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https://github.com/hajimehoshi/ebiten.git
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internal/graphics: renamed shader image count to specify src (#3012)
This just specifies that the constant refers to the number of source images passed to a shader. This makes a distinction with the number of dst images, that could potentially be more than 1 in the future.
This commit is contained in:
parent
aa6bc1690e
commit
22fd1f107e
20
image.go
20
image.go
@ -247,7 +247,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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graphics.QuadVertices(vs, float32(sx0), float32(sy0), float32(sx1), float32(sy1), a, b, c, d, tx, ty, cr, cg, cb, ca)
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is := graphics.QuadIndices()
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srcs := [graphics.ShaderImageCount]*ui.Image{img.image}
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srcs := [graphics.ShaderSrcImageCount]*ui.Image{img.image}
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, builtinshader.AddressUnsafe, useColorM)
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@ -262,7 +262,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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})
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}
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRuleFillAll, canSkipMipmap(geoM, filter), false)
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRuleFillAll, canSkipMipmap(geoM, filter), false)
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}
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// Vertex represents a vertex passed to DrawTriangles.
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@ -519,7 +519,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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is[i] = uint32(indices[i])
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}
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srcs := [graphics.ShaderImageCount]*ui.Image{img.image}
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srcs := [graphics.ShaderSrcImageCount]*ui.Image{img.image}
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useColorM := !colorm.IsIdentity()
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shader := builtinShader(filter, address, useColorM)
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@ -534,7 +534,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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})
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}
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), filter != builtinshader.FilterLinear, options.AntiAlias)
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), filter != builtinshader.FilterLinear, options.AntiAlias)
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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@ -584,7 +584,7 @@ type DrawTrianglesShaderOptions struct {
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}
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// Check the number of images.
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var _ [len(DrawTrianglesShaderOptions{}.Images) - graphics.ShaderImageCount]struct{} = [0]struct{}{}
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var _ [len(DrawTrianglesShaderOptions{}.Images) - graphics.ShaderSrcImageCount]struct{} = [0]struct{}{}
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// DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
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//
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@ -669,7 +669,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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is[i] = uint32(indices[i])
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}
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var imgs [graphics.ShaderImageCount]*ui.Image
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var imgs [graphics.ShaderSrcImageCount]*ui.Image
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var imgSize image.Point
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for i, img := range options.Images {
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if img == nil {
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@ -691,7 +691,7 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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imgs[i] = img.image
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}
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var srcRegions [graphics.ShaderImageCount]image.Rectangle
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var srcRegions [graphics.ShaderSrcImageCount]image.Rectangle
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for i, img := range options.Images {
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if img == nil {
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continue
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@ -743,7 +743,7 @@ type DrawRectShaderOptions struct {
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}
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// Check the number of images.
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var _ [len(DrawRectShaderOptions{}.Images)]struct{} = [graphics.ShaderImageCount]struct{}{}
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var _ [len(DrawRectShaderOptions{}.Images)]struct{} = [graphics.ShaderSrcImageCount]struct{}{}
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// DrawRectShader draws a rectangle with the specified width and height with the specified shader.
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//
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@ -790,7 +790,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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blend = options.CompositeMode.blend().internalBlend()
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}
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var imgs [graphics.ShaderImageCount]*ui.Image
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var imgs [graphics.ShaderSrcImageCount]*ui.Image
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for i, img := range options.Images {
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if img == nil {
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continue
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@ -804,7 +804,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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imgs[i] = img.image
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}
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var srcRegions [graphics.ShaderImageCount]image.Rectangle
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var srcRegions [graphics.ShaderSrcImageCount]image.Rectangle
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for i, img := range options.Images {
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if img == nil {
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if shader.unit == shaderir.Pixels && i == 0 {
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@ -146,12 +146,12 @@ func (b *backend) extendIfNeeded(width, height int) {
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// Use DrawTriangles instead of WritePixels because the image i might be stale and not have its pixels
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// information.
