Files
gio/gpu/gl/backend.go
T
2020-02-27 20:34:22 +01:00

701 lines
17 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package gl
import (
"errors"
"fmt"
"image"
"strings"
"time"
"unsafe"
"gioui.org/gpu"
)
// Backend implements gpu.Backend.
type Backend struct {
funcs Functions
defFBO *gpuFramebuffer
state glstate
feats gpu.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 [2]*gpuTexture
layout *gpuInputLayout
buffer bufferBinding
}
type bufferBinding struct {
buf *gpuBuffer
offset int
stride int
}
type gpuTimer struct {
funcs Functions
obj Query
}
type gpuTexture struct {
backend *Backend
obj Texture
triple textureTriple
}
type gpuFramebuffer struct {
funcs Functions
obj Framebuffer
}
type gpuBuffer struct {
backend *Backend
obj Buffer
typ gpu.BufferBinding
size int
immutable bool
version int
// For emulation of uniform buffers.
data []byte
}
type gpuProgram struct {
backend *Backend
obj Program
nattr int
vertUniforms uniformsTracker
fragUniforms uniformsTracker
}
type uniformsTracker struct {
locs []uniformLocation
size int
buf *gpuBuffer
version int
}
type uniformLocation struct {
uniform Uniform
offset int
typ gpu.DataType
size int
}
type gpuInputLayout struct {
backend *Backend
inputs []gpu.InputLocation
layout []gpu.InputDesc
}
// textureTriple holds the type settings for
// a TexImage2D call.
type textureTriple struct {
internalFormat int
format Enum
typ Enum
}
func NewBackend(f Functions) (*Backend, error) {
exts := strings.Split(f.GetString(EXTENSIONS), " ")
glVer := f.GetString(VERSION)
ver, err := ParseGLVersion(glVer)
if err != nil {
return nil, err
}
floatTriple, err := floatTripleFor(f, ver, exts)
if err != nil {
return nil, err
}
srgbaTriple, err := srgbaTripleFor(ver, exts)
if err != nil {
return nil, err
}
defFBO := Framebuffer(f.GetBinding(FRAMEBUFFER_BINDING))
b := &Backend{
defFBO: &gpuFramebuffer{funcs: f, obj: defFBO},
funcs: f,
floatTriple: floatTriple,
alphaTriple: alphaTripleFor(ver),
srgbaTriple: srgbaTriple,
}
if hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query") {
b.feats.Features |= gpu.FeatureTimers
}
b.feats.MaxTextureSize = f.GetInteger(MAX_TEXTURE_SIZE)
return b, nil
}
func (b *Backend) BeginFrame() {
// Assume GL state is reset between frames.
b.state = glstate{}
}
func (b *Backend) EndFrame() {
b.funcs.ActiveTexture(TEXTURE0)
}
func (b *Backend) Caps() gpu.Caps {
return b.feats
}
func (b *Backend) NewTimer() gpu.Timer {
return &gpuTimer{
funcs: b.funcs,
obj: b.funcs.CreateQuery(),
}
}
func (b *Backend) IsTimeContinuous() bool {
return b.funcs.GetInteger(GPU_DISJOINT_EXT) == FALSE
}
func (b *Backend) NewFramebuffer(tex gpu.Texture) (gpu.Framebuffer, error) {
gltex := tex.(*gpuTexture)
fb := b.funcs.CreateFramebuffer()
fbo := &gpuFramebuffer{funcs: b.funcs, obj: fb}
fbo.Bind()
b.funcs.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, gltex.obj, 0)
if st := b.funcs.CheckFramebufferStatus(FRAMEBUFFER); st != 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) DefaultFramebuffer() gpu.Framebuffer {
return b.defFBO
}
func (b *Backend) NewTexture(format gpu.TextureFormat, width, height int, minFilter, magFilter gpu.TextureFilter, binding gpu.BufferBinding) gpu.Texture {
tex := &gpuTexture{backend: b, obj: b.funcs.CreateTexture()}
switch format {
case gpu.TextureFormatFloat:
tex.triple = b.floatTriple
case gpu.TextureFormatSRGB:
tex.triple = b.srgbaTriple
default:
panic("unsupported texture format")
}
tex.Bind(0)
b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, toTexFilter(magFilter))
b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, toTexFilter(minFilter))
b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE)
b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE)
b.funcs.TexImage2D(TEXTURE_2D, 0, tex.triple.internalFormat, width, height, tex.triple.format, tex.triple.typ, nil)
return tex
}
func (b *Backend) NewBuffer(typ gpu.BufferBinding, size int) gpu.Buffer {
buf := &gpuBuffer{backend: b, typ: typ, size: size}
if typ&gpu.BufferBindingUniforms != 0 {
if typ != gpu.BufferBindingUniforms {
panic("uniforms buffers cannot be bound as anything else")
}
// GLES 2 doesn't support uniform buffers.
