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internal/shaderir: change the naming convention: Num -> Count
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parent
dce34d2306
commit
16ff5c5039
@ -282,7 +282,7 @@ func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textu
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}
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}
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for _, u := range uniforms {
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for _, u := range uniforms {
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if got, expected := len(u.value), u.typ.FloatNum(); got != expected {
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if got, expected := len(u.value), u.typ.FloatCount(); got != expected {
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// Copy a shaderir.Type value once. Do not pass u.typ directly to fmt.Errorf arguments, or
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// Copy a shaderir.Type value once. Do not pass u.typ directly to fmt.Errorf arguments, or
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// the value u would be allocated on heap.
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// the value u would be allocated on heap.
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typ := u.typ
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typ := u.typ
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@ -79,7 +79,7 @@ func calculateMemoryOffsets(uniforms []shaderir.Type) []int {
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// TODO: What if the array has 2 or more dimensions?
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// TODO: What if the array has 2 or more dimensions?
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head = align(head)
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head = align(head)
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offsets = append(offsets, head)
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offsets = append(offsets, head)
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n := u.Sub[0].FloatNum()
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n := u.Sub[0].FloatCount()
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switch u.Sub[0].Main {
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switch u.Sub[0].Main {
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case shaderir.Mat2:
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case shaderir.Mat2:
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n = 6
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n = 6
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@ -81,7 +81,7 @@ func (t *Type) String() string {
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}
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}
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}
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}
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func (t *Type) FloatNum() int {
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func (t *Type) FloatCount() int {
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switch t.Main {
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switch t.Main {
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case Float:
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case Float:
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return 1
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return 1
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@ -98,7 +98,7 @@ func (t *Type) FloatNum() int {
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case Mat4:
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case Mat4:
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return 16
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return 16
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case Array:
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case Array:
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return t.Length * t.Sub[0].FloatNum()
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return t.Length * t.Sub[0].FloatCount()
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default: // TODO: Parse a struct correctly
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default: // TODO: Parse a struct correctly
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return -1
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return -1
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}
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}
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@ -94,7 +94,7 @@ func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
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continue
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continue
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}
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}
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t := s.uniformNameToType[name]
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t := s.uniformNameToType[name]
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us[idx] = make([]float32, t.FloatNum())
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us[idx] = make([]float32, t.FloatCount())
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}
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}
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// TODO: Panic if uniforms include an invalid name
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// TODO: Panic if uniforms include an invalid name
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