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internal/graphics: reland: change the definition of MaxVerticesCount
Updates #2612
This commit is contained in:
parent
3a632be0c7
commit
1f95c98969
6
image.go
6
image.go
@ -438,9 +438,6 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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if int(idx) >= len(vertices) {
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if int(idx) >= len(vertices) {
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panic(fmt.Sprintf("ebiten: indices[%d] must be less than len(vertices) (%d) but was %d", i, len(vertices), idx))
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panic(fmt.Sprintf("ebiten: indices[%d] must be less than len(vertices) (%d) but was %d", i, len(vertices), idx))
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}
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}
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if idx >= MaxVerticesCount {
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panic(fmt.Sprintf("ebiten: indices[%d] must be less than MaxVerticesCount %d but was %d", i, MaxVerticesCount, idx))
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}
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}
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}
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if options == nil {
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if options == nil {
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@ -603,9 +600,6 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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if int(idx) >= len(vertices) {
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if int(idx) >= len(vertices) {
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panic(fmt.Sprintf("ebiten: indices[%d] must be less than len(vertices) (%d) but was %d", i, len(vertices), idx))
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panic(fmt.Sprintf("ebiten: indices[%d] must be less than len(vertices) (%d) but was %d", i, len(vertices), idx))
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}
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}
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if idx >= MaxVerticesCount {
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panic(fmt.Sprintf("ebiten: indices[%d] must be less than MaxVerticesCount %d but was %d", i, MaxVerticesCount, idx))
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}
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}
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}
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if options == nil {
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if options == nil {
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@ -2805,7 +2805,7 @@ func BenchmarkColorMScale(b *testing.B) {
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}
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}
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}
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}
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func TestIndicesOverflow(t *testing.T) {
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func TestImageMoreIndicesThanMaxUint16(t *testing.T) {
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const (
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const (
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w = 16
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w = 16
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h = 16
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h = 16
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@ -2817,10 +2817,10 @@ func TestIndicesOverflow(t *testing.T) {
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op := &ebiten.DrawTrianglesOptions{}
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op := &ebiten.DrawTrianglesOptions{}
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vs := make([]ebiten.Vertex, 3)
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vs := make([]ebiten.Vertex, 3)
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is := make([]uint16, graphics.MaxVerticesCount/3*3)
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is := make([]uint16, 65538)
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dst.DrawTriangles(vs, is, src, op)
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dst.DrawTriangles(vs, is, src, op)
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// Cause an overflow for indices.
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// The next draw call should work well (and this is likely batched).
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vs = []ebiten.Vertex{
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vs = []ebiten.Vertex{
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{
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{
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DstX: 0,
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DstX: 0,
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@ -2877,7 +2877,7 @@ func TestIndicesOverflow(t *testing.T) {
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}
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}
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}
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}
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func TestVerticesOverflow(t *testing.T) {
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func TestImageMoreVerticesThanMaxUint16(t *testing.T) {
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const (
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const (
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w = 16
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w = 16
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h = 16
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h = 16
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@ -2888,11 +2888,11 @@ func TestVerticesOverflow(t *testing.T) {
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src.Fill(color.White)
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src.Fill(color.White)
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op := &ebiten.DrawTrianglesOptions{}
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op := &ebiten.DrawTrianglesOptions{}
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vs := make([]ebiten.Vertex, graphics.MaxVerticesCount-1)
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vs := make([]ebiten.Vertex, math.MaxUint16+1)
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is := make([]uint16, 3)
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is := make([]uint16, 3)
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dst.DrawTriangles(vs, is, src, op)
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dst.DrawTriangles(vs, is, src, op)
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// Cause an overflow for vertices.
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// The next draw call should work well (and this is likely batched).
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vs = []ebiten.Vertex{
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vs = []ebiten.Vertex{
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{
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{
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DstX: 0,
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DstX: 0,
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@ -2949,26 +2949,6 @@ func TestVerticesOverflow(t *testing.T) {
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}
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}
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}
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}
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func TestTooManyVertices(t *testing.T) {
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const (
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w = 16
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h = 16
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)
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dst := ebiten.NewImage(w, h)
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src := ebiten.NewImage(w, h)
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src.Fill(color.White)
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op := &ebiten.DrawTrianglesOptions{}
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vs := make([]ebiten.Vertex, graphics.MaxVerticesCount+1)
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is := make([]uint16, 3)
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dst.DrawTriangles(vs, is, src, op)
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// Force to cause flushing the graphics commands.
