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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 (
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"fmt"
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"image"
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"math"
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"strings"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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// command represents a drawing command.
//
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// A command for drawing that is created when Image functions are called like DrawTriangles,
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// or Fill.
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// A command is not immediately executed after created. Instead, it is queued after created,
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// and executed only when necessary.
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type command interface {
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fmt . Stringer
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Exec ( graphicsDriver graphicsdriver . Graphics , indexOffset int ) error
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NeedsSync ( ) bool
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}
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type drawTrianglesCommandPool struct {
pool [ ] * drawTrianglesCommand
}
func ( p * drawTrianglesCommandPool ) get ( ) * drawTrianglesCommand {
if len ( p . pool ) == 0 {
return & drawTrianglesCommand { }
}
v := p . pool [ len ( p . pool ) - 1 ]
p . pool = p . pool [ : len ( p . pool ) - 1 ]
return v
}
func ( p * drawTrianglesCommandPool ) put ( v * drawTrianglesCommand ) {
if len ( p . pool ) >= 1024 {
return
}
p . pool = append ( p . pool , v )
}
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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
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indices [ ] uint16
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tmpNumVertexFloats int
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drawTrianglesCommandPool drawTrianglesCommandPool
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uint32sBuffer uint32sBuffer
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temporaryBytes temporaryBytes
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err atomic . Value
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}
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// theCommandQueues is the set of command queues for the current process.
var (
theCommandQueues = [ ... ] * commandQueue {
{ } ,
{ } ,
}
commandQueueIndex int
)
func currentCommandQueue ( ) * commandQueue {
return theCommandQueues [ commandQueueIndex ]
}
func switchCommandQueue ( ) {
commandQueueIndex ++
commandQueueIndex = commandQueueIndex % len ( theCommandQueues )
}
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func ( q * commandQueue ) appendIndices ( indices [ ] uint16 , offset uint16 ) {
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n := len ( q . indices )
q . indices = append ( q . indices , indices ... )
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for i := n ; i < len ( q . indices ) ; i ++ {
q . indices [ i ] += offset
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}
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}
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// mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used.
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func mustUseDifferentVertexBuffer ( nextNumVertexFloats int ) bool {
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return nextNumVertexFloats > graphics . MaxVertexFloatsCount
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}
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// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
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func ( q * commandQueue ) EnqueueDrawTrianglesCommand ( dst * Image , srcs [ graphics . ShaderImageCount ] * Image , vertices [ ] float32 , indices [ ] uint16 , blend graphicsdriver . Blend , dstRegion image . Rectangle , srcRegions [ graphics . ShaderImageCount ] image . Rectangle , shader * Shader , uniforms [ ] uint32 , evenOdd bool ) {
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if len ( vertices ) > graphics . MaxVertexFloatsCount {
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panic ( fmt . Sprintf ( "graphicscommand: len(vertices) must equal to or less than %d but was %d" , graphics . MaxVertexFloatsCount , len ( vertices ) ) )
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}
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split := false
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if mustUseDifferentVertexBuffer ( q . tmpNumVertexFloats + len ( vertices ) ) {
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q . tmpNumVertexFloats = 0
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split = true
}
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// Assume that all the image sizes are same.
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// Assume that the images are packed from the front in the slice srcs.
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q . vertices = append ( q . vertices , vertices ... )
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q . appendIndices ( indices , uint16 ( q . tmpNumVertexFloats / graphics . VertexFloatCount ) )
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q . tmpNumVertexFloats += len ( vertices )
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// prependPreservedUniforms not only prepends values to the given slice but also creates a new slice.
// Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far.
// TODO: This might cause a performance issue (#2601).
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uniforms = q . prependPreservedUniforms ( uniforms , shader , dst , srcs , dstRegion , srcRegions )
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// Remove unused uniform variables so that more commands can be merged.
