view pytouhou/ui/opengl/framebuffer.pyx @ 791:a29122662cde

utils: Simplify translate_2d and align Mat4 to 16 bytes This lowers the amount of instructions from 61 to 32 on PowerPC with AltiVec, and from 25 to 14 on amd64 with AVX2.
author Link Mauve <linkmauve@linkmauve.fr>
date Sat, 17 Jan 2026 14:19:58 +0100
parents a6af3ff86612
children
line wrap: on
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# -*- encoding: utf-8 -*-
##
## Copyright (C) 2014 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
##
## This program is free software; you can redistribute it and/or modify
## it under the terms of the GNU General Public License as published
## by the Free Software Foundation; version 3 only.
##
## This program is distributed in the hope that it will be useful,
## but WITHOUT ANY WARRANTY; without even the implied warranty of
## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
## GNU General Public License for more details.
##

from libc.stdlib cimport free

from pytouhou.lib.opengl cimport \
         (glPushDebugGroup, glPopDebugGroup, GL_DEBUG_SOURCE_APPLICATION,
          glGenTextures, glDeleteTextures, glBindTexture, glTexParameteri,
          glTexImage2D, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
          GL_TEXTURE_MAG_FILTER, GL_LINEAR, GL_RGBA, GL_UNSIGNED_BYTE,
          glGenRenderbuffers, glDeleteRenderbuffers, glBindRenderbuffer,
          glRenderbufferStorage, GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
          glGenFramebuffers, glDeleteFramebuffers, glBindFramebuffer,
          glFramebufferTexture2D, glFramebufferRenderbuffer,
          glCheckFramebufferStatus, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
          GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_COMPLETE, glGenBuffers,
          glDeleteBuffers, glBindBuffer, glBufferData, GL_ARRAY_BUFFER,
          GL_STATIC_DRAW, glGenVertexArrays, glDeleteVertexArrays,
          glBindVertexArray, glVertexAttribPointer, GL_SHORT, GL_FLOAT,
          glEnableVertexAttribArray, glDrawArrays, GL_TRIANGLE_STRIP,
          glBlitFramebuffer, GL_READ_FRAMEBUFFER, glClear, GL_COLOR_BUFFER_BIT,
          GL_DEPTH_BUFFER_BIT, glViewport, glBlendFunc, GL_ONE, GL_ZERO)

from pytouhou.utils.maths cimport ortho_2d

from .shaders.eosd import PassthroughShader
from .backend cimport use_debug_group, use_vao, use_framebuffer_blit

cdef class Framebuffer:
    def __init__(self, int x, int y, int width, int height):
        if use_debug_group:
            glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Framebuffer creation")

        # This texture will receive the game area in native resolution.
        glGenTextures(1, &self.texture)
        glBindTexture(GL_TEXTURE_2D, self.texture)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexImage2D(GL_TEXTURE_2D, 0,
                     GL_RGBA,
                     width, height,
                     0,
                     GL_RGBA, GL_UNSIGNED_BYTE,
                     NULL)
        glBindTexture(GL_TEXTURE_2D, 0)

        # We need a depth buffer, but don’t care about retrieving it.
        glGenRenderbuffers(1, &self.rbo)
        glBindRenderbuffer(GL_RENDERBUFFER, self.rbo)
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height)
        glBindRenderbuffer(GL_RENDERBUFFER, 0)

        # The framebuffer is there as a rendering target.
        glGenFramebuffers(1, &self.fbo)
        glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.texture, 0)
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, self.rbo)
        assert glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        if not use_framebuffer_blit:
            # We’ll use only those vertices, everytime.
            self.buf[0] = PassthroughVertex(x, y, 0, 1)
            self.buf[1] = PassthroughVertex(x + width, y, 1, 1)
            self.buf[2] = PassthroughVertex(x, y + height, 0, 0)
            self.buf[3] = PassthroughVertex(x + width, y + height, 1, 0)

            # Now we upload those vertices into a static vbo.
            glGenBuffers(1, &self.vbo)
            glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
            glBufferData(GL_ARRAY_BUFFER, sizeof(self.buf), self.buf, GL_STATIC_DRAW)

            # As a performance optimisation, if supported, store the rendering state into a vao.
            if use_vao:
                glGenVertexArrays(1, &self.vao)
                glBindVertexArray(self.vao)
                self.set_state()
                glBindVertexArray(0)

            glBindBuffer(GL_ARRAY_BUFFER, 0)

            # And finally the shader we’ll use to display everything.
            self.shader = PassthroughShader()
            self.mvp = ortho_2d(0., float(width), float(height), 0.)
        else:
            self.x = x
            self.y = y
            self.width = width
            self.height = height

        if use_debug_group:
            glPopDebugGroup()

    def __dealloc__(self):
        if not use_framebuffer_blit:
            glDeleteBuffers(1, &self.vbo)
            if use_vao:
                glDeleteVertexArrays(1, &self.vao)
            if self.mvp != NULL:
                free(self.mvp)
        glDeleteTextures(1, &self.texture)
        glDeleteRenderbuffers(1, &self.rbo)
        glDeleteFramebuffers(1, &self.fbo)

    cpdef bind(self):
        glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)

    cdef void set_state(self) nogil:
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo)

        #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
        glVertexAttribPointer(0, 2, GL_SHORT, False, sizeof(PassthroughVertex), <void*>0)
        glEnableVertexAttribArray(0)
        glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(PassthroughVertex), <void*>4)
        glEnableVertexAttribArray(1)

    cdef bint render(self, int x, int y, int width, int height) except True:
        if use_debug_group:
            glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Framebuffer drawing")

        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        glClear(GL_COLOR_BUFFER_BIT)

        if use_framebuffer_blit:
            glBindFramebuffer(GL_READ_FRAMEBUFFER, self.fbo)
            glBlitFramebuffer(self.x, self.y, self.width, self.height,
                              x, y, x + width, y + height,
                              GL_COLOR_BUFFER_BIT, GL_LINEAR)
        else:
            self.shader.bind()
            self.shader.uniform_matrix('mvp', self.mvp)

            glViewport(x, y, width, height)
            glBlendFunc(GL_ONE, GL_ZERO)

            if use_vao:
                glBindVertexArray(self.vao)
            else:
                self.set_state()

            glBindTexture(GL_TEXTURE_2D, self.texture)
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
            glBindTexture(GL_TEXTURE_2D, 0)

            if use_vao:
                glBindVertexArray(0)
            else:
                glBindBuffer(GL_ARRAY_BUFFER, 0)

        if use_debug_group:
            glPopDebugGroup()