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srcs := [graphics.ShaderImageCount]*graphicscommand.Image{b.image}
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srcs := [graphics.ShaderSrcImageCount]*graphicscommand.Image{b.image}
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sw, sh := b.image.InternalSize()
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vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
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is := graphics.QuadIndices()
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dr := image.Rect(0, 0, sw, sh)
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newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
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newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
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b.image.Dispose()
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b.image = newImg
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@ -175,7 +175,7 @@ func newClearedImage(width, height int, screen bool) *graphicscommand.Image {
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func clearImage(i *graphicscommand.Image, region image.Rectangle) {
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vs := quadVertices(float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0)
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is := graphics.QuadIndices()
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i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
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i.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderSrcImageCount]image.Rectangle{}, clearShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
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}
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func (b *backend) clearPixels(region image.Rectangle) {
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@ -348,7 +348,7 @@ func (i *Image) ensureIsolatedFromSource(backends []*backend) {
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is := graphics.QuadIndices()
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dr := image.Rect(0, 0, i.width, i.height)
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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newI.drawTriangles([graphics.ShaderSrcImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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newI.moveTo(i)
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}
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@ -378,7 +378,7 @@ func (i *Image) putOnSourceBackend() {
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graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
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is := graphics.QuadIndices()
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dr := image.Rect(0, 0, i.width, i.height)
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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newI.drawTriangles([graphics.ShaderSrcImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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newI.moveTo(i)
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i.usedAsSourceCount = 0
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@ -410,7 +410,7 @@ func (i *Image) regionWithPadding() image.Rectangle {
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// 5: Color G
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// 6: Color B
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// 7: Color Y
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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, fillRule graphicsdriver.FillRule) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
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backendsM.Lock()
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defer backendsM.Unlock()
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@ -431,7 +431,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
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}
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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, fillRule graphicsdriver.FillRule) {
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func (i *Image) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
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if len(vertices) == 0 {
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return
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}
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@ -509,7 +509,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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srcRegions[i] = srcRegions[i].Add(r.Min)
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}
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var imgs [graphics.ShaderImageCount]*graphicscommand.Image
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var imgs [graphics.ShaderSrcImageCount]*graphicscommand.Image
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for i, src := range srcs {
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if src == nil {
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continue
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@ -105,7 +105,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
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vs := quadVertices(size/2, size/2, size/4, size/4, 1)
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is := graphics.QuadIndices()
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dr := image.Rect(0, 0, size, size)
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img4.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img4.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -113,7 +113,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
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// img5 is not allocated now, but is allocated at DrawTriangles.
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vs = quadVertices(0, 0, size/2, size/2, 1)
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dr = image.Rect(0, 0, size/2, size/2)
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img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img3.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -147,7 +147,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
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// Check further drawing doesn't cause panic.
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// This bug was fixed by 03dcd948.
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vs = quadVertices(0, 0, size/2, size/2, 1)
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img4.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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}
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func TestReputOnSourceBackend(t *testing.T) {
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@ -191,7 +191,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// Render onto img1. The count should not matter.
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for i := 0; i < 5; i++ {
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vs := quadVertices(size, size, 0, 0, 1)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img1.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -203,7 +203,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
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atlas.PutImagesOnSourceBackendForTesting()
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -211,7 +211,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// Finally, img1 is on a source backend.
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atlas.PutImagesOnSourceBackendForTesting()
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -240,7 +240,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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}
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vs = quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -270,7 +270,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// Use img1 as a render target again. The count should not matter.
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for i := 0; i < 5; i++ {
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vs := quadVertices(size, size, 0, 0, 1)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img1.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -282,7 +282,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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atlas.PutImagesOnSourceBackendForTesting()
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img1.WritePixels(make([]byte, 4*size*size), image.Rect(0, 0, size, size))
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -291,7 +291,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// img1 is not on an atlas due to WritePixels.
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vs = quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -300,7 +300,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
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atlas.PutImagesOnSourceBackendForTesting()
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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img0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -403,7 +403,7 @@ func TestWritePixelsAfterDrawTriangles(t *testing.T) {
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vs := quadVertices(w, h, 0, 0, 1)
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is := graphics.QuadIndices()
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dr := image.Rect(0, 0, w, h)
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dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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dst.WritePixels(pix, image.Rect(0, 0, w, h))
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pix = make([]byte, 4*w*h)
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@ -450,7 +450,7 @@ func TestSmallImages(t *testing.T) {
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vs := quadVertices(w, h, 0, 0, 1)
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is := graphics.QuadIndices()
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dr := image.Rect(0, 0, w, h)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
pix = make([]byte, 4*w*h)
|
||||
ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h))
|
||||
@ -497,7 +497,7 @@ func TestLongImages(t *testing.T) {
|
||||
vs := quadVertices(w, h, 0, 0, scale)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, dstW, dstH)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
pix = make([]byte, 4*dstW*dstH)
|
||||
ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, dstW, dstH))
|
||||
@ -613,7 +613,7 @@ func TestDeallocatedAndReputOnSourceBackend(t *testing.T) {
|
||||
vs := quadVertices(size, size, 0, 0, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, size, size)
|
||||
src.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
src.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
|
||||
t.Errorf("got: %v, want: %v", got, want)
|
||||
}
|
||||
@ -622,7 +622,7 @@ func TestDeallocatedAndReputOnSourceBackend(t *testing.T) {
|
||||
for i := 0; i < atlas.BaseCountToPutOnSourceBackend/2; i++ {
|
||||
atlas.PutImagesOnSourceBackendForTesting()
|
||||
vs := quadVertices(size, size, 0, 0, 1)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
|
||||
t.Errorf("got: %v, want: %v", got, want)
|
||||
}
|
||||
@ -656,7 +656,7 @@ func TestImageIsNotReputOnSourceBackendWithoutUsingAsSource(t *testing.T) {
|
||||
// Call DrawTriangles multiple times.
