Source code for arcade.gl.context

from contextlib import contextmanager
from ctypes import c_int, c_char_p, cast, c_float
from collections import deque
import logging
import weakref
from typing import Any, Deque, Dict, List, Tuple, Union, Sequence, Set

import pyglet
from pyglet.window import Window
from pyglet import gl

from .buffer import Buffer
from .program import Program
from .vertex_array import Geometry
from .framebuffer import Framebuffer, DefaultFrameBuffer
from typing import Optional
from .texture import Texture
from .query import Query
from .glsl import ShaderSource
from .types import BufferDescription
from .compute_shader import ComputeShader

LOG = logging.getLogger(__name__)


[docs]class Context: """ Represents an OpenGL context. This context belongs to a ``pyglet.Window`` normally accessed through ``window.ctx``. The Context class contains methods for creating resources, global states and commonly used enums. All enums also exist in the ``gl`` module. (``ctx.BLEND`` or ``arcade.gl.BLEND``). """ #: The active context active: Optional["Context"] = None # --- Store the most commonly used OpenGL constants # Texture #: Texture interpolation: Nearest pixel NEAREST = 0x2600 #: Texture interpolation: Linear interpolate LINEAR = 0x2601 #: Texture interpolation: Minification filter for mipmaps NEAREST_MIPMAP_NEAREST = 0x2700 #: Texture interpolation: Minification filter for mipmaps LINEAR_MIPMAP_NEAREST = 0x2701 #: Texture interpolation: Minification filter for mipmaps NEAREST_MIPMAP_LINEAR = 0x2702 #: Texture interpolation: Minification filter for mipmaps LINEAR_MIPMAP_LINEAR = 0x2703 #: Texture wrap mode: Repeat REPEAT = gl.GL_REPEAT # Texture wrap mode: Clamp to border pixel CLAMP_TO_EDGE = gl.GL_CLAMP_TO_EDGE # Texture wrap mode: Clamp to border color CLAMP_TO_BORDER = gl.GL_CLAMP_TO_BORDER # Texture wrap mode: Repeat mirrored MIRRORED_REPEAT = gl.GL_MIRRORED_REPEAT # Flags #: Context flag: Blending BLEND = gl.GL_BLEND #: Context flag: Depth testing DEPTH_TEST = gl.GL_DEPTH_TEST #: Context flag: Face culling CULL_FACE = gl.GL_CULL_FACE #: Context flag: Enable ``gl_PointSize`` in shaders. PROGRAM_POINT_SIZE = gl.GL_PROGRAM_POINT_SIZE # Blend functions #: Blend function ZERO = 0x0000 #: Blend function ONE = 0x0001 #: Blend function SRC_COLOR = 0x0300 #: Blend function ONE_MINUS_SRC_COLOR = 0x0301 #: Blend function SRC_ALPHA = 0x0302 #: Blend function ONE_MINUS_SRC_ALPHA = 0x0303 #: Blend function DST_ALPHA = 0x0304 #: Blend function ONE_MINUS_DST_ALPHA = 0x0305 #: Blend function DST_COLOR = 0x0306 #: Blend function ONE_MINUS_DST_COLOR = 0x0307 # Blend equations #: source + destination FUNC_ADD = 0x8006 #: Blend equations: source - destination FUNC_SUBTRACT = 0x800A #: Blend equations: destination - source FUNC_REVERSE_SUBTRACT = 0x800B #: Blend equations: Minimum of source and destination MIN = 0x8007 #: Blend equations: Maximum of source and destination MAX = 0x8008 # Blend mode shortcuts #: Blend mode shortcut for default blend mode: ``SRC_ALPHA, ONE_MINUS_SRC_ALPHA`` BLEND_DEFAULT = 0x0302, 0x0303 #: Blend mode shortcut for additive blending: ``ONE, ONE`` BLEND_ADDITIVE = 0x0001, 0x0001 #: Blend mode shortcut for premultipled alpha: ``SRC_ALPHA, ONE`` BLEND_PREMULTIPLIED_ALPHA = 0x0302, 0x0001 # VertexArray: Primitives #: Primitive mode POINTS = gl.GL_POINTS # 0 #: Primitive mode LINES = gl.GL_LINES # 1 #: Primitive mode LINE_LOOP = gl.GL_LINE_LOOP # 2 #: Primitive mode LINE_STRIP = gl.GL_LINE_STRIP # 3 #: Primitive mode TRIANGLES = gl.GL_TRIANGLES # 4 #: Primitive mode TRIANGLE_STRIP = gl.GL_TRIANGLE_STRIP # 5 #: Primitive mode TRIANGLE_FAN = gl.GL_TRIANGLE_FAN # 6 #: Primitive mode LINES_ADJACENCY = gl.GL_LINES_ADJACENCY # 10 #: Primitive mode LINE_STRIP_ADJACENCY = gl.GL_LINE_STRIP_ADJACENCY # 11 #: Primitive mode TRIANGLES_ADJACENCY = gl.GL_TRIANGLES_ADJACENCY # 12 #: Primitive mode TRIANGLE_STRIP_ADJACENCY = gl.GL_TRIANGLE_STRIP_ADJACENCY # 13 #: Patch mode (tessellation) PATCHES = gl.GL_PATCHES # The most common error enums _errors = { gl.GL_INVALID_ENUM: "GL_INVALID_ENUM", gl.GL_INVALID_VALUE: "GL_INVALID_VALUE", gl.GL_INVALID_OPERATION: "GL_INVALID_OPERATION", gl.GL_INVALID_FRAMEBUFFER_OPERATION: "GL_INVALID_FRAMEBUFFER_OPERATION", gl.GL_OUT_OF_MEMORY: "GL_OUT_OF_MEMORY", gl.GL_STACK_UNDERFLOW: "GL_STACK_UNDERFLOW", gl.GL_STACK_OVERFLOW: "GL_STACK_OVERFLOW", } def __init__(self, window: pyglet.window.Window, gc_mode: str = "auto"): self._window_ref = weakref.ref(window) self.limits = Limits(self) self._gl_version = (self.limits.MAJOR_VERSION, self.limits.MINOR_VERSION) Context.activate(self) # Texture unit we use when doing operations on textures to avoid # affecting currently bound textures in the first units self.default_texture_unit: int = self.limits.MAX_TEXTURE_IMAGE_UNITS - 1 # Detect the default framebuffer self._screen = DefaultFrameBuffer(self) # Tracking active program self.active_program: Optional[Program] = None # Tracking active framebuffer. On context creation the window is the default render target self.active_framebuffer: Framebuffer = self._screen self.stats: ContextStats = ContextStats(warn_threshold=1000) # Hardcoded states # This should always be enabled gl.glEnable(gl.GL_TEXTURE_CUBE_MAP_SEAMLESS) # Set primitive restart index to -1 by default gl.glEnable(gl.GL_PRIMITIVE_RESTART) self._primitive_restart_index = -1 self.primitive_restart_index = self._primitive_restart_index # We enable scissor testing by default. # This is always set to the same value as the viewport # to avoid background color affecting areas outside the viewport gl.glEnable(gl.GL_SCISSOR_TEST) # States self._blend_func = self.BLEND_DEFAULT self._point_size = 1.0 self._flags: Set[int] = set() # Normal garbage collection as default (what we expect in python) self._gc_mode = "auto" self.gc_mode = gc_mode #: Collected objects to gc when gc_mode is "context_gc" self.objects: Deque[Any] = deque() @property def window(self) -> Window: """ The window this context belongs to. :type: ``pyglet.Window`` """ return self._window_ref() @property def screen(self) -> Framebuffer: """ The framebuffer for the window. :type: :py:class:`~arcade.Framebuffer` """ return self._screen @property def fbo(self) -> Framebuffer: """ Get the currently active framebuffer. This property is read-only :type: :py:class:`arcade.gl.Framebuffer` """ return self.active_framebuffer @property def gl_version(self) -> Tuple[int, int]: """ The OpenGL version as a 2 component tuple :type: tuple (major, minor) version """ return self._gl_version
[docs] def gc(self) -> int: """ Run garbage collection of OpenGL objects for this context. This is only needed when ``gc_mode`` is ``context_gc``. :return: The number of resources destroyed :rtype: int """ # Loop the array until all objects are gone. # Deleting one object might add new ones so we need # to loop until the deque is empty num_objects = 0 while len(self.objects): obj = self.objects.popleft() obj.delete() num_objects += 1 return num_objects