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shader . ir . FilterUniformVariables ( uniforms )
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// TODO: If dst is the screen, reorder the command to be the last.
if ! split && 0 < len ( q . commands ) {
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if last , ok := q . commands [ len ( q . commands ) - 1 ] . ( * drawTrianglesCommand ) ; ok {
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if last . CanMergeWithDrawTrianglesCommand ( dst , srcs , vertices , blend , shader , uniforms , evenOdd ) {
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last . setVertices ( q . lastVertices ( len ( vertices ) + last . numVertices ( ) ) )
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if last . dstRegions [ len ( last . dstRegions ) - 1 ] . Region == dstRegion {
last . dstRegions [ len ( last . dstRegions ) - 1 ] . IndexCount += len ( indices )
} else {
last . dstRegions = append ( last . dstRegions , graphicsdriver . DstRegion {
Region : dstRegion ,
IndexCount : len ( indices ) ,
} )
}
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return
}
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}
}
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c := q . drawTrianglesCommandPool . get ( )
c . dst = dst
c . srcs = srcs
c . vertices = q . lastVertices ( len ( vertices ) )
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c . blend = blend
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c . dstRegions = [ ] graphicsdriver . DstRegion {
{
Region : dstRegion ,
IndexCount : len ( indices ) ,
} ,
}
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c . shader = shader
c . uniforms = uniforms
c . evenOdd = evenOdd
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q . commands = append ( q . commands , c )
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}
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func ( q * commandQueue ) lastVertices ( n int ) [ ] float32 {
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return q . vertices [ len ( q . vertices ) - n : len ( q . vertices ) ]
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}
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// Enqueue enqueues a drawing command other than a draw-triangles command.
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//
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// For a draw-triangles command, use EnqueueDrawTrianglesCommand.
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func ( q * commandQueue ) Enqueue ( command command ) {
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// TODO: If dst is the screen, reorder the command to be the last.
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q . commands = append ( q . commands , command )
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}
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// Flush flushes the command queue.
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func ( q * commandQueue ) Flush ( graphicsDriver graphicsdriver . Graphics , endFrame bool , swapBuffersForGL func ( ) ) error {
if err := q . err . Load ( ) ; err != nil {
return err . ( error )
}
var sync bool
for _ , c := range q . commands {
if c . NeedsSync ( ) {
sync = true
break
}
}
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logger := debug . SwitchLogger ( )
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var flushErr error
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runOnRenderThread ( func ( ) {
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defer logger . Flush ( )
if err := q . flush ( graphicsDriver , endFrame , logger ) ; err != nil {
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if sync {
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flushErr = err
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return
}
q . err . Store ( err )
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return
}
if endFrame && swapBuffersForGL != nil {
swapBuffersForGL ( )
}
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} , sync )
if sync && flushErr != nil {
return flushErr
}
return nil
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}
// flush must be called the main thread.
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func ( q * commandQueue ) flush ( graphicsDriver graphicsdriver . Graphics , endFrame bool , logger debug . Logger ) ( err error ) {
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// If endFrame is true, Begin/End should be called to ensure the framebuffer is swapped.
if len ( q . commands ) == 0 && ! endFrame {
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return nil
}
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es := q . indices
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vs := q . vertices
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logger . Logf ( "Graphics commands:\n" )
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if err := graphicsDriver . Begin ( ) ; err != nil {
return err
}
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defer func ( ) {
// Call End even if an error causes, or the graphics driver's state might be stale (#2388).
if err1 := graphicsDriver . End ( endFrame ) ; err1 != nil && err == nil {
err = err1
}
// Release the commands explicitly (#1803).
// Apparently, the part of a slice between len and cap-1 still holds references.
