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internal/graphics: remove unused arguments from DrawTriangles
Updates #2369
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6fc9d9316d
commit
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@ -377,7 +377,7 @@ func (c *drawTrianglesCommand) Exec(graphicsDriver graphicsdriver.Graphics, inde
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imgs[0] = c.srcs[0].image.ID()
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}
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return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, c.uniforms, c.evenOdd)
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return graphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.dstRegion, c.srcRegion, c.uniforms, c.evenOdd)
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}
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func (c *drawTrianglesCommand) numVertices() int {
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@ -1193,7 +1193,7 @@ func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader,
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return s, nil
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, colorM graphicsdriver.ColorM, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
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if shaderID == graphicsdriver.InvalidShaderID {
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return fmt.Errorf("directx: shader ID is invalid")
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}
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@ -33,12 +33,6 @@ const (
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InvalidShaderID = 0
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)
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type ColorM interface {
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IsIdentity() bool
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At(i, j int) float32
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Elements(body []float32, translate []float32)
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}
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type Graphics interface {
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Initialize() error
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Begin() error
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@ -59,7 +53,7 @@ type Graphics interface {
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NewShader(program *shaderir.Program) (Shader, error)
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// DrawTriangles draws an image onto another image with the given parameters.
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DrawTriangles(dst ImageID, srcs [graphics.ShaderImageCount]ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shader ShaderID, indexLen int, indexOffset int, mode CompositeMode, colorM ColorM, filter Filter, address Address, dstRegion, srcRegion Region, uniforms [][]float32, evenOdd bool) error
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DrawTriangles(dst ImageID, srcs [graphics.ShaderImageCount]ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shader ShaderID, indexLen int, indexOffset int, mode CompositeMode, dstRegion, srcRegion Region, uniforms [][]float32, evenOdd bool) error
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}
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// GraphicsNotReady represents that the graphics driver is not ready for recovering from the context lost.
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@ -478,7 +478,7 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion graph
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return nil
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, colorM graphicsdriver.ColorM, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
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if shaderID == graphicsdriver.InvalidShaderID {
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return fmt.Errorf("metal: shader ID is invalid")
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}
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@ -180,7 +180,7 @@ func (g *Graphics) uniformVariableName(idx int) string {
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return name
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, colorM graphicsdriver.ColorM, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
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if shaderID == graphicsdriver.InvalidShaderID {
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return fmt.Errorf("opengl: shader ID is invalid")
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}
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