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graphcis: Move IndicesNum from opengl to graphics
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@ -23,7 +23,10 @@ type verticesBackend struct {
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head int
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}
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const VertexFloatNum = 10
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const (
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IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
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VertexFloatNum = 10
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)
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func (v *verticesBackend) slice(n int) []float32 {
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const num = 1024
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@ -89,7 +89,7 @@ func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
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}
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func (q *commandQueue) doEnqueueDrawImageCommand(dst, src *Image, nvertices, nindices int, color *affine.ColorM, mode graphics.CompositeMode, filter graphics.Filter, forceNewCommand bool) {
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if nindices > opengl.IndicesNum {
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if nindices > graphics.IndicesNum {
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panic("not implemented for too many indices")
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}
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if !forceNewCommand && 0 < len(q.commands) {
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@ -113,12 +113,12 @@ func (q *commandQueue) doEnqueueDrawImageCommand(dst, src *Image, nvertices, nin
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// EnqueueDrawImageCommand enqueues a drawing-image command.
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func (q *commandQueue) EnqueueDrawImageCommand(dst, src *Image, vertices []float32, indices []uint16, color *affine.ColorM, mode graphics.CompositeMode, filter graphics.Filter) {
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if len(indices) > opengl.IndicesNum {
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if len(indices) > graphics.IndicesNum {
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panic("not reached")
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}
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split := false
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if q.tmpNumIndices+len(indices) > opengl.IndicesNum {
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if q.tmpNumIndices+len(indices) > graphics.IndicesNum {
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q.tmpNumIndices = 0
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q.nextIndex = 0
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split = true
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@ -155,10 +155,10 @@ func (q *commandQueue) Flush() {
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ne := 0
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nc := 0
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for _, c := range q.commands {
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if c.NumIndices() > opengl.IndicesNum {
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if c.NumIndices() > graphics.IndicesNum {
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panic("not reached")
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}
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if ne+c.NumIndices() > opengl.IndicesNum {
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if ne+c.NumIndices() > graphics.IndicesNum {
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break
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}
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nv += c.NumVertices()
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@ -54,7 +54,7 @@ func (a *arrayBufferLayout) totalBytes() int {
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// newArrayBuffer creates OpenGL's buffer object for the array buffer.
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func (a *arrayBufferLayout) newArrayBuffer() buffer {
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return theContext.newArrayBuffer(a.totalBytes() * IndicesNum)
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return theContext.newArrayBuffer(a.totalBytes() * graphics.IndicesNum)
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}
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// enable binds the array buffer the given program to use the array buffer.
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@ -144,8 +144,7 @@ var (
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)
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const (
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IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
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maxTriangles = IndicesNum / 3
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maxTriangles = graphics.IndicesNum / 3
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maxQuads = maxTriangles / 2
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)
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@ -239,7 +238,7 @@ func (s *openGLState) reset() error {
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// Note that the indices passed to NewElementArrayBuffer is not under GC management
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// in opengl package due to unsafe-way.
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// See NewElementArrayBuffer in context_mobile.go.
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s.elementArrayBuffer = theContext.newElementArrayBuffer(IndicesNum * 2)
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s.elementArrayBuffer = theContext.newElementArrayBuffer(graphics.IndicesNum * 2)
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return nil
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}
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