684 lines
18 KiB
Go
684 lines
18 KiB
Go
// Copyright 2016 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package graphicscommand
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import (
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"fmt"
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"math"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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var theGraphicsDriver driver.Graphics
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func SetGraphicsDriver(driver driver.Graphics) {
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theGraphicsDriver = driver
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}
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func NeedsRestoring() bool {
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if theGraphicsDriver == nil {
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// This happens on initialization.
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// Return true for fail-safe
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return true
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}
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return theGraphicsDriver.NeedsRestoring()
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}
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// command represents a drawing command.
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//
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// A command for drawing that is created when Image functions are called like DrawTriangles,
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// or Fill.
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// A command is not immediately executed after created. Instaed, it is queued after created,
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// and executed only when necessary.
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type command interface {
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fmt.Stringer
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Exec(indexOffset int) error
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}
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type size struct {
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width float32
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height float32
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}
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// commandQueue is a command queue for drawing commands.
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type commandQueue struct {
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// commands is a queue of drawing commands.
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commands []command
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// vertices represents a vertices data in OpenGL's array buffer.
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vertices []float32
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// nvertices represents the current length of vertices.
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// nvertices must <= len(vertices).
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// vertices is never shrunk since re-extending a vertices buffer is heavy.
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//
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// TODO: This is a number of float32 values, not a number of vertices.
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// Rename or fix the program.
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nvertices int
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srcSizes []size
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indices []uint16
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nindices int
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tmpNumIndices int
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nextIndex int
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err error
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}
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// theCommandQueue is the command queue for the current process.
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var theCommandQueue = &commandQueue{}
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// appendVertices appends vertices to the queue.
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func (q *commandQueue) appendVertices(vertices []float32, src *Image) {
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if len(q.vertices) < q.nvertices+len(vertices) {
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n := q.nvertices + len(vertices) - len(q.vertices)
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q.vertices = append(q.vertices, make([]float32, n)...)
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q.srcSizes = append(q.srcSizes, make([]size, n/graphics.VertexFloatNum)...)
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}
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copy(q.vertices[q.nvertices:], vertices)
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n := len(vertices) / graphics.VertexFloatNum
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base := q.nvertices / graphics.VertexFloatNum
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width := float32(1)
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height := float32(1)
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// src is nil when a shader is used and there are no specified images.
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if src != nil {
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w, h := src.InternalSize()
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width = float32(w)
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height = float32(h)
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}
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for i := 0; i < n; i++ {
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idx := base + i
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q.srcSizes[idx].width = width
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q.srcSizes[idx].height = height
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}
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q.nvertices += len(vertices)
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}
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func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
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if len(q.indices) < q.nindices+len(indices) {
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n := q.nindices + len(indices) - len(q.indices)
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q.indices = append(q.indices, make([]uint16, n)...)
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}
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for i := range indices {
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q.indices[q.nindices+i] = indices[i] + offset
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}
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q.nindices += len(indices)
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}
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// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
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func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, shader *Shader, uniforms []interface{}, evenOdd bool) {
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if len(indices) > graphics.IndicesNum {
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panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesNum but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesNum: %d", len(indices), graphics.IndicesNum))
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}
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split := false
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if q.tmpNumIndices+len(indices) > graphics.IndicesNum {
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q.tmpNumIndices = 0
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q.nextIndex = 0
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split = true
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}
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// Assume that all the image sizes are same.
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// Assume that the images are packed from the front in the slice srcs.
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q.appendVertices(vertices, srcs[0])
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q.appendIndices(indices, uint16(q.nextIndex))
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q.nextIndex += len(vertices) / graphics.VertexFloatNum
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q.tmpNumIndices += len(indices)
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if srcs[0] != nil {
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w, h := srcs[0].InternalSize()
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srcRegion.X /= float32(w)
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srcRegion.Y /= float32(h)
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srcRegion.Width /= float32(w)
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srcRegion.Height /= float32(h)
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for i := range offsets {
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offsets[i][0] /= float32(w)
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offsets[i][1] /= float32(h)
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}
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}
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// TODO: If dst is the screen, reorder the command to be the last.