buf.data = make([]byte, size)
}
if typ&^gpu.BufferBindingUniforms != 0 {
buf.obj = b.funcs.CreateBuffer()
}
return buf
}
func (b *Backend) NewImmutableBuffer(typ gpu.BufferBinding, data []byte) gpu.Buffer {
obj := b.funcs.CreateBuffer()
buf := &gpuBuffer{backend: b, obj: obj, typ: typ, size: len(data)}
buf.Upload(data)
buf.immutable = true
return buf
}
func (b *Backend) bindTexture(unit int, t *gpuTexture) {
if b.state.texUnits[unit] != t {
b.funcs.ActiveTexture(TEXTURE0 + Enum(unit))
b.funcs.BindTexture(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(Attrib(i))
}
// Disable extra arrays.
for i := n; i < b.state.nattr; i++ {
b.funcs.DisableVertexAttribArray(Attrib(i))
}
b.state.nattr = n
}
func (b *Backend) SetDepthTest(enable bool) {
if enable {
b.funcs.Enable(DEPTH_TEST)
} else {
b.funcs.Disable(DEPTH_TEST)
}
}
func (b *Backend) BlendFunc(sfactor, dfactor gpu.BlendFactor) {
b.funcs.BlendFunc(toGLBlendFactor(sfactor), toGLBlendFactor(dfactor))
}
func toGLBlendFactor(f gpu.BlendFactor) Enum {
switch f {
case gpu.BlendFactorOne:
return ONE
case gpu.BlendFactorOneMinusSrcAlpha:
return ONE_MINUS_SRC_ALPHA
case gpu.BlendFactorZero:
return ZERO
case gpu.BlendFactorDstColor:
return 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(BLEND)
} else {
b.funcs.Disable(BLEND)
}
}
func (b *Backend) DrawElements(mode gpu.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, UNSIGNED_SHORT, byteOff)
}
func (b *Backend) DrawArrays(mode gpu.DrawMode, off, count int) {
b.prepareDraw()
b.funcs.DrawArrays(toGLDrawMode(mode), off, count)
}
func (b *Backend) prepareDraw() {
b.setupVertexArrays()
if p := b.state.prog; p != nil {
p.updateUniforms()
}
}
func toGLDrawMode(mode gpu.DrawMode) Enum {
switch mode {
case gpu.DrawModeTriangleStrip:
return TRIANGLE_STRIP
case gpu.DrawModeTriangles:
return 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(attachments gpu.BufferAttachments) {
var mask Enum
if attachments&gpu.BufferAttachmentColor != 0 {
mask |= COLOR_BUFFER_BIT
}
if attachments&gpu.BufferAttachmentDepth != 0 {
mask |= DEPTH_BUFFER_BIT
}
b.funcs.Clear(mask)
}
func (b *Backend) ClearDepth(d float32) {
b.funcs.ClearDepthf(d)
}
func (b *Backend) ClearColor(colR, colG, colB, colA float32) {
b.funcs.ClearColor(colR, colG, colB, colA)
}
func (b *Backend) DepthFunc(f gpu.DepthFunc) {
var glfunc Enum
switch f {
case gpu.DepthFuncGreater:
glfunc = GREATER
default:
panic("unsupported depth func")
}
b.funcs.DepthFunc(glfunc)
}
func (b *Backend) NewInputLayout(vs gpu.ShaderSources, layout []gpu.InputDesc) (gpu.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{
backend: b,
inputs: vs.Inputs,
layout: layout,
}, nil
}
func (b *Backend) NewProgram(vssrc, fssrc gpu.ShaderSources) (gpu.Program, error) {
attr := make([]string, len(vssrc.Inputs))
for _, inp := range vssrc.Inputs {
attr[inp.Location] = inp.Name
}
p, err := CreateProgram(b.funcs, vssrc.GLES2, fssrc.GLES2, attr)
if err != nil {
return nil, err
}
gpuProg := &gpuProgram{
backend: b,
obj: p,
nattr: len(attr),
}
gpuProg.Bind()
// Bind texture uniforms.
