twitchapon-anim

Basic Twitchapon Receiver/Visuals
git clone git://bsandro.tech/twitchapon-anim
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context.go (3220B)


      1 // Copyright 2016 Hajime Hoshi
      2 //
      3 // Licensed under the Apache License, Version 2.0 (the "License");
      4 // you may not use this file except in compliance with the License.
      5 // You may obtain a copy of the License at
      6 //
      7 //     http://www.apache.org/licenses/LICENSE-2.0
      8 //
      9 // Unless required by applicable law or agreed to in writing, software
     10 // distributed under the License is distributed on an "AS IS" BASIS,
     11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     12 // See the License for the specific language governing permissions and
     13 // limitations under the License.
     14 
     15 package opengl
     16 
     17 import (
     18 	"fmt"
     19 	"sync"
     20 
     21 	"github.com/hajimehoshi/ebiten/v2/internal/driver"
     22 	"github.com/hajimehoshi/ebiten/v2/internal/thread"
     23 )
     24 
     25 func convertOperation(op driver.Operation) operation {
     26 	switch op {
     27 	case driver.Zero:
     28 		return zero
     29 	case driver.One:
     30 		return one
     31 	case driver.SrcAlpha:
     32 		return srcAlpha
     33 	case driver.DstAlpha:
     34 		return dstAlpha
     35 	case driver.OneMinusSrcAlpha:
     36 		return oneMinusSrcAlpha
     37 	case driver.OneMinusDstAlpha:
     38 		return oneMinusDstAlpha
     39 	case driver.DstColor:
     40 		return dstColor
     41 	default:
     42 		panic(fmt.Sprintf("opengl: invalid operation %d at convertOperation", op))
     43 	}
     44 }
     45 
     46 type context struct {
     47 	locationCache      *locationCache
     48 	screenFramebuffer  framebufferNative // This might not be the default frame buffer '0' (e.g. iOS).
     49 	lastFramebuffer    framebufferNative
     50 	lastTexture        textureNative
     51 	lastViewportWidth  int
     52 	lastViewportHeight int
     53 	lastCompositeMode  driver.CompositeMode
     54 	maxTextureSize     int
     55 	maxTextureSizeOnce sync.Once
     56 	highp              bool
     57 	highpOnce          sync.Once
     58 
     59 	t *thread.Thread
     60 
     61 	contextImpl
     62 }
     63 
     64 func (c *context) bindTexture(t textureNative) {
     65 	if c.lastTexture.equal(t) {
     66 		return
     67 	}
     68 	c.bindTextureImpl(t)
     69 	c.lastTexture = t
     70 }
     71 
     72 func (c *context) bindFramebuffer(f framebufferNative) {
     73 	if c.lastFramebuffer.equal(f) {
     74 		return
     75 	}
     76 	c.bindFramebufferImpl(f)
     77 	c.lastFramebuffer = f
     78 }
     79 
     80 func (c *context) setViewport(f *framebuffer) {
     81 	c.bindFramebuffer(f.native)
     82 	if c.lastViewportWidth != f.width || c.lastViewportHeight != f.height {
     83 		// On some environments, viewport size must be within the framebuffer size.
     84 		// e.g. Edge (#71), Chrome on GPD Pocket (#420), macOS Mojave (#691).
     85 		// Use the same size of the framebuffer here.
     86 		c.setViewportImpl(f.width, f.height)
     87 
     88 		// glViewport must be called at least at every frame on iOS.
     89 		// As the screen framebuffer is the last render target, next SetViewport should be
     90 		// the first call at a frame.
     91 		if f.native.equal(c.screenFramebuffer) {
     92 			c.lastViewportWidth = 0
     93 			c.lastViewportHeight = 0
     94 		} else {
     95 			c.lastViewportWidth = f.width
     96 			c.lastViewportHeight = f.height
     97 		}
     98 	}
     99 }
    100 
    101 func (c *context) getScreenFramebuffer() framebufferNative {
    102 	return c.screenFramebuffer
    103 }
    104 
    105 func (c *context) getMaxTextureSize() int {
    106 	c.maxTextureSizeOnce.Do(func() {
    107 		c.maxTextureSize = c.maxTextureSizeImpl()
    108 	})
    109 	return c.maxTextureSize
    110 }
    111 
    112 // highpPrecision represents an enough mantissa of float values in a shader.
    113 const highpPrecision = 23
    114 
    115 func (c *context) hasHighPrecisionFloat() bool {
    116 	c.highpOnce.Do(func() {
    117 		c.highp = c.getShaderPrecisionFormatPrecision() >= highpPrecision
    118 	})
    119 	return c.highp
    120 }