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if !split && 0 < len(q.commands) {
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// TODO: Pass offsets and uniforms when merging considers the shader.
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if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok {
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if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, color, mode, filter, address, dstRegion, srcRegion, shader, evenOdd) {
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last.setVertices(q.lastVertices(len(vertices) + last.numVertices()))
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last.addNumIndices(len(indices))
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return
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}
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}
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}
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c := &drawTrianglesCommand{
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dst: dst,
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srcs: srcs,
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offsets: offsets,
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vertices: q.lastVertices(len(vertices)),
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nindices: len(indices),
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color: color,
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mode: mode,
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filter: filter,
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address: address,
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dstRegion: dstRegion,
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srcRegion: srcRegion,
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shader: shader,
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uniforms: uniforms,
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evenOdd: evenOdd,
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}
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q.commands = append(q.commands, c)
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}
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func (q *commandQueue) lastVertices(n int) []float32 {
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return q.vertices[q.nvertices-n : q.nvertices]
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}
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// Enqueue enqueues a drawing command other than a draw-triangles command.
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//
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// For a draw-triangles command, use EnqueueDrawTrianglesCommand.
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func (q *commandQueue) Enqueue(command command) {
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// TODO: If dst is the screen, reorder the command to be the last.
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q.commands = append(q.commands, command)
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}
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// Flush flushes the command queue.
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func (q *commandQueue) Flush() error {
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return runOnMainThread(func() error {
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return q.flush()
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})
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}
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// flush must be called the main thread.
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func (q *commandQueue) flush() error {
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if len(q.commands) == 0 {
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return nil
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}
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es := q.indices
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vs := q.vertices
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debug.Logf("--\nGraphics commands:\n")
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if theGraphicsDriver.HasHighPrecisionFloat() {
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n := q.nvertices / graphics.VertexFloatNum
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for i := 0; i < n; i++ {
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s := q.srcSizes[i]
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// Convert pixels to texels.
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vs[i*graphics.VertexFloatNum+2] /= s.width
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vs[i*graphics.VertexFloatNum+3] /= s.height
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// Avoid the center of the pixel, which is problematic (#929, #1171).
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// Instead, align the vertices with about 1/3 pixels.
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for idx := 0; idx < 2; idx++ {
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x := vs[i*graphics.VertexFloatNum+idx]
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int := float32(math.Floor(float64(x)))
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frac := x - int
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switch {
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case frac < 3.0/16.0:
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vs[i*graphics.VertexFloatNum+idx] = int
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case frac < 8.0/16.0:
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vs[i*graphics.VertexFloatNum+idx] = int + 5.0/16.0
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case frac < 13.0/16.0:
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vs[i*graphics.VertexFloatNum+idx] = int + 11.0/16.0
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default:
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vs[i*graphics.VertexFloatNum+idx] = int + 16.0/16.0
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}
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}
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}
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} else {
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n := q.nvertices / graphics.VertexFloatNum
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for i := 0; i < n; i++ {
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s := q.srcSizes[i]
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// Convert pixels to texels.
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vs[i*graphics.VertexFloatNum+2] /= s.width
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vs[i*graphics.VertexFloatNum+3] /= s.height
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}
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}
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theGraphicsDriver.Begin()
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cs := q.commands
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for len(cs) > 0 {
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nv := 0
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ne := 0
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nc := 0
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for _, c := range cs {
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if dtc, ok := c.(*drawTrianglesCommand); ok {
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if dtc.numIndices() > graphics.IndicesNum {
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panic(fmt.Sprintf("graphicscommand: dtc.NumIndices() must be <= graphics.IndicesNum but not at Flush: dtc.NumIndices(): %d, graphics.IndicesNum: %d", dtc.numIndices(), graphics.IndicesNum))
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}
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if ne+dtc.numIndices() > graphics.IndicesNum {
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break
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}
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nv += dtc.numVertices()
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ne += dtc.numIndices()
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}
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nc++
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}
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if 0 < ne {
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theGraphicsDriver.SetVertices(vs[:nv], es[:ne])
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es = es[ne:]
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vs = vs[nv:]
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}
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indexOffset := 0
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for _, c := range cs[:nc] {
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if err := c.Exec(indexOffset); err != nil {
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return err
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}
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debug.Logf(" %s\n", c)
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// TODO: indexOffset should be reset if the command type is different
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// from the previous one. This fix is needed when another drawing command is
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// introduced than drawTrianglesCommand.
