ebiten/internal/graphicscommand/command.go

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// Copyright 2016 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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package graphicscommand
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import (
"fmt"
"math"
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"github.com/hajimehoshi/ebiten/internal/affine"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/shaderir"
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)
var theGraphicsDriver driver.Graphics
func SetGraphicsDriver(driver driver.Graphics) {
theGraphicsDriver = driver
}
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func NeedsRestoring() bool {
if theGraphicsDriver == nil {
// This happens on initialization.
// Return true for fail-safe
return true
}
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return theGraphicsDriver.NeedsRestoring()
}
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// command represents a drawing command.
//
// A command for drawing that is created when Image functions are called like DrawTriangles,
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// or Fill.
// A command is not immediately executed after created. Instaed, it is queued after created,
// and executed only when necessary.
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type command interface {
fmt.Stringer
Exec(indexOffset int) error
NumVertices() int
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NumIndices() int
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AddNumVertices(n int)
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AddNumIndices(n int)
CanMergeWithDrawTrianglesCommand(dst, src *Image, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader) bool
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}
type size struct {
width float32
height float32
}
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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.
commands []command
// vertices represents a vertices data in OpenGL's array buffer.
vertices []float32
// nvertices represents the current length of vertices.
// nvertices must <= len(vertices).
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// vertices is never shrunk since re-extending a vertices buffer is heavy.
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//
// TODO: This is a number of float32 values, not a number of vertices.
// Rename or fix the program.
nvertices int
srcSizes []size
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indices []uint16
nindices int
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tmpNumIndices int
nextIndex int
err error
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}
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// theCommandQueue is the command queue for the current process.
var theCommandQueue = &commandQueue{}
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// appendVertices appends vertices to the queue.
func (q *commandQueue) appendVertices(vertices []float32, width, height float32) {
if len(q.vertices) < q.nvertices+len(vertices) {
n := q.nvertices + len(vertices) - len(q.vertices)
q.vertices = append(q.vertices, make([]float32, n)...)
q.srcSizes = append(q.srcSizes, make([]size, n/graphics.VertexFloatNum)...)
}
copy(q.vertices[q.nvertices:], vertices)
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n := len(vertices) / graphics.VertexFloatNum
base := q.nvertices / graphics.VertexFloatNum
for i := 0; i < n; i++ {
idx := base + i
q.srcSizes[idx].width = width
q.srcSizes[idx].height = height
}
q.nvertices += len(vertices)
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}
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func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
if len(q.indices) < q.nindices+len(indices) {
n := q.nindices + len(indices) - len(q.indices)
q.indices = append(q.indices, make([]uint16, n)...)
}
for i := range indices {
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q.indices[q.nindices+i] = indices[i] + offset
}
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q.nindices += len(indices)
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst, src *Image, vertices []float32, indices []uint16, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader, uniforms map[int]interface{}) {
if len(indices) > graphics.IndicesNum {
panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesNum but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesNum: %d", len(indices), graphics.IndicesNum))
}
split := false
if q.tmpNumIndices+len(indices) > graphics.IndicesNum {
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q.tmpNumIndices = 0
q.nextIndex = 0
split = true
}
n := len(vertices) / graphics.VertexFloatNum
if src != nil {
iw, ih := src.InternalSize()
q.appendVertices(vertices, float32(iw), float32(ih))
} else {
q.appendVertices(vertices, 1, 1)
}
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q.appendIndices(indices, uint16(q.nextIndex))
q.nextIndex += n
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q.tmpNumIndices += len(indices)
// TODO: If dst is the screen, reorder the command to be the last.
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if !split && 0 < len(q.commands) {
if last := q.commands[len(q.commands)-1]; last.CanMergeWithDrawTrianglesCommand(dst, src, color, mode, filter, address, shader) {
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last.AddNumVertices(len(vertices))
last.AddNumIndices(len(indices))
return
}
}
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c := &drawTrianglesCommand{
dst: dst,
src: src,
nvertices: len(vertices),
nindices: len(indices),
color: color,
mode: mode,
filter: filter,
address: address,
shader: shader,
uniforms: uniforms,
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}
q.commands = append(q.commands, c)
}
// Enqueue enqueues a drawing command other than a draw-triangles command.