// Then, resetting the length by [:0] doesn't release the references.
for i , c := range q . commands {
if c , ok := c . ( * drawTrianglesCommand ) ; ok {
q . drawTrianglesCommandPool . put ( c )
}
q . commands [ i ] = nil
}
q . commands = q . commands [ : 0 ]
q . vertices = q . vertices [ : 0 ]
q . indices = q . indices [ : 0 ]
q . tmpNumVertexFloats = 0
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if endFrame {
q . uint32sBuffer . reset ( )
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q . temporaryBytes . reset ( )
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}
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} ( )
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cs := q . commands
for len ( cs ) > 0 {
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nv := 0
ne := 0
nc := 0
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for _ , c := range cs {
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if dtc , ok := c . ( * drawTrianglesCommand ) ; ok {
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if nc > 0 && mustUseDifferentVertexBuffer ( nv + dtc . numVertices ( ) ) {
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break
}
nv += dtc . numVertices ( )
ne += dtc . numIndices ( )
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}
nc ++
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}
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if 0 < ne {
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if err := graphicsDriver . SetVertices ( vs [ : nv ] , es [ : ne ] ) ; err != nil {
return err
}
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es = es [ ne : ]
vs = vs [ nv : ]
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}
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indexOffset := 0
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for _ , c := range cs [ : nc ] {
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if err := c . Exec ( graphicsDriver , indexOffset ) ; err != nil {
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return err
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}
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logger . Logf ( " %s\n" , c )
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// 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
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// introduced than drawTrianglesCommand.
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if dtc , ok := c . ( * drawTrianglesCommand ) ; ok {
indexOffset += dtc . numIndices ( )
}
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}
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cs = cs [ nc : ]
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}
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return nil
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}
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// FlushCommands flushes the command queue and present the screen if needed.
// If endFrame is true, the current screen might be used to present.
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func FlushCommands ( graphicsDriver graphicsdriver . Graphics , endFrame bool , swapBuffersForGL func ( ) ) error {
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flushImageBuffers ( )
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q := currentCommandQueue ( )
switchCommandQueue ( )
if err := q . Flush ( graphicsDriver , endFrame , swapBuffersForGL ) ; err != nil {
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return err
}
return nil
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}
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// drawTrianglesCommand represents a drawing command to draw an image on another image.
type drawTrianglesCommand struct {
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dst * Image
srcs [ graphics . ShaderImageCount ] * Image
vertices [ ] float32
blend graphicsdriver . Blend
dstRegions [ ] graphicsdriver . DstRegion
shader * Shader
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uniforms [ ] uint32
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evenOdd bool
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}
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func ( c * drawTrianglesCommand ) String ( ) string {
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// TODO: Improve readability
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blend := fmt . Sprintf ( "{src-color: %d, src-alpha: %d, dst-color: %d, dst-alpha: %d, op-color: %d, op-alpha: %d}" ,
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c . blend . BlendFactorSourceRGB ,
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c . blend . BlendFactorSourceAlpha ,
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c . blend . BlendFactorDestinationRGB ,
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c . blend . BlendFactorDestinationAlpha ,
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c . blend . BlendOperationRGB ,
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c . blend . BlendOperationAlpha )
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dst := fmt . Sprintf ( "%d" , c . dst . id )
if c . dst . screen {
dst += " (screen)"
}
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var srcstrs [ graphics . ShaderImageCount ] string
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for i , src := range c . srcs {
if src == nil {
srcstrs [ i ] = "(nil)"
continue
}
srcstrs [ i ] = fmt . Sprintf ( "%d" , src . id )
if src . screen {
srcstrs [ i ] += " (screen)"
}
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}
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return fmt . Sprintf ( "draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, even-odd: %t" , dst , strings . Join ( srcstrs [ : ] , ", " ) , len ( c . dstRegions ) , c . numIndices ( ) , blend , c . evenOdd )
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}
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// Exec executes the drawTrianglesCommand.
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func ( c * drawTrianglesCommand ) Exec ( graphicsDriver graphicsdriver . Graphics , indexOffset int ) error {
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// TODO: Is it ok not to bind any framebuffer here?