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if dtc, ok := c.(*drawTrianglesCommand); ok {
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indexOffset += dtc.numIndices()
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}
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}
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cs = cs[nc:]
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}
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theGraphicsDriver.End()
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q.commands = q.commands[:0]
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q.nvertices = 0
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q.nindices = 0
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q.tmpNumIndices = 0
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q.nextIndex = 0
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return nil
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}
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// FlushCommands flushes the command queue.
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func FlushCommands() error {
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return theCommandQueue.Flush()
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}
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// drawTrianglesCommand represents a drawing command to draw an image on another image.
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type drawTrianglesCommand struct {
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dst *Image
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srcs [graphics.ShaderImageNum]*Image
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offsets [graphics.ShaderImageNum - 1][2]float32
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vertices []float32
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nindices int
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color *affine.ColorM
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mode driver.CompositeMode
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filter driver.Filter
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address driver.Address
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dstRegion driver.Region
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srcRegion driver.Region
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shader *Shader
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uniforms []interface{}
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evenOdd bool
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}
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func (c *drawTrianglesCommand) String() string {
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mode := ""
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switch c.mode {
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case driver.CompositeModeSourceOver:
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mode = "source-over"
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case driver.CompositeModeClear:
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mode = "clear"
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case driver.CompositeModeCopy:
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mode = "copy"
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case driver.CompositeModeDestination:
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mode = "destination"
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case driver.CompositeModeDestinationOver:
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mode = "destination-over"
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case driver.CompositeModeSourceIn:
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mode = "source-in"
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case driver.CompositeModeDestinationIn:
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mode = "destination-in"
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case driver.CompositeModeSourceOut:
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mode = "source-out"
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case driver.CompositeModeDestinationOut:
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mode = "destination-out"
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case driver.CompositeModeSourceAtop:
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mode = "source-atop"
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case driver.CompositeModeDestinationAtop:
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mode = "destination-atop"
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case driver.CompositeModeXor:
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mode = "xor"
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case driver.CompositeModeLighter:
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mode = "lighter"
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case driver.CompositeModeMultiply:
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mode = "multiply"
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default:
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panic(fmt.Sprintf("graphicscommand: invalid composite mode: %d", c.mode))
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}
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dst := fmt.Sprintf("%d", c.dst.id)
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if c.dst.screen {
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dst += " (screen)"
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}
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if c.shader != nil {
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return fmt.Sprintf("draw-triangles: dst: %s, shader, num of indices: %d, mode %s", dst, c.nindices, mode)
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}
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filter := ""
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switch c.filter {
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case driver.FilterNearest:
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filter = "nearest"
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case driver.FilterLinear:
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filter = "linear"
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case driver.FilterScreen:
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filter = "screen"
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default:
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panic(fmt.Sprintf("graphicscommand: invalid filter: %d", c.filter))
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}
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address := ""
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switch c.address {
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case driver.AddressClampToZero:
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address = "clamp_to_zero"
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case driver.AddressRepeat:
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address = "repeat"
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case driver.AddressUnsafe:
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address = "unsafe"
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default:
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panic(fmt.Sprintf("graphicscommand: invalid address: %d", c.address))
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}
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var srcstrs [graphics.ShaderImageNum]string
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for i, src := range c.srcs {
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if src == nil {
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srcstrs[i] = "(nil)"
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continue
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}
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srcstrs[i] = fmt.Sprintf("%d", src.id)
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if src.screen {
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srcstrs[i] += " (screen)"
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}
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}
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r := fmt.Sprintf("(x:%d, y:%d, width:%d, height:%d)",
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int(c.dstRegion.X), int(c.dstRegion.Y), int(c.dstRegion.Width), int(c.dstRegion.Height))
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return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], dst region: %s, num of indices: %d, colorm: %v, mode: %s, filter: %s, address: %s, even-odd: %t", dst, strings.Join(srcstrs[:], ", "), r, c.nindices, c.color, mode, filter, address, c.evenOdd)
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}
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// Exec executes the drawTrianglesCommand.
