-
Notifications
You must be signed in to change notification settings - Fork 1
/
gl2.go
788 lines (665 loc) · 21.1 KB
/
gl2.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
// Copyright 2014 The Azul3D Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package gl2
import (
"errors"
"fmt"
"image"
"io"
"runtime"
"strconv"
"strings"
"sync"
"azul3d.org/clock.v1"
"azul3d.org/gfx.v1"
"azul3d.org/gfx/gl2.v2/internal/gl"
)
// Used when attempting to create an OpenGL 2.0 renderer in a lesser OpenGL context.
var ErrInvalidVersion = errors.New("invalid OpenGL version; must be at least OpenGL 2.0")
type pendingQuery struct {
// The ID of the pending occlusion query.
id uint32
// The object of the pending occlusion query.
o *gfx.Object
}
// Renderer is an OpenGL 2 based graphics renderer, it runs independant of the
// window management library being used (GLFW, SDL, Chippy, QML, etc).
//
// The renderer primarily uses two independant OpenGL contexts, one is used for
// rendering and one is used for managing resources like meshes, textures, and
// shaders which allows for asynchronous loading (although it is also possible
// to use only a single OpenGL context for windowing libraries that do not
// support multiple, but this will inheritly disable asynchronous loading).
type Renderer struct {
*baseCanvas
// Render and loader execution channels.
RenderExec chan func() bool
LoaderExec chan func()
// Whether or not the existing graphics state should be kept between
// frames. If set to true before rendering a frame the renderer will ask
// OpenGL for the existing state, the frame will be rendered, and the old
// OpenGL state restored. This is particularly useful when the renderer
// must interoperate with other renderers (e.g. QT5).
keepState bool
// The graphics clock.
clock *clock.Clock
// GPU limitations.
gpuInfo gfx.GPUInfo
// Whether or not certain extensions we use are present or not.
glArbMultisample, glArbFramebufferObject, glArbOcclusionQuery bool
// Number of multisampling samples, buffers.
samples, sampleBuffers int32
// List of OpenGL texture compression format identifiers.
compressedTextureFormats []int32
// A channel which will have one empty struct inside it in the event that
// a finalizer for a mesh, texture, etc has ran and something needs to be
// free'd.
wantFree chan struct{}
// List of native meshes to free at next frame.
meshesToFree struct {
sync.RWMutex
slice []*nativeMesh
}
// List of native shaders to free at next frame.
shadersToFree struct {
sync.RWMutex
slice []*nativeShader
}
// List of native texture id's to free at next frame.
texturesToFree struct {
sync.RWMutex
slice []uint32
}
// List of native FBO id's to free at next frame.
fbosToFree struct {
sync.RWMutex
slice []uint32
}
// List of native render buffer id's to free at next frame.
renderbuffersToFree struct {
sync.RWMutex
slice []uint32
}
*graphicsState
prevGraphicsState *graphicsState
lastShader *gfx.Shader
// Structure used to manage the debug output stream.
debug struct {
sync.RWMutex
W io.Writer
}
// Structure used to manage pending occlusion queries.
pending struct {
sync.Mutex
queries []pendingQuery
}
// RTT format lookups (from gfx formats to GL ones).
rttTexFormats map[gfx.TexFormat]int32
rttDSFormats map[gfx.DSFormat]int32
// If non-nil, then we are currently rendering to a texture. It is only
// touched inside RenderExec.
*rttCanvas
// Whether or not our global OpenGL state has been set for this frame.
stateSetForFrame bool
// Channel to wait for a Render() call to finish.
renderComplete chan struct{}
}
// Implements gfx.Renderer interface.
func (r *Renderer) Clock() *clock.Clock {
return r.clock
}
// Short methods that just call the hooked methods (hooked methods are used in
// rtt.go file for render to texture things).