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//
// For a draw-triangles command, use EnqueueDrawTrianglesCommand.
func (q *commandQueue) Enqueue(command command) {
// TODO: If dst is the screen, reorder the command to be the last.
q.commands = append(q.commands, command)
}
func fract(x float32) float32 {
return x - float32(math.Floor(float64(x)))
}
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// Flush flushes the command queue.
func (q *commandQueue) Flush() error {
if len(q.commands) == 0 {
return nil
}
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es := q.indices
vs := q.vertices
if recordLog() {
fmt.Println("--")
}
if theGraphicsDriver.HasHighPrecisionFloat() {
const dstAdjustmentFactor = 1.0 / 256.0
const texelAdjustmentFactor = 1.0 / 512.0
n := q.nvertices / graphics.VertexFloatNum
for i := 0; i < n; i++ {
s := q.srcSizes[i]
// Convert pixels to texels.
vs[i*graphics.VertexFloatNum+2] /= s.width
vs[i*graphics.VertexFloatNum+3] /= s.height
vs[i*graphics.VertexFloatNum+4] /= s.width
vs[i*graphics.VertexFloatNum+5] /= s.height
vs[i*graphics.VertexFloatNum+6] /= s.width
vs[i*graphics.VertexFloatNum+7] /= s.height
// Adjust the destination position to avoid jaggy (#929).
// This is not a perfect solution since texels on a texture can take a position on borders
// which can cause jaggy. But adjusting only edges should work in most cases.
// The ideal solution is to fix shaders, but this makes the applications slow by adding 'if'
// branches.
switch f := fract(vs[i*graphics.VertexFloatNum+0]); {
case 0.5-dstAdjustmentFactor <= f && f < 0.5:
vs[i*graphics.VertexFloatNum+0] -= f - (0.5 - dstAdjustmentFactor)
case 0.5 <= f && f < 0.5+dstAdjustmentFactor:
vs[i*graphics.VertexFloatNum+0] += (0.5 + dstAdjustmentFactor) - f
}
switch f := fract(vs[i*graphics.VertexFloatNum+1]); {
case 0.5-dstAdjustmentFactor <= f && f < 0.5:
vs[i*graphics.VertexFloatNum+1] -= f - (0.5 - dstAdjustmentFactor)
case 0.5 <= f && f < 0.5+dstAdjustmentFactor:
vs[i*graphics.VertexFloatNum+1] += (0.5 + dstAdjustmentFactor) - f
}
// Adjust regions not to violate neighborhoods (#317, #558, #724).
vs[i*graphics.VertexFloatNum+6] -= 1.0 / s.width * texelAdjustmentFactor
vs[i*graphics.VertexFloatNum+7] -= 1.0 / s.height * texelAdjustmentFactor
}
} else {
n := q.nvertices / graphics.VertexFloatNum
for i := 0; i < n; i++ {
s := q.srcSizes[i]
// Convert pixels to texels.
vs[i*graphics.VertexFloatNum+2] /= s.width
vs[i*graphics.VertexFloatNum+3] /= s.height
vs[i*graphics.VertexFloatNum+4] /= s.width
vs[i*graphics.VertexFloatNum+5] /= s.height
vs[i*graphics.VertexFloatNum+6] /= s.width
vs[i*graphics.VertexFloatNum+7] /= s.height
}
}
theGraphicsDriver.Begin()
cs := q.commands
for len(cs) > 0 {
nv := 0
ne := 0
nc := 0
for _, c := range cs {
if c.NumIndices() > graphics.IndicesNum {
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panic(fmt.Sprintf("graphicscommand: c.NumIndices() must be <= graphics.IndicesNum but not at Flush: c.NumIndices(): %d, graphics.IndicesNum: %d", c.NumIndices(), graphics.IndicesNum))
}
if ne+c.NumIndices() > graphics.IndicesNum {
break
}
nv += c.NumVertices()
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ne += c.NumIndices()
nc++
}
if 0 < ne {
theGraphicsDriver.SetVertices(vs[:nv], es[:ne])
es = es[ne:]
vs = vs[nv:]
}
indexOffset := 0
for _, c := range cs[:nc] {
if err := c.Exec(indexOffset); err != nil {
return err
}
if recordLog() {
fmt.Printf("%s\n", c)
}
// 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
// introduced than drawTrianglesCommand.
indexOffset += c.NumIndices()
}
cs = cs[nc:]
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}
theGraphicsDriver.End()
q.commands = q.commands[:0]
q.nvertices = 0
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q.nindices = 0
q.tmpNumIndices = 0
q.nextIndex = 0
return nil
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}
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// FlushCommands flushes the command queue.