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func (c *drawTrianglesCommand) Exec(indexOffset int) error {
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// TODO: Is it ok not to bind any framebuffer here?
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if c.nindices == 0 {
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return nil
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}
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var shaderID driver.ShaderID = driver.InvalidShaderID
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var imgs [graphics.ShaderImageNum]driver.ImageID
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if c.shader != nil {
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shaderID = c.shader.shader.ID()
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for i, src := range c.srcs {
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if src == nil {
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imgs[i] = driver.InvalidImageID
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continue
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}
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imgs[i] = src.image.ID()
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}
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} else {
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imgs[0] = c.srcs[0].image.ID()
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}
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return theGraphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, c.uniforms, c.evenOdd)
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}
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func (c *drawTrianglesCommand) numVertices() int {
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return len(c.vertices)
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}
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func (c *drawTrianglesCommand) numIndices() int {
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return c.nindices
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}
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func (c *drawTrianglesCommand) setVertices(vertices []float32) {
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c.vertices = vertices
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}
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func (c *drawTrianglesCommand) addNumIndices(n int) {
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c.nindices += n
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}
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
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// with the drawTrianglesCommand c.
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func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, vertices []float32, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, shader *Shader, evenOdd bool) bool {
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// If a shader is used, commands are not merged.
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//
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// TODO: Merge shader commands considering uniform variables.
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if c.shader != nil || shader != nil {
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return false
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}
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if c.dst != dst {
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return false
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}
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if c.srcs != srcs {
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return false
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}
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if !c.color.Equals(color) {
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return false
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}
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if c.mode != mode {
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return false
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}
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if c.filter != filter {
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return false
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}
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if c.address != address {
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return false
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}
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if c.dstRegion != dstRegion {
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return false
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}
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if c.srcRegion != srcRegion {
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return false
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}
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if c.evenOdd || evenOdd {
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if c.evenOdd && evenOdd {
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return !mightOverlapDstRegions(c.vertices, vertices)
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}
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return false
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}
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return true
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}
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var (
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posInf32 = float32(math.Inf(1))
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negInf32 = float32(math.Inf(-1))
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)
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func dstRegionFromVertices(vertices []float32) (minX, minY, maxX, maxY float32) {
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minX = posInf32
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minY = posInf32
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maxX = negInf32
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maxY = negInf32
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for i := 0; i < len(vertices)/graphics.VertexFloatNum; i++ {
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x := vertices[graphics.VertexFloatNum*i]
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y := vertices[graphics.VertexFloatNum*i+1]
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if x < minX {
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minX = x
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}
|
|
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 mergin = 1
|
|
return minX1 < maxX2+mergin && minX2 < maxX1+mergin && minY1 < maxY2+mergin && minY2 < maxY1+mergin
|
|
}
|
|
|
|
// replacePixelsCommand represents a command to replace pixels of an image.
|
|
type replacePixelsCommand struct {
|
|
dst *Image
|
|
args []*driver.ReplacePixelsArgs
|
|
}
|
|
|
|
func (c *replacePixelsCommand) String() string {
|
|
return fmt.Sprintf("replace-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args))
|
|
}
|
|
|
|
// Exec executes the replacePixelsCommand.
|
|
func (c *replacePixelsCommand) Exec(indexOffset int) error {
|
|
c.dst.image.ReplacePixels(c.args)
|
|
return nil
|
|
}
|
|
|
|
type pixelsCommand struct {
|
|
result []byte
|
|
img *Image
|
|
}
|
|
|
|
// Exec executes a pixelsCommand.