// Implements gfx.Canvas interface.
func (r *Renderer) Clear(rect image.Rectangle, bg gfx.Color) {
r.hookedClear(rect, bg, nil, nil)
}
// Implements gfx.Canvas interface.
func (r *Renderer) ClearDepth(rect image.Rectangle, depth float64) {
r.hookedClearDepth(rect, depth, nil, nil)
}
// Implements gfx.Canvas interface.
func (r *Renderer) ClearStencil(rect image.Rectangle, stencil int) {
r.hookedClearStencil(rect, stencil, nil, nil)
}
// Implements gfx.Canvas interface.
func (r *Renderer) Draw(rect image.Rectangle, o *gfx.Object, c *gfx.Camera) {
r.hookedDraw(rect, o, c, nil, nil)
}
// Implements gfx.Canvas interface.
func (r *Renderer) QueryWait() {
r.hookedQueryWait(nil, nil)
}
// Implements gfx.Canvas interface.
func (r *Renderer) Render() {
r.hookedRender(nil, nil)
}
// Implements gfx.Canvas interface.
func (r *Renderer) hookedClear(rect image.Rectangle, bg gfx.Color, pre, post func()) {
r.RenderExec <- func() bool {
if pre != nil {
pre()
}
r.performClear(rect, bg)
r.queryYield()
if post != nil {
post()
}
return false
}
}
// Implements gfx.Canvas interface.
func (r *Renderer) hookedClearDepth(rect image.Rectangle, depth float64, pre, post func()) {
r.RenderExec <- func() bool {
if pre != nil {
pre()
}
r.performClearDepth(rect, depth)
r.queryYield()
if post != nil {
post()
}
return false
}
}
// Implements gfx.Canvas interface.
func (r *Renderer) hookedClearStencil(rect image.Rectangle, stencil int, pre, post func()) {
r.RenderExec <- func() bool {
if pre != nil {
pre()
}
r.performClearStencil(rect, stencil)
r.queryYield()
if post != nil {
post()
}
return false
}
}
func (r *Renderer) hookedQueryWait(pre, post func()) {
// Ask the render channel to wait for query results now.
r.RenderExec <- func() bool {
if pre != nil {
pre()
}
// Flush and execute any pending OpenGL commands.
gl.Flush()
//gl.Execute()
// Wait for occlusion query results to come in.
r.queryWait()
if post != nil {
post()
}
// signal render completion.
r.renderComplete <- struct{}{}
return false
}
<-r.renderComplete
}
func (r *Renderer) hookedRender(pre, post func()) {
// If any finalizers have ran and actually want us to free something, then
// we will ask the loader to do so now.
r.LoaderExec <- func() {
r.freeMeshes()
r.freeShaders()
r.freeTextures()
r.freeFBOs()
r.freeRenderbuffers()
}
// Ask the render channel to render things now.
r.RenderExec <- func() bool {
if pre != nil {
pre()
}
// Execute all pending operations.
for i := 0; i < len(r.RenderExec); i++ {
f := <-r.RenderExec
f()
}
// Flush and execute any pending OpenGL commands.
gl.Flush()
//gl.Execute()
// Wait for occlusion query results to come in.
r.queryWait()
if post != nil {
post()
}
if r.rttCanvas != nil {
// We are rendering to a texture. We do not need to clear global
// state, tick the clock, or return true (frame rendered).
// We do still need to signal render completion.
r.renderComplete <- struct{}{}
return false
}
// Clear our OpenGL state now.
r.clearGlobalState()
// Tick the clock.
r.clock.Tick()
// signal render completion.
r.renderComplete <- struct{}{}
return true
}
<-r.renderComplete
}
// Tries to receive pending occlusion query results, returns immediately if
// none are available yet. Returns the number of queries still pending.
func (r *Renderer) queryYield() int {
if !r.glArbOcclusionQuery {
return 0
}
r.pending.Lock()
var (
available, result int32
)
for queryIndex, query := range r.pending.queries {
gl.GetQueryObjectiv(query.id, gl.QUERY_RESULT_AVAILABLE, &available)
//gl.Execute()
if available == gl.TRUE {
// Get the result then.
gl.GetQueryObjectiv(query.id, gl.QUERY_RESULT, &result)
// Delete the query.
gl.DeleteQueries(1, &query.id)
//gl.Execute()
// Update object's sample count.
nativeObj := query.o.NativeObject.(nativeObject)
nativeObj.sampleCount = int(result)
query.o.NativeObject = nativeObj
// Remove from pending slice.
r.pending.queries = append(r.pending.queries[:queryIndex], r.pending.queries[queryIndex+1:]...)