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if len ( c . dstRegions ) == 0 {
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return nil
}
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var imgs [ graphics . ShaderImageCount ] graphicsdriver . ImageID
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for i , src := range c . srcs {
if src == nil {
imgs [ i ] = graphicsdriver . InvalidImageID
continue
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}
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imgs [ i ] = src . image . ID ( )
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}
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return graphicsDriver . DrawTriangles ( c . dst . image . ID ( ) , imgs , c . shader . shader . ID ( ) , c . dstRegions , indexOffset , c . blend , c . uniforms , c . evenOdd )
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}
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func ( c * drawTrianglesCommand ) NeedsSync ( ) bool {
return false
}
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func ( c * drawTrianglesCommand ) numVertices ( ) int {
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return len ( c . vertices )
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}
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func ( c * drawTrianglesCommand ) numIndices ( ) int {
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var nindices int
for _ , dstRegion := range c . dstRegions {
nindices += dstRegion . IndexCount
}
return nindices
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}
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func ( c * drawTrianglesCommand ) setVertices ( vertices [ ] float32 ) {
c . vertices = vertices
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}
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
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// with the drawTrianglesCommand c.
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func ( c * drawTrianglesCommand ) CanMergeWithDrawTrianglesCommand ( dst * Image , srcs [ graphics . ShaderImageCount ] * Image , vertices [ ] float32 , blend graphicsdriver . Blend , shader * Shader , uniforms [ ] uint32 , evenOdd bool ) bool {
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if c . shader != shader {
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return false
}
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if len ( c . uniforms ) != len ( uniforms ) {
return false
}
for i := range c . uniforms {
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if c . uniforms [ i ] != uniforms [ i ] {
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return false
}
}
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if c . dst != dst {
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return false
}
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if c . srcs != srcs {
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return false
}
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if c . blend != blend {
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return false
}
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if c . evenOdd != evenOdd {
return false
}
if c . evenOdd && mightOverlapDstRegions ( c . vertices , vertices ) {
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return false
}
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return true
}
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var (
posInf32 = float32 ( math . Inf ( 1 ) )
negInf32 = float32 ( math . Inf ( - 1 ) )
)
func dstRegionFromVertices ( vertices [ ] float32 ) ( minX , minY , maxX , maxY float32 ) {
minX = posInf32
minY = posInf32
maxX = negInf32
maxY = negInf32
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for i := 0 ; i < len ( vertices ) / graphics . VertexFloatCount ; i ++ {
x := vertices [ graphics . VertexFloatCount * i ]
y := vertices [ graphics . VertexFloatCount * i + 1 ]
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if x < minX {
minX = x
}
if y < minY {
minY = y
}
if maxX < x {
maxX = x
}
if maxY < y {
maxY = y
}
}
return
}
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func mightOverlapDstRegions ( vertices1 , vertices2 [ ] float32 ) bool {
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minX1 , minY1 , maxX1 , maxY1 := dstRegionFromVertices ( vertices1 )
minX2 , minY2 , maxX2 , maxY2 := dstRegionFromVertices ( vertices2 )
const mergin = 1
return minX1 < maxX2 + mergin && minX2 < maxX1 + mergin && minY1 < maxY2 + mergin && minY2 < maxY1 + mergin
}
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// writePixelsCommand represents a command to replace pixels of an image.
type writePixelsCommand struct {
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dst * Image
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args [ ] graphicsdriver . PixelsArgs
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}
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func ( c * writePixelsCommand ) String ( ) string {
return fmt . Sprintf ( "write-pixels: dst: %d, len(args): %d" , c . dst . id , len ( c . args ) )
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}
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// Exec executes the writePixelsCommand.
func ( c * writePixelsCommand ) Exec ( graphicsDriver graphicsdriver . Graphics , indexOffset int ) error {
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if len ( c . args ) == 0 {
return nil
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}
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if err := c . dst . image . WritePixels ( c . args ) ; err != nil {
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return err
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}
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return nil
}
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func ( c * writePixelsCommand ) NeedsSync ( ) bool {
return false
}
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type readPixelsCommand struct {
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img * Image
args [ ] graphicsdriver . PixelsArgs
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}
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// Exec executes a readPixelsCommand.