@property def gc_mode(self) -> str: """ Set the garbage collection mode for OpenGL resources. Supported modes are: # default: Auto ctx.gc_mode = "auto" # Defer garbage collection until ctx.gc() is called # This can be useful to enforce the main thread to # run garbage collection of opengl resources ctx.gc_mode = "context_gc" """ return self._gc_mode @gc_mode.setter def gc_mode(self, value: str): modes = ["auto", "context_gc"] if value not in modes: raise ValueError("Unsupported gc_mode. Supported modes are:", modes) self._gc_mode = value @property def error(self) -> Union[str, None]: """Check OpenGL error Returns a string representation of the occurring error or ``None`` of no errors has occurred. Example:: err = ctx.error if err: raise RuntimeError("OpenGL error: {err}") :type: str """ err = gl.glGetError() if err == gl.GL_NO_ERROR: return None return self._errors.get(err, "GL_UNKNOWN_ERROR")
[docs] @classmethod def activate(cls, ctx: "Context"): """Mark a context as the currently active one""" cls.active = ctx
[docs] def enable(self, *flags): """ Enables one or more context flags:: # Single flag ctx.enable(ctx.BLEND) # Multiple flags ctx.enable(ctx.DEPTH_TEST, ctx.CULL_FACE) """ self._flags.update(flags) for flag in flags: gl.glEnable(flag)
[docs] def enable_only(self, *args): """ Enable only some flags. This will disable all other flags. This is a simple way to ensure that context flag states are not lingering from other sections of your code base:: # Ensure all flags are disabled (enable no flags) ctx.enable_only() # Make sure only blending is enabled ctx.enable_only(ctx.BLEND) # Make sure only depth test and culling is enabled ctx.enable_only(ctx.DEPTH_TEST, ctx.CULL_FACE) """ self._flags = set(args) if self.BLEND in self._flags: gl.glEnable(self.BLEND) else: gl.glDisable(self.BLEND) if self.DEPTH_TEST in self._flags: gl.glEnable(self.DEPTH_TEST) else: gl.glDisable(self.DEPTH_TEST) if self.CULL_FACE in self._flags: gl.glEnable(self.CULL_FACE) else: gl.glDisable(self.CULL_FACE) if self.PROGRAM_POINT_SIZE in self._flags: gl.glEnable(self.PROGRAM_POINT_SIZE) else: gl.glDisable(self.PROGRAM_POINT_SIZE)
[docs] @contextmanager def enabled(self, *flags): """ Temporarily change enabled flags:: with ctx.enabled(ctx.BLEND, ctx.CULL_FACE): # Render something """ old_flags = self._flags self.enable(*flags) try: yield finally: self.enable(*old_flags)
[docs] @contextmanager def enabled_only(self, *flags): """ Temporarily change enabled flags:: with ctx.enabled_only(ctx.BLEND, ctx.CULL_FACE): # Render something """ old_flags = self._flags self.enable_only(*flags) try: yield finally: self.enable_only(*old_flags)
[docs] def disable(self, *args): """ Disable one or more context flags:: # Single flag ctx.disable(ctx.BLEND) # Multiple flags ctx.disable(ctx.DEPTH_TEST, ctx.CULL_FACE) """ self._flags -= set(args) for flag in args: gl.glDisable(flag)
[docs] def is_enabled(self, flag) -> bool: """ Check if a context flag is enabled :type: bool """ return flag in self._flags
@property def viewport(self) -> Tuple[int, int, int, int]: """ Get or set the viewport for the currently active framebuffer. The viewport simply describes what pixels of the screen OpenGL should render to. Normally it would be the size of the window's framebuffer:: # 4:3 screen ctx.viewport = 0, 0, 800, 600 # 1080p ctx.viewport = 0, 0, 1920, 1080 # Using the current framebuffer size ctx.viewport = 0, 0, *ctx.screen.size :type: tuple (x, y, width, height) """ return self.active_framebuffer.viewport @viewport.setter def viewport(self, value: Tuple[int, int, int, int]): self.active_framebuffer.viewport = value @property def blend_func(self) -> Tuple[int, int]: """ Get or the blend function:: ctx.blend_func = ctx.ONE, ctx.ONE :type: tuple (src, dst) """ return self._blend_func @blend_func.setter def blend_func(self, value: Tuple[int, int]): self._blend_func = value gl.glBlendFunc(value[0], value[1]) # def blend_equation(self) # def front_face(self) # def cull_face(self) @property def patch_vertices(self) -> int: """ Get or set number of vertices that will be used to make up a single patch primitive. Patch primitives are consumed by the tessellation control shader (if present) and subsequently used for tessellation. :type: int """ value = c_int() gl.glGetIntegerv(gl.GL_PATCH_VERTICES, value) return value.value @patch_vertices.setter def patch_vertices(self, value: int): if not isinstance(value, int): raise TypeError("patch_vertices must be an integer") gl.glPatchParameteri(gl.GL_PATCH_VERTICES, value) @property def point_size(self) -> float: """float: Get or set the point size.""" return self._point_size @point_size.setter def point_size(self, value: float): gl.glPointSize(self._point_size) self._point_size = value @property def primitive_restart_index(self) -> int: """Get or set the primitive restart index. Default is -1""" return self._primitive_restart_index @primitive_restart_index.setter def primitive_restart_index(self, value: int): self._primitive_restart_index = value gl.glPrimitiveRestartIndex(value)
[docs] def finish(self) -> None: """ Wait until all OpenGL rendering commands are completed. This function will actually stall until all work is done and may have severe performance implications. """ gl.glFinish()
[docs] def flush(self): """ A suggestion to the driver to execute all the queued drawing calls even if the queue is not full yet. This is not a blocking call and only a suggestion. This can potentially be used for speedups when we don't have anything else to render. """ gl.glFlush()
# Various utility methods
[docs] def copy_framebuffer(self, src: Framebuffer, dst: Framebuffer): """ Copies/blits a framebuffer to another one. This operation many restrictions to ensure it works across different platforms and drivers: * The source and destination framebuffer must be the same size * The formats of the attachments must be the same * Only the source framebuffer can be multisampled * Framebuffers cannot have interger attachments :param Framebuffer src: The framebuffer to copy from :param Framebuffer dst: The framebuffer we copy to """ gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, src._glo) gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, dst._glo) gl.glBlitFramebuffer( 0, 0, src.width, src.height, # Make source and dest size the same 0, 0, src.width, src.height, gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT, gl.GL_NEAREST, ) self.active_framebuffer.use(force=True)
# --- Resource methods ---
[docs] def buffer( self, *, data: Optional[Any] = None, reserve: int = 0, usage: str = "static" ) -> Buffer: """Create a new OpenGL Buffer object. :param Any data: The buffer data, This can be ``bytes`` or an object supporting the buffer protocol. :param int reserve: The number of bytes reserve :param str usage: Buffer usage. 'static', 'dynamic' or 'stream' :rtype: :py:class:`~arcade.gl.Buffer` """ # create_with_size return Buffer(self, data, reserve=reserve, usage=usage)
[docs] def framebuffer( self, *, color_attachments: Union[Texture, List[Texture]] = None, depth_attachment: Texture = None ) -> Framebuffer: """Create a Framebuffer. :param List[arcade.gl.Texture] color_attachments: List of textures we want to render into :param arcade.gl.Texture depth_attachment: Depth texture :rtype: :py:class:`~arcade.gl.Framebuffer` """ return Framebuffer( self, color_attachments=color_attachments, depth_attachment=depth_attachment )