}
}
length := len(r.pending.queries)
r.pending.Unlock()
return length
}
// Blocks until all pending occlusion query results are received.
func (r *Renderer) queryWait() {
if !r.glArbOcclusionQuery {
return
}
// We have no choice except to busy-wait until the results come: OpenGL
// doesn't provide a blocking mechanism for waiting for query results but
// at least we can runtime.Gosched() other goroutines.
for i := 0; r.queryYield() > 0; i++ {
// Only runtime.Gosched() every 16th iteration to avoid bogging down
// rendering.
if i != 0 && (i%16) == 0 {
runtime.Gosched()
}
}
}
// Implements gfx.Renderer interface.
func (r *Renderer) GPUInfo() gfx.GPUInfo {
return r.gpuInfo
}
// Effectively just calls stateScissor(), but passes in the proper bounds
// according to whether or not we are rendering to an rttCanvas or not.
func (r *Renderer) performScissor(rect image.Rectangle) {
if r.rttCanvas != nil {
r.stateScissor(r.rttCanvas.Bounds(), rect)
} else {
r.stateScissor(r.Bounds(), rect)
}
}
func (r *Renderer) performClear(rect image.Rectangle, bg gfx.Color) {
r.setGlobalState()
// Color write mask effects the glClear call below.
r.stateColorWrite([4]bool{true, true, true, true})
// Perform clearing.
r.performScissor(rect)
r.stateClearColor(bg)
gl.Clear(uint32(gl.COLOR_BUFFER_BIT))
}
func (r *Renderer) performClearDepth(rect image.Rectangle, depth float64) {
r.setGlobalState()
// Depth write mask effects the glClear call below.
r.stateDepthWrite(true)
// Perform clearing.
r.performScissor(rect)
r.stateClearDepth(depth)
gl.Clear(uint32(gl.DEPTH_BUFFER_BIT))
}
func (r *Renderer) performClearStencil(rect image.Rectangle, stencil int) {
r.setGlobalState()
// Stencil mask effects the glClear call below.
r.stateStencilMask(0xFFFF, 0xFFFF)
// Perform clearing.
r.performScissor(rect)
r.stateClearStencil(stencil)
gl.Clear(uint32(gl.STENCIL_BUFFER_BIT))
}
// UpdateBounds updates the effective bounding rectangle of this renderer. It
// must be called whenever the OpenGL canvas size should change (e.g. on window
// resize).
func (r *Renderer) UpdateBounds(bounds image.Rectangle) {
r.baseCanvas.setBounds(bounds)
}
func (r *Renderer) setGlobalState() {
if !r.stateSetForFrame {
r.stateSetForFrame = true
if r.keepState {
// We want to maintain state between frames for cooperation with
// another renderer. Store the existing graphics state now so that
// we can restore it after the frame is rendered.
r.prevGraphicsState = queryExistingState(&r.gpuInfo, r.Bounds())
// Since the existing state is also not what we think it is, we
// must update our state now.
cpy := *r.prevGraphicsState
r.graphicsState = &cpy
}
// Update viewport bounds.
bounds := r.baseCanvas.Bounds()
gl.Viewport(0, 0, int32(bounds.Dx()), int32(bounds.Dy()))
// Enable scissor testing.
gl.Enable(gl.SCISSOR_TEST)
// Enable multisampling, if available and wanted.
if r.glArbMultisample {
if r.baseCanvas.MSAA() {
gl.Enable(gl.MULTISAMPLE)
}
}
}
}
func (r *Renderer) clearGlobalState() {
if r.stateSetForFrame {
r.stateSetForFrame = false
// Clear last used state.
oldState := defaultGraphicsState
if r.keepState {
// We want to maintain state between frames for cooperation with
// another renderer. Use the graphics state that was active when
// the frame started then.
