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graphics: Reland Bug fix: More strict calculation for the nearest filter (#558)
Better version of bae8f9d874
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@ -504,7 +504,7 @@ func TestImageFill(t *testing.T) {
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}
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}
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// Issue #317
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// Issue #317, #558
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func TestImageEdge(t *testing.T) {
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const (
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img0Width = 16
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@ -536,15 +536,23 @@ func TestImageEdge(t *testing.T) {
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red := color.RGBA{0xff, 0, 0, 0xff}
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transparent := color.RGBA{0, 0, 0, 0}
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angles := []float64{}
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for a := 0; a < 360; a++ {
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angles = append(angles, float64(a)/360*2*math.Pi)
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}
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for a := 0; a < 256; a++ {
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angles = append(angles, float64(a)/256*2*math.Pi)
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}
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for _, f := range []Filter{FilterNearest, FilterLinear} {
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for a := 0; a < 360; a += 5 {
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for _, a := range angles {
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img1.Clear()
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op := &DrawImageOptions{}
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w, h := img0.Size()
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r := image.Rect(0, 0, w, h/2)
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op.SourceRect = &r
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op.GeoM.Translate(-float64(img0Width)/2, -float64(img0Height)/2)
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op.GeoM.Rotate(float64(a) * math.Pi / 180)
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op.GeoM.Rotate(a)
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op.GeoM.Translate(img1Width/2, img1Height/2)
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op.Filter = f
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img1.DrawImage(img0, op)
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@ -565,7 +573,7 @@ func TestImageEdge(t *testing.T) {
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continue
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}
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}
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t.Errorf("img1.At(%d, %d) (filter: %d, angle: %d) want: red or transparent, got: %v", i, j, f, a, c)
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t.Errorf("img1.At(%d, %d) (filter: %d, angle: %f) want: red or transparent, got: %v", i, j, f, a, c)
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}
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}
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}
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@ -321,17 +321,16 @@ func (s *openGLState) useProgram(proj []float32, texture opengl.Texture, dst, sr
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s.lastColorMatrixTranslation = esTranslate
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}
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if program == s.programLinear || program == s.programScreen {
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sw, sh := src.Size()
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sw = emath.NextPowerOf2Int(sw)
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sh = emath.NextPowerOf2Int(sh)
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sw, sh := src.Size()
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sw = emath.NextPowerOf2Int(sw)
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sh = emath.NextPowerOf2Int(sh)
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if s.lastSourceWidth != sw || s.lastSourceHeight != sh {
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c.UniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
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s.lastSourceWidth = sw
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s.lastSourceHeight = sh
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}
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if s.lastSourceWidth != sw || s.lastSourceHeight != sh {
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c.UniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
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s.lastSourceWidth = sw
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s.lastSourceHeight = sh
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}
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if program == s.programScreen {
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sw, _ := src.Size()
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dw, _ := dst.Size()
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@ -76,9 +76,7 @@ uniform sampler2D texture;
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uniform mat4 color_matrix;
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uniform vec4 color_matrix_translation;
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#if defined(FILTER_LINEAR) || defined(FILTER_SCREEN)
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uniform highp vec2 source_size;
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#endif
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#if defined(FILTER_SCREEN)
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uniform highp float scale;
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@ -104,51 +102,60 @@ void main(void) {
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// roundTexel adjusts pos by rounding it (#315, #558).
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pos = roundTexel(pos);
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#if defined(FILTER_NEAREST)
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vec4 color = texture2D(texture, pos);
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if (pos.x < varying_tex_coord_min.x ||
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pos.y < varying_tex_coord_min.y ||
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varying_tex_coord_max.x <= pos.x ||
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varying_tex_coord_max.y <= pos.y) {
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color = vec4(0, 0, 0, 0);
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}
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#endif
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#if defined(FILTER_LINEAR)
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highp vec2 texel_size = 1.0 / source_size;
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#if defined(FILTER_NEAREST) || defined(FILTER_LINEAR)
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// Even with the nearest filter, it is better to calculate the color with around 4 texels (#558).
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highp vec2 p0 = pos - texel_size / 2.0;
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highp vec2 p1 = pos + texel_size / 2.0;
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vec4 c0 = texture2D(texture, p0);
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vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(texture, p1);
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if (p0.x < varying_tex_coord_min.x) {
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if (p0.x < (varying_tex_coord_min.x)) {
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c0 = vec4(0, 0, 0, 0);
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c2 = vec4(0, 0, 0, 0);
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}
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if (p0.y < varying_tex_coord_min.y) {
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if (p0.y < (varying_tex_coord_min.y)) {
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c0 = vec4(0, 0, 0, 0);
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c1 = vec4(0, 0, 0, 0);
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}
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if (varying_tex_coord_max.x <= p1.x) {
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if ((varying_tex_coord_max.x - texel_size.x / 256.0) <= p1.x) {
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c1 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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if (varying_tex_coord_max.y <= p1.y) {
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if ((varying_tex_coord_max.y - texel_size.y / 256.0) <= p1.y) {
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c2 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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vec2 rate = fract(p0 * source_size);
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#if defined(FILTER_NEAREST)
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vec4 color;
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if (rate.x < 0.5) {
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if (rate.y < 0.5) {
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color = c0;
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} else {
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color = c2;
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}
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} else {
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if (rate.y < 0.5) {
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color = c1;
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} else {
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color = c3;
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}
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}
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#elif defined(FILTER_LINEAR)
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vec4 color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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#endif
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#endif
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#if defined(FILTER_SCREEN)
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highp vec2 texel_size = 1.0 / source_size;
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highp vec2 p0 = pos - texel_size / 2.0 / scale;
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highp vec2 p1 = pos + texel_size / 2.0 / scale;
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vec4 c0 = texture2D(texture, p0);
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vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
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