for _, tex := range vssrc.Textures {
u := b.funcs.GetUniformLocation(p, tex.Name)
if u.valid() {
b.funcs.Uniform1i(u, tex.Binding)
}
}
for _, tex := range fssrc.Textures {
u := b.funcs.GetUniformLocation(p, tex.Name)
if u.valid() {
b.funcs.Uniform1i(u, tex.Binding)
}
}
gpuProg.vertUniforms.setup(b.funcs, p, vssrc.UniformSize, vssrc.Uniforms)
gpuProg.fragUniforms.setup(b.funcs, p, fssrc.UniformSize, fssrc.Uniforms)
return gpuProg, nil
}
func lookupUniform(funcs Functions, p Program, loc gpu.UniformLocation) uniformLocation {
u := GetUniformLocation(funcs, p, loc.Name)
return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
}
func (p *gpuProgram) SetVertexUniforms(buffer gpu.Buffer) {
p.vertUniforms.setBuffer(buffer)
}
func (p *gpuProgram) SetFragmentUniforms(buffer gpu.Buffer) {
p.fragUniforms.setBuffer(buffer)
}
func (p *gpuProgram) updateUniforms() {
p.vertUniforms.update(p.backend.funcs)
p.fragUniforms.update(p.backend.funcs)
}
func (p *gpuProgram) Bind() {
p.backend.useProgram(p)
p.backend.enableVertexArrays(p.nattr)
}
func (p *gpuProgram) Release() {
p.backend.funcs.DeleteProgram(p.obj)
}
func (u *uniformsTracker) setup(funcs Functions, p Program, uniformSize int, uniforms []gpu.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 gpu.Buffer) {
buf := buffer.(*gpuBuffer)
if buf.typ&gpu.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 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 == gpu.DataTypeFloat && u.size == 1:
data := data[:4]
v := *(*[1]float32)(unsafe.Pointer(&data[0]))
funcs.Uniform1f(u.uniform, v[0])
case u.typ == gpu.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 == gpu.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 == gpu.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++
if b.typ&gpu.BufferBindingUniforms != 0 {
copy(b.data, data)
}
if b.typ&^gpu.BufferBindingUniforms != 0 {
firstBinding := firstBufferType(b.typ)
b.backend.funcs.BindBuffer(firstBinding, b.obj)
b.backend.funcs.BufferData(firstBinding, data, STATIC_DRAW)
}
}
func (b *gpuBuffer) Release() {
if b.typ&^gpu.BufferBindingUniforms != 0 {
b.backend.funcs.DeleteBuffer(b.obj)
}
}
func (b *gpuBuffer) BindVertex(stride, offset int) {
if b.typ&gpu.BufferBindingVertices == 0 {
panic("not a vertex buffer")
}
b.backend.state.buffer = bufferBinding{buf: b, stride: stride, offset: offset}
}
func (b *Backend) setupVertexArrays() {
layout := b.state.layout
if layout == nil {
panic("no input layout is current")
}
buf := b.state.buffer
b.funcs.BindBuffer(ARRAY_BUFFER, buf.buf.obj)
for i, inp := range layout.inputs {
l := layout.layout[i]
var gltyp Enum
switch l.Type {
case gpu.DataTypeFloat:
gltyp = FLOAT
case gpu.DataTypeShort:
gltyp = SHORT
default:
panic("unsupported data type")
}
b.funcs.VertexAttribPointer(Attrib(inp.Location), l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
}
}
func (b *gpuBuffer) BindIndex() {
if b.typ&gpu.BufferBindingIndices == 0 {
panic("not an index buffer")
}
b.backend.funcs.BindBuffer(ELEMENT_ARRAY_BUFFER, b.obj)
}
func (f *gpuFramebuffer) Bind() {
f.funcs.BindFramebuffer(FRAMEBUFFER, f.obj)
}
func (f *gpuFramebuffer) Invalidate() {
f.Bind()
f.funcs.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
}
func (f *gpuFramebuffer) Release() {
f.funcs.DeleteFramebuffer(f.obj)
}
func toTexFilter(f gpu.TextureFilter) int {
switch f {
case gpu.FilterNearest:
return NEAREST
case gpu.FilterLinear:
return LINEAR
default:
panic("unsupported texture filter")
}
}