oldState = r.prevGraphicsState
}
r.graphicsState.load(&r.gpuInfo, r.Bounds(), oldState)
// Reset last shader so that uniforms are loaded again next frame.
r.lastShader = nil
// Disable scissor testing.
gl.Disable(gl.SCISSOR_TEST)
// Disable multisampling, if available.
if r.glArbMultisample {
gl.Disable(gl.MULTISAMPLE)
}
}
}
func (r *Renderer) logf(format string, args ...interface{}) {
// Log the error.
r.debug.RLock()
if r.debug.W != nil {
fmt.Fprintf(r.debug.W, format, args...)
}
r.debug.RUnlock()
}
// SetDebugOutput sets the writer, w, to write debug output to. It will mostly
// contain just shader debug information, but other information may be written
// in the future as well.
func (r *Renderer) SetDebugOutput(w io.Writer) {
r.debug.RLock()
r.debug.W = w
r.debug.RUnlock()
}
func parseVersionString(ver string) (major, minor, release int, vendor string) {
if len(ver) == 0 {
// Version string must not be empty
return
}
// According to http://www.opengl.org/sdk/docs/man/xhtml/glGetString.xml
//
// the string returned may be 'major.minor' or 'major.minor.release'
// and may be following by a space and any vendor specific information.
// First locate a proper version string without vendor specific
// information.
var (
versionString string
err error
)
if strings.Contains(ver, " ") {
// It must have vendor information
split := strings.Split(ver, " ")
if len(split) > 0 || len(split[0]) > 0 {
// Everything looks good.
versionString = split[0]
} else {
// Something must be wrong with their vendor string.
return
}
// Store the vendor version information.
vendor = ver[len(versionString):]
} else {
// No vendor information.
versionString = ver
}
// We have a proper version string now without vendor information.
dots := strings.Count(versionString, ".")
if dots == 1 {
// It's a 'major.minor' style string
versions := strings.Split(versionString, ".")
if len(versions) == 2 {
major, err = strconv.Atoi(versions[0])
if err != nil {
return
}
minor, err = strconv.Atoi(versions[1])
if err != nil {
return
}
} else {
return
}
} else if dots == 2 {
// It's a 'major.minor.release' style string
versions := strings.Split(versionString, ".")
if len(versions) == 3 {
major, err = strconv.Atoi(versions[0])
if err != nil {
return
}
minor, err = strconv.Atoi(versions[1])
if err != nil {
return
}
release, err = strconv.Atoi(versions[2])
if err != nil {
return
}
} else {
return
}
}
return
}
func queryVersion() (major, minor, release int, vendorVersion string) {
versionString := gl.GoStr(gl.GetString(gl.VERSION))
return parseVersionString(versionString)
}
func queryShaderVersion() (major, minor, release int, vendorVersion string) {
versionString := gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION))
return parseVersionString(versionString)
}
func queryExtensions() map[string]bool {
// Initialize extensions map
var (
extensions = make(map[string]bool)
extString = gl.GoStr(gl.GetString(gl.EXTENSIONS))
)
if len(extString) > 0 {
split := strings.Split(extString, " ")
for _, ext := range split {
if len(ext) > 0 {
extensions[ext] = true
}
}
}
return extensions
}
func extension(name string, extensions map[string]bool) bool {
_, ok := extensions[name]
return ok
}
func glStr(s string) *int8 {
return gl.Str(s + "\x00")
}
// New returns a new OpenGL 2 based graphics renderer. If any error is returned
// then a nil renderer is also returned. This function must be called only when
// an OpenGL 2 context is active.
