}
func (b *Backend) BindInputLayout(l backend.InputLayout) {
b.state.layout = l.(*gpuInputLayout)
}
func (l *gpuInputLayout) Release() {}
// floatTripleFor determines the best texture triple for floating point FBOs.
func floatTripleFor(f *glimpl.Functions, ver [2]int, exts []string) (textureTriple, error) {
var triples []textureTriple
if ver[0] >= 3 {
triples = append(triples, textureTriple{glimpl.R16F, glimpl.Enum(glimpl.RED), glimpl.Enum(glimpl.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{glimpl.LUMINANCE, glimpl.Enum(glimpl.LUMINANCE), glimpl.Enum(glimpl.HALF_FLOAT_OES)})
// Fallback to 4 channels.
triples = append(triples, textureTriple{glimpl.RGBA, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.HALF_FLOAT_OES)})
}
if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") {
triples = append(triples, textureTriple{glimpl.RGBA, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.FLOAT)})
}
tex := f.CreateTexture()
defer f.DeleteTexture(tex)
f.BindTexture(glimpl.TEXTURE_2D, tex)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, glimpl.NEAREST)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, glimpl.NEAREST)
fbo := f.CreateFramebuffer()
defer f.DeleteFramebuffer(fbo)
defFBO := glimpl.Framebuffer(f.GetBinding(glimpl.FRAMEBUFFER_BINDING))
f.BindFramebuffer(glimpl.FRAMEBUFFER, fbo)
defer f.BindFramebuffer(glimpl.FRAMEBUFFER, defFBO)
var attempts []string
for _, tt := range triples {
const size = 256
f.TexImage2D(glimpl.TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ)
f.FramebufferTexture2D(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, tex, 0)
st := f.CheckFramebufferStatus(glimpl.FRAMEBUFFER)
if st == glimpl.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{glimpl.SRGB8_ALPHA8, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.UNSIGNED_BYTE)}, nil
case hasExtension(exts, "GL_EXT_sRGB"):
return textureTriple{glimpl.SRGB_ALPHA_EXT, glimpl.Enum(glimpl.SRGB_ALPHA_EXT), glimpl.Enum(glimpl.UNSIGNED_BYTE)}, nil
default:
return textureTriple{}, errors.New("no sRGB texture formats found")
}
}
func alphaTripleFor(ver [2]int) textureTriple {
intf, f := glimpl.Enum(glimpl.R8), glimpl.Enum(glimpl.RED)
if ver[0] < 3 {
// R8, RED not supported on OpenGL ES 2.0.
intf, f = glimpl.LUMINANCE, glimpl.Enum(glimpl.LUMINANCE)
}
return textureTriple{intf, f, glimpl.UNSIGNED_BYTE}
}
func hasExtension(exts []string, ext string) bool {
for _, e := range exts {
if ext == e {
return true
}
}
return false
}
func firstBufferType(typ backend.BufferBinding) glimpl.Enum {
switch {
case typ&backend.BufferBindingIndices != 0:
return glimpl.ELEMENT_ARRAY_BUFFER
case typ&backend.BufferBindingVertices != 0:
return glimpl.ARRAY_BUFFER
case typ&backend.BufferBindingUniforms != 0:
return glimpl.UNIFORM_BUFFER
case typ&backend.BufferBindingShaderStorage != 0:
return glimpl.SHADER_STORAGE_BUFFER
default:
panic("unsupported buffer type")
}
}