[docs] def texture( self, size: Tuple[int, int], *, components: int = 4, dtype: str = "f1", data: Any = None, wrap_x: gl.GLenum = None, wrap_y: gl.GLenum = None, filter: Tuple[gl.GLenum, gl.GLenum] = None, samples: int = 0, ) -> Texture: """Create a 2D Texture. Wrap modes: ``GL_REPEAT``, ``GL_MIRRORED_REPEAT``, ``GL_CLAMP_TO_EDGE``, ``GL_CLAMP_TO_BORDER`` Minifying filters: ``GL_NEAREST``, ``GL_LINEAR``, ``GL_NEAREST_MIPMAP_NEAREST``, ``GL_LINEAR_MIPMAP_NEAREST`` ``GL_NEAREST_MIPMAP_LINEAR``, ``GL_LINEAR_MIPMAP_LINEAR`` Magnifying filters: ``GL_NEAREST``, ``GL_LINEAR`` :param Tuple[int, int] size: The size of the texture :param int components: Number of components (1: R, 2: RG, 3: RGB, 4: RGBA) :param str dtype: The data type of each component: f1, f2, f4 / i1, i2, i4 / u1, u2, u4 :param Any data: The texture data (optional). Can be bytes or an object supporting the buffer protocol. :param GLenum wrap_x: How the texture wraps in x direction :param GLenum wrap_y: How the texture wraps in y direction :param Tuple[GLenum,GLenum] filter: Minification and magnification filter :param int samples: Creates a multisampled texture for values > 0 """ return Texture( self, size, components=components, data=data, dtype=dtype, wrap_x=wrap_x, wrap_y=wrap_y, filter=filter, samples=samples, )
[docs] def depth_texture(self, size: Tuple[int, int], *, data=None) -> Texture: """Create a 2D depth texture :param Tuple[int, int] size: The size of the texture :param Any data: The texture data (optional). Can be bytes or an object supporting the buffer protocol. """ return Texture(self, size, data=data, depth=True)
[docs] def geometry( self, content: Optional[Sequence[BufferDescription]] = None, index_buffer: Buffer = None, mode: int = None, index_element_size: int = 4, ): """ Create a Geomtry instance. :param list content: List of :py:class:`~arcade.gl.BufferDescription` (optional) :param Buffer index_buffer: Index/element buffer (optional) :param int mode: The default draw mode (optional) :param int mode: The default draw mode (optional) :param int index_element_size: Byte size of the index buffer type. Can be 1, 2 or 4 (8, 16 or 32 bit unsigned integer) """ return Geometry(self, content, index_buffer=index_buffer, mode=mode, index_element_size=index_element_size)
[docs] def program( self, *, vertex_shader: str, fragment_shader: str = None, geometry_shader: str = None, tess_control_shader: str = None, tess_evaluation_shader: str = None, defines: Dict[str, str] = None ) -> Program: """Create a :py:class:`~arcade.gl.Program` given the vertex, fragment and geometry shader. :param str vertex_shader: vertex shader source :param str fragment_shader: fragment shader source (optional) :param str geometry_shader: geometry shader source (optional) :param str tess_control_shader: tessellation control shader source (optional) :param str tess_evaluation_shader: tessellation evaluation shader source (optional) :param dict defines: Substitute #defines values in the source (optional) :rtype: :py:class:`~arcade.gl.Program` """ source_vs = ShaderSource(vertex_shader, gl.GL_VERTEX_SHADER) source_fs = ( ShaderSource(fragment_shader, gl.GL_FRAGMENT_SHADER) if fragment_shader else None ) source_geo = ( ShaderSource(geometry_shader, gl.GL_GEOMETRY_SHADER) if geometry_shader else None ) source_tc = ( ShaderSource(tess_control_shader, gl.GL_TESS_CONTROL_SHADER) if tess_control_shader else None ) source_te = ( ShaderSource(tess_evaluation_shader, gl.GL_TESS_EVALUATION_SHADER) if