//
// keepState specifies whether or not the existing graphics state should be
// maintained between frames. If set to true then before rendering a frame the
// graphics state will be saved, the frame rendered, and the old graphics state
// restored again. This is particularly useful when the renderer must cooperate
// with another renderer (e.g. QT5). Do not turn it on needlessly though as it
// does come with a performance cost.
func New(keepState bool) (*Renderer, error) {
r := &Renderer{
baseCanvas: &baseCanvas{
msaa: true,
},
RenderExec: make(chan func() bool, 1024),
LoaderExec: make(chan func(), 1024),
keepState: keepState,
renderComplete: make(chan struct{}, 8),
wantFree: make(chan struct{}, 1),
clock: clock.New(),
}
// Initialize OpenGL.
err := gl.Init()
if err != nil {
return nil, fmt.Errorf("OpenGL Error: %v", err)
}
// Note: we don't need r.gl.Lock() here because no other goroutines
// can be using r.ctx yet since we haven't returned from New().
// Find the renderer's precision.
var redBits, greenBits, blueBits, alphaBits, depthBits, stencilBits int32
gl.GetIntegerv(gl.RED_BITS, &redBits)
gl.GetIntegerv(gl.GREEN_BITS, &greenBits)
gl.GetIntegerv(gl.BLUE_BITS, &blueBits)
gl.GetIntegerv(gl.ALPHA_BITS, &alphaBits)
gl.GetIntegerv(gl.DEPTH_BITS, &depthBits)
gl.GetIntegerv(gl.STENCIL_BITS, &stencilBits)
//gl.Execute()
r.precision.RedBits = uint8(redBits)
r.precision.GreenBits = uint8(greenBits)
r.precision.BlueBits = uint8(blueBits)
r.precision.AlphaBits = uint8(alphaBits)
r.precision.DepthBits = uint8(depthBits)
r.precision.StencilBits = uint8(stencilBits)
exts := queryExtensions()
extsStr := make([]string, len(exts))
ei := 0
for s := range exts {
extsStr[ei] = s
ei++
}
// Query whether we have the GL_ARB_framebuffer_object extension.
r.glArbFramebufferObject = extension("GL_ARB_framebuffer_object", exts)
// Query whether we have the GL_ARB_occlusion_query extension.
r.glArbOcclusionQuery = extension("GL_ARB_occlusion_query", exts)
// Query whether we have the GL_ARB_multisample extension.
r.glArbMultisample = extension("GL_ARB_multisample", exts)
if r.glArbMultisample {
// Query the number of samples and sample buffers we have, if any.
gl.GetIntegerv(gl.SAMPLES, &r.samples)
gl.GetIntegerv(gl.SAMPLE_BUFFERS, &r.sampleBuffers)
//gl.Execute() // Needed because glGetIntegerv must execute now.
r.precision.Samples = int(r.samples)
}
// Store GPU info.
var maxTextureSize, maxVaryingFloats, maxVertexInputs, maxFragmentInputs, occlusionQueryBits int32
gl.GetIntegerv(gl.MAX_TEXTURE_SIZE, &maxTextureSize)
gl.GetIntegerv(gl.MAX_VARYING_FLOATS, &maxVaryingFloats)
gl.GetIntegerv(gl.MAX_VERTEX_UNIFORM_COMPONENTS, &maxVertexInputs)
gl.GetIntegerv(gl.MAX_FRAGMENT_UNIFORM_COMPONENTS, &maxFragmentInputs)
if r.glArbOcclusionQuery {
gl.GetQueryiv(gl.SAMPLES_PASSED, gl.QUERY_COUNTER_BITS, &occlusionQueryBits)
}
//gl.Execute()
// Collect GPU information.
r.gpuInfo.MaxTextureSize = int(maxTextureSize)
r.gpuInfo.GLSLMaxVaryingFloats = int(maxVaryingFloats)
r.gpuInfo.GLSLMaxVertexInputs = int(maxVertexInputs)
r.gpuInfo.GLSLMaxFragmentInputs = int(maxFragmentInputs)
r.gpuInfo.GLExtensions = extsStr
r.gpuInfo.AlphaToCoverage = r.glArbMultisample && r.samples > 0 && r.sampleBuffers > 0
r.gpuInfo.Name = gl.GoStr(gl.GetString(gl.RENDERER))
r.gpuInfo.Vendor = gl.GoStr(gl.GetString(gl.VENDOR))
r.gpuInfo.GLMajor, r.gpuInfo.GLMinor, _, _ = queryVersion()
r.gpuInfo.GLSLMajor, r.gpuInfo.GLSLMinor, _, _ = queryShaderVersion()
r.gpuInfo.OcclusionQuery = r.glArbOcclusionQuery && occlusionQueryBits > 0
r.gpuInfo.OcclusionQueryBits = int(occlusionQueryBits)
r.gpuInfo.NPOT = extension("GL_ARB_texture_non_power_of_two", exts)
if r.glArbFramebufferObject {
// See http://www.opengl.org/wiki/Image_Format for more information.