func (t *gpuTexture) Bind(unit int) {
t.backend.bindTexture(unit, t)
}
func (t *gpuTexture) Release() {
t.backend.funcs.DeleteTexture(t.obj)
}
func (t *gpuTexture) Upload(img *image.RGBA) {
t.Bind(0)
var pixels []byte
b := img.Bounds()
w, h := b.Dx(), b.Dy()
if img.Stride != w*4 {
panic("unsupported stride")
}
start := (b.Min.X + b.Min.Y*w) * 4
end := (b.Max.X + (b.Max.Y-1)*w) * 4
pixels = img.Pix[start:end]
t.backend.funcs.TexImage2D(TEXTURE_2D, 0, t.triple.internalFormat, w, h, t.triple.format, t.triple.typ, pixels)
}
func (t *gpuTimer) Begin() {
t.funcs.BeginQuery(TIME_ELAPSED_EXT, t.obj)
}
func (t *gpuTimer) End() {
t.funcs.EndQuery(TIME_ELAPSED_EXT)
}
func (t *gpuTimer) ready() bool {
return t.funcs.GetQueryObjectuiv(t.obj, QUERY_RESULT_AVAILABLE) == 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, QUERY_RESULT)
return time.Duration(nanos), true
}
func (l *gpuInputLayout) Bind() {
l.backend.state.layout = l
}
func (l *gpuInputLayout) Release() {}
// floatTripleFor determines the best texture triple for floating point FBOs.
func floatTripleFor(f Functions, ver [2]int, exts []string) (textureTriple, error) {
var triples []textureTriple
if ver[0] >= 3 {
triples = append(triples, textureTriple{R16F, Enum(RED), Enum(HALF_FLOAT)})
}
if hasExtension(exts, "GL_OES_texture_half_float") && hasExtension(exts, "GL_EXT_color_buffer_half_float") {
// Try single channel.
triples = append(triples, textureTriple{LUMINANCE, Enum(LUMINANCE), Enum(HALF_FLOAT_OES)})
// Fallback to 4 channels.
triples = append(triples, textureTriple{RGBA, Enum(RGBA), Enum(HALF_FLOAT_OES)})
}
if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") {
triples = append(triples, textureTriple{RGBA, Enum(RGBA), Enum(FLOAT)})
}
tex := f.CreateTexture()
defer f.DeleteTexture(tex)
f.BindTexture(TEXTURE_2D, tex)
f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE)
f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE)
f.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST)
f.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, NEAREST)
fbo := f.CreateFramebuffer()
defer f.DeleteFramebuffer(fbo)
defFBO := Framebuffer(f.GetBinding(FRAMEBUFFER_BINDING))
f.BindFramebuffer(FRAMEBUFFER, fbo)
defer f.BindFramebuffer(FRAMEBUFFER, defFBO)
var attempts []string
for _, tt := range triples {
const size = 256
f.TexImage2D(TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ, nil)
f.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, tex, 0)
st := f.CheckFramebufferStatus(FRAMEBUFFER)
if st == 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{SRGB8_ALPHA8, Enum(RGBA), Enum(UNSIGNED_BYTE)}, nil
case hasExtension(exts, "GL_EXT_sRGB"):
return textureTriple{SRGB_ALPHA_EXT, Enum(SRGB_ALPHA_EXT), Enum(UNSIGNED_BYTE)}, nil
default:
return textureTriple{}, errors.New("no sRGB texture formats found")
}
}
func alphaTripleFor(ver [2]int) textureTriple {
intf, f := R8, Enum(RED)
if ver[0] < 3 {
// R8, RED not supported on OpenGL ES 2.0.
intf, f = LUMINANCE, Enum(LUMINANCE)
}
return textureTriple{intf, f, UNSIGNED_BYTE}
}
func hasExtension(exts []string, ext string) bool {
for _, e := range exts {
if ext == e {
return true
}
}
return false
}
func firstBufferType(typ gpu.BufferBinding) Enum {
switch {
case typ&gpu.BufferBindingIndices != 0:
return ELEMENT_ARRAY_BUFFER
case typ&gpu.BufferBindingVertices != 0:
return ARRAY_BUFFER
case typ&gpu.BufferBindingUniforms != 0:
return UNIFORM_BUFFER
default:
panic("unsupported buffer type")
}
}