func ( c * readPixelsCommand ) Exec ( graphicsDriver graphicsdriver . Graphics , indexOffset int ) error {
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if err := c . img . image . ReadPixels ( c . args ) ; err != nil {
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return err
}
return nil
}
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func ( c * readPixelsCommand ) NeedsSync ( ) bool {
return true
}
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func ( c * readPixelsCommand ) String ( ) string {
return fmt . Sprintf ( "read-pixels: image: %d" , c . img . id )
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}
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// disposeImageCommand represents a command to dispose an image.
type disposeImageCommand struct {
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target * Image
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}
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func ( c * disposeImageCommand ) String ( ) string {
return fmt . Sprintf ( "dispose-image: target: %d" , c . target . id )
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}
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// Exec executes the disposeImageCommand.
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func ( c * disposeImageCommand ) Exec ( graphicsDriver graphicsdriver . Graphics , indexOffset int ) error {
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c . target . image . Dispose ( )
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return nil
}
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func ( c * disposeImageCommand ) NeedsSync ( ) bool {
return false
}
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// disposeShaderCommand represents a command to dispose a shader.
type disposeShaderCommand struct {
target * Shader
}
func ( c * disposeShaderCommand ) String ( ) string {
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return "dispose-shader: target"
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}
// Exec executes the disposeShaderCommand.
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func ( c * disposeShaderCommand ) Exec ( graphicsDriver graphicsdriver . Graphics , indexOffset int ) error {
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c . target . shader . Dispose ( )
return nil
}
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func ( c * disposeShaderCommand ) NeedsSync ( ) bool {
return false
}
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// newImageCommand represents a command to create an empty image with given width and height.
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type newImageCommand struct {
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result * Image
width int
height int
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screen bool
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}
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func ( c * newImageCommand ) String ( ) string {
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return fmt . Sprintf ( "new-image: result: %d, width: %d, height: %d, screen: %t" , c . result . id , c . width , c . height , c . screen )
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}
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// Exec executes a newImageCommand.
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func ( c * newImageCommand ) Exec ( graphicsDriver graphicsdriver . Graphics , indexOffset int ) error {
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var err error
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if c . screen {
c . result . image , err = graphicsDriver . NewScreenFramebufferImage ( c . width , c . height )
} else {
c . result . image , err = graphicsDriver . NewImage ( c . width , c . height )
}
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return err
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}
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func ( c * newImageCommand ) NeedsSync ( ) bool {
return true
}
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// newShaderCommand is a command to create a shader.
type newShaderCommand struct {
result * Shader
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ir * shaderir . Program
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}
func ( c * newShaderCommand ) String ( ) string {
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return "new-shader"
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}
// Exec executes a newShaderCommand.
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func ( c * newShaderCommand ) Exec ( graphicsDriver graphicsdriver . Graphics , indexOffset int ) error {
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s , err := graphicsDriver . NewShader ( c . ir )
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if err != nil {
return err
}
c . result . shader = s
return nil
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}
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func ( c * newShaderCommand ) NeedsSync ( ) bool {
return true
}
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type isInvalidatedCommand struct {
result bool
image * Image
}
func ( c * isInvalidatedCommand ) String ( ) string {
return fmt . Sprintf ( "is-invalidated: image: %d" , c . image . id )
}
func ( c * isInvalidatedCommand ) Exec ( graphicsDriver graphicsdriver . Graphics , indexOffset int ) error {
c . result = c . image . image . IsInvalidated ( )
return nil
}
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func ( c * isInvalidatedCommand ) NeedsSync ( ) bool {
return true
}
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// InitializeGraphicsDriverState initialize the current graphics driver state.
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func InitializeGraphicsDriverState ( graphicsDriver graphicsdriver . Graphics ) ( err error ) {
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runOnRenderThread ( func ( ) {
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err = graphicsDriver . Initialize ( )
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} , true )
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return
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}
// ResetGraphicsDriverState resets the current graphics driver state.