|
|
func (c *pixelsCommand) Exec(indexOffset int) error {
|
|
p, err := c.img.image.Pixels()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
c.result = p
|
|
return nil
|
|
}
|
|
|
|
func (c *pixelsCommand) String() string {
|
|
return fmt.Sprintf("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(indexOffset int) error {
|
|
c.target.image.Dispose()
|
|
return nil
|
|
}
|
|
|
|
// disposeShaderCommand represents a command to dispose a shader.
|
|
type disposeShaderCommand struct {
|
|
target *Shader
|
|
}
|
|
|
|
func (c *disposeShaderCommand) String() string {
|
|
return fmt.Sprintf("dispose-shader: target")
|
|
}
|
|
|
|
// Exec executes the disposeShaderCommand.
|
|
func (c *disposeShaderCommand) Exec(indexOffset int) error {
|
|
c.target.shader.Dispose()
|
|
return nil
|
|
}
|
|
|
|
// newImageCommand represents a command to create an empty image with given width and height.
|
|
type newImageCommand struct {
|
|
result *Image
|
|
width int
|
|
height int
|
|
}
|
|
|
|
func (c *newImageCommand) String() string {
|
|
return fmt.Sprintf("new-image: result: %d, width: %d, height: %d", c.result.id, c.width, c.height)
|
|
}
|
|
|
|
// Exec executes a newImageCommand.
|
|
func (c *newImageCommand) Exec(indexOffset int) error {
|
|
i, err := theGraphicsDriver.NewImage(c.width, c.height)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
c.result.image = i
|
|
return nil
|
|
}
|
|
|
|
// newScreenFramebufferImageCommand is a command to create a special image for the screen.
|
|
type newScreenFramebufferImageCommand struct {
|
|
result *Image
|
|
width int
|
|
height int
|
|
}
|
|
|
|
func (c *newScreenFramebufferImageCommand) String() string {
|
|
return fmt.Sprintf("new-screen-framebuffer-image: result: %d, width: %d, height: %d", c.result.id, c.width, c.height)
|
|
}
|
|
|
|
// Exec executes a newScreenFramebufferImageCommand.
|
|
func (c *newScreenFramebufferImageCommand) Exec(indexOffset int) error {
|
|
var err error
|
|
c.result.image, err = theGraphicsDriver.NewScreenFramebufferImage(c.width, c.height)
|
|
return err
|
|
}
|
|
|
|
// newShaderCommand is a command to create a shader.
|
|
type newShaderCommand struct {
|
|
result *Shader
|
|
ir *shaderir.Program
|
|
}
|
|
|
|
func (c *newShaderCommand) String() string {
|
|
return fmt.Sprintf("new-shader")
|
|
}
|
|
|
|
// Exec executes a newShaderCommand.
|
|
func (c *newShaderCommand) Exec(indexOffset int) error {
|
|
var err error
|
|
c.result.shader, err = theGraphicsDriver.NewShader(c.ir)
|
|
return err
|
|
}
|
|
|
|
// InitializeGraphicsDriverState initialize the current graphics driver state.
|
|
func InitializeGraphicsDriverState() error {
|
|
return runOnMainThread(func() error {
|
|
return theGraphicsDriver.Initialize()
|
|
})
|
|
}
|
|
|
|
// ResetGraphicsDriverState resets the current graphics driver state.
|
|
// If the graphics driver doesn't have an API to reset, ResetGraphicsDriverState does nothing.
|
|
func ResetGraphicsDriverState() error {
|
|
if r, ok := theGraphicsDriver.(interface{ Reset() error }); ok {
|
|
return runOnMainThread(func() error {
|
|
return r.Reset()
|
|
})
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// MaxImageSize returns the maximum size of an image.
|
|
func MaxImageSize() int {
|
|
var size int
|
|
_ = runOnMainThread(func() error {
|
|
size = theGraphicsDriver.MaxImageSize()
|
|
return nil
|
|
})
|
|
return size
|
|
}
|