func FlushCommands() error {
return theCommandQueue.Flush()
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}
// drawTrianglesCommand represents a drawing command to draw an image on another image.
type drawTrianglesCommand struct {
dst *Image
src *Image
nvertices int
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nindices int
color *affine.ColorM
mode driver.CompositeMode
filter driver.Filter
address driver.Address
shader *Shader
uniforms map[int]interface{}
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}
func (c *drawTrianglesCommand) String() string {
mode := ""
switch c.mode {
case driver.CompositeModeSourceOver:
mode = "source-over"
case driver.CompositeModeClear:
mode = "clear"
case driver.CompositeModeCopy:
mode = "copy"
case driver.CompositeModeDestination:
mode = "destination"
case driver.CompositeModeDestinationOver:
mode = "destination-over"
case driver.CompositeModeSourceIn:
mode = "source-in"
case driver.CompositeModeDestinationIn:
mode = "destination-in"
case driver.CompositeModeSourceOut:
mode = "source-out"
case driver.CompositeModeDestinationOut:
mode = "destination-out"
case driver.CompositeModeSourceAtop:
mode = "source-atop"
case driver.CompositeModeDestinationAtop:
mode = "destination-atop"
case driver.CompositeModeXor:
mode = "xor"
case driver.CompositeModeLighter:
mode = "lighter"
default:
panic(fmt.Sprintf("graphicscommand: invalid composite mode: %d", c.mode))
}
dst := fmt.Sprintf("%d", c.dst.id)
if c.dst.screen {
dst += " (screen)"
}
if c.shader != nil {
return fmt.Sprintf("draw-triangles: dst: %s, shader, num of indices: %d, mode %s", dst, c.nindices, mode)
}
filter := ""
switch c.filter {
case driver.FilterNearest:
filter = "nearest"
case driver.FilterLinear:
filter = "linear"
case driver.FilterScreen:
filter = "screen"
default:
panic(fmt.Sprintf("graphicscommand: invalid filter: %d", c.filter))
}
address := ""
switch c.address {
case driver.AddressClampToZero:
address = "clamp_to_zero"
case driver.AddressRepeat:
address = "repeat"
default:
panic(fmt.Sprintf("graphicscommand: invalid address: %d", c.address))
}
src := fmt.Sprintf("%d", c.src.id)
if c.src.screen {
src += " (screen)"
}
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return fmt.Sprintf("draw-triangles: dst: %s <- src: %s, num of indices: %d, colorm: %v, mode %s, filter: %s, address: %s", dst, src, c.nindices, c.color, mode, filter, address)
}
// Exec executes the drawTrianglesCommand.
func (c *drawTrianglesCommand) Exec(indexOffset int) error {
// TODO: Is it ok not to bind any framebuffer here?
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if c.nindices == 0 {
return nil
}
if c.shader != nil {
return theGraphicsDriver.DrawShader(c.dst.image.ID(), c.shader.shader.ID(), c.nindices, indexOffset, c.mode, c.uniforms)
}
return theGraphicsDriver.Draw(c.dst.image.ID(), c.src.image.ID(), c.nindices, indexOffset, c.mode, c.color, c.filter, c.address)
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}
func (c *drawTrianglesCommand) NumVertices() int {
return c.nvertices
}
func (c *drawTrianglesCommand) NumIndices() int {
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return c.nindices
}
func (c *drawTrianglesCommand) AddNumVertices(n int) {
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c.nvertices += n
}
func (c *drawTrianglesCommand) AddNumIndices(n int) {
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c.nindices += n
}
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
// with the drawTrianglesCommand c.
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst, src *Image, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader) bool {
// If a shader is used, commands are not merged.
//
// TODO: Merge shader commands considering uniform variables.
if c.shader != nil || shader != nil {
return false
}
if c.dst != dst {
return false
}
if c.src != src {
return false
}
if !c.color.Equals(color) {
return false
}
if c.mode != mode {
return false
}
if c.filter != filter {
return false
}
if c.address != address {
return false
}
return true
}
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// replacePixelsCommand represents a command to replace pixels of an image.