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// If the graphics driver doesn't have an API to reset, ResetGraphicsDriverState does nothing.
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func ResetGraphicsDriverState ( graphicsDriver graphicsdriver . Graphics ) ( err error ) {
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if r , ok := graphicsDriver . ( graphicsdriver . Resetter ) ; ok {
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runOnRenderThread ( func ( ) {
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err = r . Reset ( )
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} , true )
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}
return nil
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}
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// MaxImageSize returns the maximum size of an image.
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func MaxImageSize ( graphicsDriver graphicsdriver . Graphics ) int {
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var size int
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runOnRenderThread ( func ( ) {
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size = graphicsDriver . MaxImageSize ( )
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} , true )
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return size
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}
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func max ( a , b int ) int {
if a < b {
return b
}
return a
}
func roundUpPower2 ( x int ) int {
p2 := 1
for p2 < x {
p2 *= 2
}
return p2
}
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type rectangleF32 struct {
x float32
y float32
width float32
height float32
}
func imageRectangleToRectangleF32 ( r image . Rectangle ) rectangleF32 {
return rectangleF32 {
x : float32 ( r . Min . X ) ,
y : float32 ( r . Min . Y ) ,
width : float32 ( r . Dx ( ) ) ,
height : float32 ( r . Dy ( ) ) ,
}
}
func ( q * commandQueue ) prependPreservedUniforms ( uniforms [ ] uint32 , shader * Shader , dst * Image , srcs [ graphics . ShaderImageCount ] * Image , dstRegion image . Rectangle , srcRegions [ graphics . ShaderImageCount ] image . Rectangle ) [ ] uint32 {
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origUniforms := uniforms
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uniforms = q . uint32sBuffer . alloc ( len ( origUniforms ) + graphics . PreservedUniformUint32Count )
copy ( uniforms [ graphics . PreservedUniformUint32Count : ] , origUniforms )
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// Set the destination texture size.
dw , dh := dst . InternalSize ( )
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uniforms [ 0 ] = math . Float32bits ( float32 ( dw ) )
uniforms [ 1 ] = math . Float32bits ( float32 ( dh ) )
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// Set the source texture sizes.
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if srcs [ 0 ] != nil {
w , h := srcs [ 0 ] . InternalSize ( )
uniforms [ 2 ] = math . Float32bits ( float32 ( w ) )
uniforms [ 3 ] = math . Float32bits ( float32 ( h ) )
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} else {
uniforms [ 2 ] = 0
uniforms [ 3 ] = 0
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}
if srcs [ 1 ] != nil {
w , h := srcs [ 1 ] . InternalSize ( )
uniforms [ 4 ] = math . Float32bits ( float32 ( w ) )
uniforms [ 5 ] = math . Float32bits ( float32 ( h ) )
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} else {
uniforms [ 4 ] = 0
uniforms [ 5 ] = 0
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}
if srcs [ 2 ] != nil {
w , h := srcs [ 2 ] . InternalSize ( )
uniforms [ 6 ] = math . Float32bits ( float32 ( w ) )
uniforms [ 7 ] = math . Float32bits ( float32 ( h ) )
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} else {
uniforms [ 6 ] = 0
uniforms [ 7 ] = 0
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}
if srcs [ 3 ] != nil {
w , h := srcs [ 3 ] . InternalSize ( )
uniforms [ 8 ] = math . Float32bits ( float32 ( w ) )
uniforms [ 9 ] = math . Float32bits ( float32 ( h ) )
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} else {
uniforms [ 8 ] = 0
uniforms [ 9 ] = 0
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}
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dr := imageRectangleToRectangleF32 ( dstRegion )
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if shader . unit ( ) == shaderir . Texels {
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dr . x /= float32 ( dw )
dr . y /= float32 ( dh )
dr . width /= float32 ( dw )
dr . height /= float32 ( dh )
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}
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// Set the destination region origin.