tess_evaluation_shader else None ) # If we don't have a fragment shader we are doing transform feedback. # When a geometry shader is present the out attributes will be located there out_attributes = [] # type: List[str] if not source_fs: if source_geo: out_attributes = source_geo.out_attributes else: out_attributes = source_vs.out_attributes return Program( self, vertex_shader=source_vs.get_source(defines=defines), fragment_shader=source_fs.get_source(defines=defines) if source_fs else None, geometry_shader=source_geo.get_source(defines=defines) if source_geo else None, tess_control_shader=source_tc.get_source(defines=defines) if source_tc else None, tess_evaluation_shader=source_te.get_source(defines=defines) if source_te else None, out_attributes=out_attributes, )
[docs] def query(self): """ Create a query object for measuring rendering calls in opengl. :rtype: :py:class:`~arcade.gl.Query` """ return Query(self)
[docs] def compute_shader(self, *, source: str): """ Create a compute shader :param str source: The glsl source """ return ComputeShader(self, source)
[docs]class ContextStats: def __init__(self, warn_threshold=100): self.warn_threshold = warn_threshold # (created, freed) self.texture = (0, 0) self.framebuffer = (0, 0) self.buffer = (0, 0) self.program = (0, 0) self.vertex_array = (0, 0) self.geometry = (0, 0) self.compute_shader = (0, 0) self.query = (0, 0)
[docs] def incr(self, key): created, freed = getattr(self, key) setattr(self, key, (created + 1, freed)) if created % self.warn_threshold == 0 and created > 0: LOG.debug( "%s allocations passed threshold (%s) [created = %s] [freed = %s] [active = %s]", key, self.warn_threshold, created, freed, created - freed, )
[docs] def decr(self, key): created, freed = getattr(self, key) setattr(self, key, (created, freed + 1))
[docs]class Limits: """OpenGL Limitations""" def __init__(self, ctx): self._ctx = ctx #: Minor version number of the OpenGL API supported by the current context self.MINOR_VERSION = self.get(gl.GL_MINOR_VERSION) #: Major version number of the OpenGL API supported by the current context. self.MAJOR_VERSION = self.get(gl.GL_MAJOR_VERSION) self.VENDOR = self.get_str(gl.GL_VENDOR) self.RENDERER = self.get_str(gl.GL_RENDERER) #: Value indicating the number of sample buffers associated with the framebuffer self.SAMPLE_BUFFERS = self.get(gl.GL_SAMPLE_BUFFERS) #: An estimate of the number of bits of subpixel resolution #: that are used to position rasterized geometry in window coordinates self.SUBPIXEL_BITS = self.get(gl.GL_SUBPIXEL_BITS) #: A mask value indicating what context profile is used (core, compat etc.) self.CONTEXT_PROFILE_MASK = self.get(gl.GL_CONTEXT_PROFILE_MASK) #: Minimum required alignment for uniform buffer sizes and offset self.UNIFORM_BUFFER_OFFSET_ALIGNMENT = self.get( gl.GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT ) #: Value indicates the maximum number of layers allowed in an array texture, and must be at least 256 self.MAX_ARRAY_TEXTURE_LAYERS = self.get(gl.GL_MAX_ARRAY_TEXTURE_LAYERS) #: A rough estimate of the largest 3D texture that the GL can handle. The value must be at least 64 self.MAX_3D_TEXTURE_SIZE = self.get(gl.GL_MAX_3D_TEXTURE_SIZE) #: Maximum number of color attachments in a framebuffer self.MAX_COLOR_ATTACHMENTS = self.get(gl.GL_MAX_COLOR_ATTACHMENTS) #: Maximum number of samples in a color multisample texture self.MAX_COLOR_TEXTURE_SAMPLES = self.get(gl.GL_MAX_COLOR_TEXTURE_SAMPLES) #: the number of words for fragment shader uniform variables in all uniform blocks self.