//
// TODO:
// GL_DEPTH32F_STENCIL8 and GL_DEPTH_COMPONENT32F via Texture.Format
// option. (does it require an extension check with GL 2.0?)
// GL_STENCIL_INDEX8 (looks like 4.3+ GL hardware)
// GL_RGBA16F, GL_RGBA32F via Texture.Format
// Compressed formats (DXT ?)
// sRGB formats
//
// GL_RGB16, GL_RGBA16
r.rttTexFormats = make(map[gfx.TexFormat]int32, 16)
r.rttDSFormats = make(map[gfx.DSFormat]int32, 16)
// Formats below are guaranteed to be supported in OpenGL 2.x hardware:
fmts := r.gpuInfo.RTTFormats
// Color formats.
fmts.ColorFormats = append(fmts.ColorFormats, []gfx.TexFormat{
gfx.RGB,
gfx.RGBA,
}...)
for _, cf := range fmts.ColorFormats {
r.rttTexFormats[cf] = convertTexFormat(cf)
}
// Depth formats.
fmts.DepthFormats = append(fmts.DepthFormats, []gfx.DSFormat{
gfx.Depth16,
gfx.Depth24,
gfx.Depth32,
gfx.Depth24AndStencil8,
}...)
r.rttDSFormats[gfx.Depth16] = gl.DEPTH_COMPONENT16
r.rttDSFormats[gfx.Depth24] = gl.DEPTH_COMPONENT24
r.rttDSFormats[gfx.Depth32] = gl.DEPTH_COMPONENT32
// Stencil formats.
fmts.StencilFormats = append(fmts.StencilFormats, []gfx.DSFormat{
gfx.Depth24AndStencil8,
}...)
r.rttDSFormats[gfx.Depth24AndStencil8] = gl.DEPTH24_STENCIL8
// Sample counts.
// TODO: Beware integer texture formats -- MSAA can at max be
// GL_MAX_INTEGER_SAMPLES with those.
var maxSamples int32
gl.GetIntegerv(gl.MAX_SAMPLES, &maxSamples)
//gl.Execute()
for i := 0; i < int(maxSamples); i++ {
fmts.Samples = append(fmts.Samples, i)
}
r.gpuInfo.RTTFormats = fmts
}
// Grab the current renderer bounds (opengl viewport).
var viewport [4]int32
gl.GetIntegerv(gl.VIEWPORT, &viewport[0])
//gl.Execute()
r.baseCanvas.bounds = image.Rect(0, 0, int(viewport[2]), int(viewport[3]))
if keepState {
// Load the existing graphics state.
r.graphicsState = queryExistingState(&r.gpuInfo, r.baseCanvas.bounds)
} else {
r.graphicsState = defaultGraphicsState
}
// Update scissor rectangle.
r.stateScissor(r.baseCanvas.bounds, r.baseCanvas.bounds)
// Grab the number of texture compression formats.
var numFormats int32
gl.GetIntegerv(gl.NUM_COMPRESSED_TEXTURE_FORMATS, &numFormats)
//gl.Execute() // Needed because glGetIntegerv must execute now.
// Store the slice of texture compression formats.
if numFormats > 0 {
r.compressedTextureFormats = make([]int32, numFormats)
gl.GetIntegerv(gl.COMPRESSED_TEXTURE_FORMATS, &r.compressedTextureFormats[0])
//gl.Execute() // Needed because glGetIntegerv must execute now.
}
return r, nil
}