internal/atlas: refactoring: remove unused arguments

This commit is contained in:
Hajime Hoshi 2023-11-04 18:31:22 +09:00
parent 3fa8e6ac52
commit 0cbcf7e493

View File

@ -251,7 +251,7 @@ func (i *Image) ensureIsolatedFromSource(backends []*backend) {
is := graphics.QuadIndices()
dr := image.Rect(0, 0, i.width, i.height)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false, true)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false)
newI.moveTo(i)
}
@ -281,7 +281,7 @@ func (i *Image) putOnSourceBackend(graphicsDriver graphicsdriver.Graphics) {
graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, i.width, i.height)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false, true)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false)
newI.moveTo(i)
i.usedAsSourceCount = 0
@ -326,15 +326,15 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
copy(us, uniforms)
appendDeferred(func() {
i.drawTriangles(srcs, vs, is, blend, dstRegion, srcRegions, shader, us, evenOdd, false)
i.drawTriangles(srcs, vs, is, blend, dstRegion, srcRegions, shader, us, evenOdd)
})
return
}
i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd, false)
i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd)
}
func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool, keepOnAtlas bool) {
func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
backends := make([]*backend, 0, len(srcs))
for _, src := range srcs {
if src == nil {