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = self.get( gl.GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS ) #: Number of words for geometry shader uniform variables in all uniform blocks self.MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = self.get( gl.GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS ) #: Maximum supported texture image units that can be used to access texture maps from the vertex shader self.MAX_COMBINED_TEXTURE_IMAGE_UNITS = self.get( gl.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ) #: Maximum number of uniform blocks per program self.MAX_COMBINED_UNIFORM_BLOCKS = self.get(gl.GL_MAX_COMBINED_UNIFORM_BLOCKS) #: Number of words for vertex shader uniform variables in all uniform blocks self.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = self.get( gl.GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS ) #: A rough estimate of the largest cube-map texture that the GL can handle self.MAX_CUBE_MAP_TEXTURE_SIZE = self.get(gl.GL_MAX_CUBE_MAP_TEXTURE_SIZE) #: Maximum number of samples in a multisample depth or depth-stencil texture self.MAX_DEPTH_TEXTURE_SAMPLES = self.get(gl.GL_MAX_DEPTH_TEXTURE_SAMPLES) #: Maximum number of simultaneous outputs that may be written in a fragment shader self.MAX_DRAW_BUFFERS = self.get(gl.GL_MAX_DRAW_BUFFERS) #: Maximum number of active draw buffers when using dual-source blending self.MAX_DUAL_SOURCE_DRAW_BUFFERS = self.get(gl.GL_MAX_DUAL_SOURCE_DRAW_BUFFERS) #: Recommended maximum number of vertex array indices self.MAX_ELEMENTS_INDICES = self.get(gl.GL_MAX_ELEMENTS_INDICES) #: Recommended maximum number of vertex array vertices self.MAX_ELEMENTS_VERTICES = self.get(gl.GL_MAX_ELEMENTS_VERTICES) #: Maximum number of components of the inputs read by the fragment shader self.MAX_FRAGMENT_INPUT_COMPONENTS = self.get( gl.GL_MAX_FRAGMENT_INPUT_COMPONENTS ) #: Maximum number of individual floating-point, integer, or boolean values that can be #: held in uniform variable storage for a fragment shader self.MAX_FRAGMENT_UNIFORM_COMPONENTS = self.get( gl.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS ) #: maximum number of individual 4-vectors of floating-point, integer, #: or boolean values that can be held in uniform variable storage for a fragment shader self.MAX_FRAGMENT_UNIFORM_VECTORS = self.get(gl.GL_MAX_FRAGMENT_UNIFORM_VECTORS) #: Maximum number of uniform blocks per fragment shader. self.MAX_FRAGMENT_UNIFORM_BLOCKS = self.get(gl.GL_MAX_FRAGMENT_UNIFORM_BLOCKS) #: Maximum number of components of inputs read by a geometry shader self.MAX_GEOMETRY_INPUT_COMPONENTS = self.get( gl.GL_MAX_GEOMETRY_INPUT_COMPONENTS ) #: Maximum number of components of outputs written by a geometry shader self.MAX_GEOMETRY_OUTPUT_COMPONENTS = self.get( gl.GL_MAX_GEOMETRY_OUTPUT_COMPONENTS ) #: Maximum supported texture image units that can be used to access texture maps from the geometry shader self.MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = self.get( gl.GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS ) #: Maximum number of uniform blocks per geometry shader self.MAX_GEOMETRY_UNIFORM_BLOCKS = self.get(gl.GL_MAX_GEOMETRY_UNIFORM_BLOCKS) #: Maximum number of individual floating-point, integer, or boolean values that can #: be held in uniform variable storage for a geometry shader self.MAX_GEOMETRY_UNIFORM_COMPONENTS = self.get( gl.GL_MAX_GEOMETRY_UNIFORM_COMPONENTS ) #: Maximum number of samples supported in integer format multisample buffers self.MAX_INTEGER_SAMPLES = self.get(gl.GL_MAX_INTEGER_SAMPLES) #: Maximum samples for a framebuffer self.MAX_SAMPLES = self.get(gl.GL_MAX_SAMPLES) #: A rough estimate of the largest rectangular texture that the GL can handle self.MAX_RECTANGLE_TEXTURE_SIZE = self.get(gl.GL_MAX_RECTANGLE_TEXTURE_SIZE) #: Maximum supported size for renderbuffers self.MAX_RENDERBUFFER_SIZE = self.get(gl.GL_MAX_RENDERBUFFER_SIZE) #: Maximum number of sample mask words self.MAX_SAMPLE_MASK_WORDS = self.get(gl.GL_MAX_SAMPLE_MASK_WORDS) #: Maximum number of texels allowed in the texel array of a texture buffer object self.MAX_TEXTURE_BUFFER_SIZE = self.get(gl.GL_MAX_TEXTURE_BUFFER_SIZE) #: Maximum number of uniform buffer binding points on the context self.MAX_UNIFORM_BUFFER_BINDINGS = self.get(gl.GL_MAX_UNIFORM_BUFFER_BINDINGS) #: Maximum number of uniform buffer binding points on the context self.MAX_UNIFORM_BUFFER_BINDINGS = self.get(gl.GL_MAX_UNIFORM_BUFFER_BINDINGS) #: The value gives a rough estimate of the largest texture that the GL can handle self.MAX_TEXTURE_SIZE = self.get(gl.GL_MAX_TEXTURE_SIZE) #: Maximum number of uniform buffer binding points on the context self.MAX_UNIFORM_BUFFER_BINDINGS = self.get(gl.GL_MAX_UNIFORM_BUFFER_BINDINGS) #: Maximum size in basic machine units of a uniform block self.MAX_UNIFORM_BLOCK_SIZE = self.get(gl.GL_MAX_UNIFORM_BLOCK_SIZE) #: The number 4-vectors for varying variables self.MAX_VARYING_VECTORS = self.get(gl.GL_MAX_VARYING_VECTORS) #: Maximum number of 4-component generic vertex attributes accessible to a vertex shader. self.MAX_VERTEX_ATTRIBS = self.get(gl.GL_MAX_VERTEX_ATTRIBS) #: Maximum supported texture image units that can be used to access texture maps from the vertex shader. self.MAX_VERTEX_TEXTURE_IMAGE_UNITS = self.get( gl.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS ) #: Maximum number of individual floating-point, integer, or boolean values that #: can be held in uniform variable storage for a vertex shader self.MAX_VERTEX_UNIFORM_COMPONENTS = self.get( gl.GL_MAX_VERTEX_UNIFORM_COMPONENTS ) #: Maximum number of 4-vectors that may be held in uniform variable storage for the vertex shader self.MAX_VERTEX_UNIFORM_VECTORS = self.get(gl.GL_MAX_VERTEX_UNIFORM_VECTORS) #: Maximum number of components of output written by a vertex shader self.MAX_VERTEX_OUTPUT_COMPONENTS = self.get(gl.GL_MAX_VERTEX_OUTPUT_COMPONENTS) #: Maximum number of uniform blocks per vertex shader. self.MAX_VERTEX_UNIFORM_BLOCKS = self.get(gl.GL_MAX_VERTEX_UNIFORM_BLOCKS) # self.MAX_VERTEX_ATTRIB_RELATIVE_OFFSET = self.get(gl.GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET) # self.MAX_VERTEX_ATTRIB_BINDINGS = self.get(gl.GL_MAX_VERTEX_ATTRIB_BINDINGS) self.MAX_TEXTURE_IMAGE_UNITS = self.get(gl.GL_MAX_TEXTURE_IMAGE_UNITS) # TODO: Missing in pyglet # self.MAX_TEXTURE_MAX_ANISOTROPY = self.get_float(gl.GL_MAX_TEXTURE_MAX_ANISOTROPY) self.MAX_VIEWPORT_DIMS = self.get_int_tuple(gl.GL_MAX_VIEWPORT_DIMS, 2) err = self._ctx.error if err: from warnings import warn warn("Error happened while querying of limits. Moving on ..")
[docs] def get_int_tuple(self, enum: gl.GLenum, length: int): """Get an enum as an int tuple""" values = (c_int * length)() gl.glGetIntegerv(enum, values) return tuple(values)
[docs] def get(self, enum: gl.GLenum) -> int: """Get an integer limit""" value = c_int() gl.glGetIntegerv(enum, value) return value.value
[docs] def get_float(self, enum: gl.GLenum) -> float: """Get a float limit""" value = c_float() gl.glGetFloatv(enum, value) return value.value
[docs] def get_str(self, enum: gl.GLenum) -> str: """Get a string limit""" return cast(gl.glGetString(enum), c_char_p).value.decode() # type: ignore