|
||||
// The number of DrawTriangles doesn't matter as long as these are called in one frame.
|
||||
for i := 0; i < 2; i++ {
|
||||
src2.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
src2.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
}
|
||||
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
|
||||
t.Errorf("got: %v, want: %v", got, want)
|
||||
@ -675,7 +675,7 @@ func TestImageIsNotReputOnSourceBackendWithoutUsingAsSource(t *testing.T) {
|
||||
for i := 0; i < atlas.BaseCountToPutOnSourceBackend; i++ {
|
||||
atlas.PutImagesOnSourceBackendForTesting()
|
||||
vs := quadVertices(size, size, 0, 0, 1)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
|
||||
t.Errorf("got: %v, want: %v", got, want)
|
||||
}
|
||||
@ -801,14 +801,14 @@ func TestDestinationCountOverflow(t *testing.T) {
|
||||
|
||||
// Use dst0 as a destination for a while.
|
||||
for i := 0; i < 31; i++ {
|
||||
dst0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst0.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
atlas.PutImagesOnSourceBackendForTesting()
|
||||
}
|
||||
|
||||
// Use dst0 as a source for a while.
|
||||
// As dst0 is used as a destination too many times (31 is a maximum), dst0's backend should never be a source backend.
|
||||
for i := 0; i < 100; i++ {
|
||||
dst1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{dst0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst1.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{dst0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
atlas.PutImagesOnSourceBackendForTesting()
|
||||
if dst0.IsOnSourceBackendForTesting() {
|
||||
t.Errorf("dst0 cannot be on a source backend: %d", i)
|
||||
@ -834,7 +834,7 @@ func TestIteratingImagesToPutOnSourceBackend(t *testing.T) {
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, w, h)
|
||||
for _, img := range srcs {
|
||||
img.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
img.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
}
|
||||
atlas.PutImagesOnSourceBackendForTesting()
|
||||
|
||||
@ -842,7 +842,7 @@ func TestIteratingImagesToPutOnSourceBackend(t *testing.T) {
|
||||
// Check iterating the registered image works correctly.
|
||||
for i := 0; i < 100; i++ {
|
||||
for _, src := range srcs {
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
}
|
||||
atlas.PutImagesOnSourceBackendForTesting()
|
||||
}
|
||||
|
@ -37,12 +37,12 @@ func TestShaderFillTwice(t *testing.T) {
|
||||
dr := image.Rect(0, 0, w, h)
|
||||
g := ui.Get().GraphicsDriverForTesting()
|
||||
s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff))
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s0, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s0, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
// Vertices must be recreated (#1755)
|
||||
vs = quadVertices(w, h, 0, 0, 1)
|
||||
s1 := atlas.NewShader(etesting.ShaderProgramFill(0x80, 0x80, 0x80, 0xff))
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s1, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s1, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
pix := make([]byte, 4*w*h)
|
||||
ok, err := dst.ReadPixels(g, pix, image.Rect(0, 0, w, h))
|
||||
@ -69,11 +69,11 @@ func TestImageDrawTwice(t *testing.T) {
|
||||
vs := quadVertices(w, h, 0, 0, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, w, h)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
// Vertices must be recreated (#1755)
|
||||
vs = quadVertices(w, h, 0, 0, 1)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{src1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
pix := make([]byte, 4*w*h)
|
||||
ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h))
|
||||
@ -97,7 +97,7 @@ func TestGCShader(t *testing.T) {
|
||||
vs := quadVertices(w, h, 0, 0, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, w, h)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
// Ensure other objects are GCed, as GC appends deferred functions for collected objects.
|
||||
ensureGC()
|
||||
|
@ -183,7 +183,7 @@ func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
|
||||
// DrawTriangles draws the src image with the given vertices.
|
||||
//
|
||||
// Copying vertices and indices is the caller's responsibility.