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uniforms [ 10 ] = math . Float32bits ( dr . x )
uniforms [ 11 ] = math . Float32bits ( dr . y )
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// Set the destination region size.
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uniforms [ 12 ] = math . Float32bits ( dr . width )
uniforms [ 13 ] = math . Float32bits ( dr . height )
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var srs [ graphics . ShaderImageCount ] rectangleF32
for i , r := range srcRegions {
srs [ i ] = imageRectangleToRectangleF32 ( r )
}
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if shader . unit ( ) == shaderir . Texels {
for i , src := range srcs {
if src == nil {
continue
}
w , h := src . InternalSize ( )
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srs [ i ] . x /= float32 ( w )
srs [ i ] . y /= float32 ( h )
srs [ i ] . width /= float32 ( w )
srs [ i ] . height /= float32 ( h )
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}
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}
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// Set the source region origins.
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uniforms [ 14 ] = math . Float32bits ( srs [ 0 ] . x )
uniforms [ 15 ] = math . Float32bits ( srs [ 0 ] . y )
uniforms [ 16 ] = math . Float32bits ( srs [ 1 ] . x )
uniforms [ 17 ] = math . Float32bits ( srs [ 1 ] . y )
uniforms [ 18 ] = math . Float32bits ( srs [ 2 ] . x )
uniforms [ 19 ] = math . Float32bits ( srs [ 2 ] . y )
uniforms [ 20 ] = math . Float32bits ( srs [ 3 ] . x )
uniforms [ 21 ] = math . Float32bits ( srs [ 3 ] . y )
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// Set the source region sizes.
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uniforms [ 22 ] = math . Float32bits ( srs [ 0 ] . width )
uniforms [ 23 ] = math . Float32bits ( srs [ 0 ] . height )
uniforms [ 24 ] = math . Float32bits ( srs [ 1 ] . width )
uniforms [ 25 ] = math . Float32bits ( srs [ 1 ] . height )
uniforms [ 26 ] = math . Float32bits ( srs [ 2 ] . width )
uniforms [ 27 ] = math . Float32bits ( srs [ 2 ] . height )
uniforms [ 28 ] = math . Float32bits ( srs [ 3 ] . width )
uniforms [ 29 ] = math . Float32bits ( srs [ 3 ] . height )
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// Set the projection matrix.
uniforms [ 30 ] = math . Float32bits ( 2 / float32 ( dw ) )
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uniforms [ 31 ] = 0
uniforms [ 32 ] = 0
uniforms [ 33 ] = 0
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uniforms [ 34 ] = 0
uniforms [ 35 ] = math . Float32bits ( 2 / float32 ( dh ) )
uniforms [ 36 ] = 0
uniforms [ 37 ] = 0
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uniforms [ 38 ] = 0
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uniforms [ 39 ] = 0
uniforms [ 40 ] = math . Float32bits ( 1 )
uniforms [ 41 ] = 0
uniforms [ 42 ] = math . Float32bits ( - 1 )
uniforms [ 43 ] = math . Float32bits ( - 1 )
uniforms [ 44 ] = 0
uniforms [ 45 ] = math . Float32bits ( 1 )
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return uniforms
}
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// uint32sBuffer is a reusable buffer to allocate []uint32.
type uint32sBuffer struct {
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buf [ ] uint32
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}
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func ( b * uint32sBuffer ) alloc ( n int ) [ ] uint32 {
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buf := b . buf
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if len ( buf ) + n > cap ( buf ) {
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buf = make ( [ ] uint32 , 0 , max ( roundUpPower2 ( len ( buf ) + n ) , 16 ) )
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}
s := buf [ len ( buf ) : len ( buf ) + n ]
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b . buf = buf [ : len ( buf ) + n ]
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return s
}
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func ( b * uint32sBuffer ) reset ( ) {
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b . buf = b . buf [ : 0 ]
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}