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type replacePixelsCommand struct {
dst *Image
args []*driver.ReplacePixelsArgs
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}
func (c *replacePixelsCommand) String() string {
return fmt.Sprintf("replace-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args))
}
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// Exec executes the replacePixelsCommand.
func (c *replacePixelsCommand) Exec(indexOffset int) error {
c.dst.image.ReplacePixels(c.args)
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return nil
}
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func (c *replacePixelsCommand) NumVertices() int {
return 0
}
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func (c *replacePixelsCommand) NumIndices() int {
return 0
}
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func (c *replacePixelsCommand) AddNumVertices(n int) {
}
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func (c *replacePixelsCommand) AddNumIndices(n int) {
}
func (c *replacePixelsCommand) CanMergeWithDrawTrianglesCommand(dst, src *Image, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader) bool {
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return false
}
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)
}
func (c *pixelsCommand) NumVertices() int {
return 0
}
func (c *pixelsCommand) NumIndices() int {
return 0
}
func (c *pixelsCommand) AddNumVertices(n int) {
}
func (c *pixelsCommand) AddNumIndices(n int) {
}
func (c *pixelsCommand) CanMergeWithDrawTrianglesCommand(dst, src *Image, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader) bool {
return false
}
// disposeImageCommand represents a command to dispose an image.
type disposeImageCommand struct {
target *Image
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}
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()
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return nil
}
func (c *disposeImageCommand) NumVertices() int {
return 0
}
func (c *disposeImageCommand) NumIndices() int {
return 0
}
func (c *disposeImageCommand) AddNumVertices(n int) {
}
func (c *disposeImageCommand) AddNumIndices(n int) {
}
func (c *disposeImageCommand) CanMergeWithDrawTrianglesCommand(dst, src *Image, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader) bool {
return false
}
// 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
}
func (c *disposeShaderCommand) NumVertices() int {
return 0
}
func (c *disposeShaderCommand) NumIndices() int {
return 0
}
func (c *disposeShaderCommand) AddNumVertices(n int) {
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}
func (c *disposeShaderCommand) AddNumIndices(n int) {
}
func (c *disposeShaderCommand) CanMergeWithDrawTrianglesCommand(dst, src *Image, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader) bool {
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return false
}
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// 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)
}
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// Exec executes a newImageCommand.
func (c *newImageCommand) Exec(indexOffset int) error {
i, err := theGraphicsDriver.NewImage(c.width, c.height)
if err != nil {
return err
}
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c.result.image = i
return nil
}
func (c *newImageCommand) NumVertices() int {
return 0
}
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func (c *newImageCommand) NumIndices() int {
return 0
}
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func (c *newImageCommand) AddNumVertices(n int) {
}
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func (c *newImageCommand) AddNumIndices(n int) {
}
func (c *newImageCommand) CanMergeWithDrawTrianglesCommand(dst, src *Image, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader) bool {
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return false
}
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// 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)
}
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// Exec executes a newScreenFramebufferImageCommand.
func (c *newScreenFramebufferImageCommand) Exec(indexOffset int) error {
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var err error
c.result.image, err = theGraphicsDriver.NewScreenFramebufferImage(c.width, c.height)
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return err
}
func (c *newScreenFramebufferImageCommand) NumVertices() int {
return 0
}
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func (c *newScreenFramebufferImageCommand) NumIndices() int {
return 0
}
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func (c *newScreenFramebufferImageCommand) AddNumVertices(n int) {
}
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func (c *newScreenFramebufferImageCommand) AddNumIndices(n int) {
}
func (c *newScreenFramebufferImageCommand) CanMergeWithDrawTrianglesCommand(dst, src *Image, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader) bool {
return false
}
// 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-image")
}
// Exec executes a newShaderCommand.
func (c *newShaderCommand) Exec(indexOffset int) error {
var err error
c.result.shader, err = theGraphicsDriver.NewShader(c.ir)
return err
}
func (c *newShaderCommand) NumVertices() int {
return 0
}
func (c *newShaderCommand) NumIndices() int {
return 0
}
func (c *newShaderCommand) AddNumVertices(n int) {
}
func (c *newShaderCommand) AddNumIndices(n int) {
}
func (c *newShaderCommand) CanMergeWithDrawTrianglesCommand(dst, src *Image, color *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, shader *Shader) bool {
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return false
}
// ResetGraphicsDriverState resets or initializes the current graphics driver state.
func ResetGraphicsDriverState() error {
return theGraphicsDriver.Reset()
}