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// Confirm this doesn't freeze.
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dst.At(0, 0)
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}
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func TestImageNewImageFromEbitenImage(t *testing.T) {
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func TestImageNewImageFromEbitenImage(t *testing.T) {
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const (
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const (
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w = 16
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w = 16
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@ -4318,48 +4298,6 @@ func TestImageDrawTrianglesShaderWithGreaterIndexThanVerticesCount(t *testing.T)
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dst.DrawTrianglesShader(vs, is, shader, nil)
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dst.DrawTrianglesShader(vs, is, shader, nil)
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}
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}
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// Issue #2611
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func TestImageDrawTrianglesWithTooBigIndex(t *testing.T) {
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defer func() {
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if r := recover(); r == nil {
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t.Errorf("DrawTriangles must panic but not")
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}
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}()
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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src := ebiten.NewImage(w, h)
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vs := make([]ebiten.Vertex, ebiten.MaxVerticesCount+1)
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is := []uint16{0, 1, 2, 1, 2, ebiten.MaxVerticesCount}
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dst.DrawTriangles(vs, is, src, nil)
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}
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// Issue #2611
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func TestImageDrawTrianglesShaderWithTooBigIndex(t *testing.T) {
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defer func() {
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if r := recover(); r == nil {
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t.Errorf("DrawTrianglesShader must panic but not")
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}
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}()
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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vs := make([]ebiten.Vertex, ebiten.MaxVerticesCount+1)
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is := []uint16{0, 1, 2, 1, 2, ebiten.MaxVerticesCount}
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shader, err := ebiten.NewShader([]byte(`
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return color
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}
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`))
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if err != nil {
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t.Fatalf("could not compile shader: %v", err)
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}
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dst.DrawTrianglesShader(vs, is, shader, nil)
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}
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// Issue #2733
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// Issue #2733
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func TestImageGeoMAfterDraw(t *testing.T) {
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func TestImageGeoMAfterDraw(t *testing.T) {
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src := ebiten.NewImage(1, 1)
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src := ebiten.NewImage(1, 1)
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@ -45,13 +45,18 @@ const (
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const (
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const (
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VertexFloatCount = 8
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VertexFloatCount = 8
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is32bit = 1 >> (^uint(0) >> 63)
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is64bit = 1 - is32bit
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// MaxVerticesCount is the maximum number of vertices for one draw call.
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// MaxVerticesCount is the maximum number of vertices for one draw call.
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// This value is 2^16 - 1 = 65535, as the index type is uint16.
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//
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// This value cannot be exactly 2^16 == 65536 especially with WebGL 2, as 65536th vertex is not rendered correctly.
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// On 64bit architectures, this value is 2^32-1, as the index type is uint32.
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// This value cannot be exactly 2^32 especially with WebGL 2, as 2^32th vertex is not rendered correctly.
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// See https://registry.khronos.org/webgl/specs/latest/2.0/#5.18 .
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// See https://registry.khronos.org/webgl/specs/latest/2.0/#5.18 .
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//
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//
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// TODO: Use MaxUint32 and move these values to internal/graphicscommand (#2612)
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// On 32bit architectures, this value is an adjusted number so that MaxVertexFloatsCount doesn't overflow int.
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MaxVerticesCount = math.MaxUint16
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MaxVerticesCount = is64bit*math.MaxUint32 + is32bit*(math.MaxInt32/VertexFloatCount)
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MaxVertexFloatsCount = MaxVerticesCount * VertexFloatCount
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MaxVertexFloatsCount = MaxVerticesCount * VertexFloatCount
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)
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)
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@ -139,8 +139,7 @@ func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
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copy(clr[:], pix)
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copy(clr[:], pix)
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i.dotsBuffer[region.Min] = clr
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i.dotsBuffer[region.Min] = clr
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// One square requires 6 indices (= 2 triangles).
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if len(i.dotsBuffer) >= 10000 {
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if len(i.dotsBuffer) >= graphics.MaxVerticesCount/6 {
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i.flushDotsBufferIfNeeded()
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i.flushDotsBufferIfNeeded()
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}
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}
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return
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return
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