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
for _, src := range srcs {
|
||||
if i == src {
|
||||
panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
|
||||
@ -197,7 +197,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
|
||||
|
||||
i.syncPixelsIfNeeded()
|
||||
|
||||
var imgs [graphics.ShaderImageCount]*atlas.Image
|
||||
var imgs [graphics.ShaderSrcImageCount]*atlas.Image
|
||||
for i, img := range srcs {
|
||||
if img == nil {
|
||||
continue
|
||||
@ -289,10 +289,10 @@ func (i *Image) syncPixelsIfNeeded() {
|
||||
idx++
|
||||
}
|
||||
|
||||
srcs := [graphics.ShaderImageCount]*atlas.Image{whiteImage.img}
|
||||
srcs := [graphics.ShaderSrcImageCount]*atlas.Image{whiteImage.img}
|
||||
dr := image.Rect(0, 0, i.width, i.height)
|
||||
blend := graphicsdriver.BlendCopy
|
||||
i.img.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
i.img.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
// TODO: Use clear if Go 1.21 is available.
|
||||
for pos := range i.dotsBuffer {
|
||||
|
@ -55,8 +55,8 @@ func TestUnsyncedPixels(t *testing.T) {
|
||||
graphics.QuadVertices(vs, 0, 0, 16, 16, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, 16, 16)
|
||||
sr := [graphics.ShaderImageCount]image.Rectangle{image.Rect(0, 0, 16, 16)}
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, sr, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
sr := [graphics.ShaderSrcImageCount]image.Rectangle{image.Rect(0, 0, 16, 16)}
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, sr, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
// Check the result is correct.
|
||||
var got [4]byte
|
||||
|
@ -89,9 +89,9 @@ var __imageSrcRegionSizes [%[1]d]vec2
|
||||
func imageSrcRegionOnTexture() (vec2, vec2) {
|
||||
return __imageSrcRegionOrigins[0], __imageSrcRegionSizes[0]
|
||||
}
|
||||
`, ShaderImageCount)
|
||||
`, ShaderSrcImageCount)
|
||||
|
||||
for i := 0; i < ShaderImageCount; i++ {
|
||||
for i := 0; i < ShaderSrcImageCount; i++ {
|
||||
shaderSuffix += fmt.Sprintf(`
|
||||
// imageSrc%[1]dOrigin returns the source image's region origin on its texture.
|
||||
// The unit is the source texture's pixel or texel.
|
||||
@ -188,7 +188,7 @@ func CompileShader(fragmentSrc []byte) (*shaderir.Program, error) {
|
||||
vert = "__vertex"
|
||||
frag = "Fragment"
|
||||
)
|
||||
ir, err := shader.Compile(src, vert, frag, ShaderImageCount)
|
||||
ir, err := shader.Compile(src, vert, frag, ShaderSrcImageCount)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
@ -15,7 +15,7 @@
|
||||
package graphics
|
||||
|
||||
const (
|
||||
ShaderImageCount = 4
|
||||
ShaderSrcImageCount = 4
|
||||
|
||||
// PreservedUniformVariablesCount represents the number of preserved uniform variables.
|
||||
// Any shaders in Ebitengine must have these uniform variables.
|
||||
@ -30,11 +30,11 @@ const (
|
||||
ProjectionMatrixUniformVariableIndex = 6
|
||||
|
||||
PreservedUniformUint32Count = 2 + // the destination texture size
|
||||
2*ShaderImageCount + // the source texture sizes array
|
||||
2*ShaderSrcImageCount + // the source texture sizes array
|
||||
2 + // the destination image region origin
|
||||
2 + // the destination image region size
|
||||
2*ShaderImageCount + // the source image region origins array
|
||||
2*ShaderImageCount + // the source image region sizes array
|
||||
2*ShaderSrcImageCount + // the source image region origins array
|
||||
2*ShaderSrcImageCount + // the source image region sizes array
|
||||
16 // the projection matrix
|
||||
)
|
||||
|
||||
|
@ -62,7 +62,7 @@ func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
|
||||
// drawTrianglesCommand represents a drawing command to draw an image on another image.
|
||||
type drawTrianglesCommand struct {
|
||||
dst *Image
|
||||
srcs [graphics.ShaderImageCount]*Image
|
||||
srcs [graphics.ShaderSrcImageCount]*Image
|
||||
vertices []float32
|
||||
blend graphicsdriver.Blend
|
||||
dstRegions []graphicsdriver.DstRegion
|
||||
@ -86,7 +86,7 @@ func (c *drawTrianglesCommand) String() string {
|
||||
dst += " (screen)"
|
||||
}
|
||||
|
||||
var srcstrs [graphics.ShaderImageCount]string
|
||||
var srcstrs [graphics.ShaderSrcImageCount]string
|
||||
for i, src := range c.srcs {
|
||||
if src == nil {
|
||||
srcstrs[i] = "(nil)"
|
||||
@ -108,7 +108,7 @@ func (c *drawTrianglesCommand) Exec(commandQueue *commandQueue, graphicsDriver g
|
||||
return nil
|
||||
}
|
||||
|
||||
var imgs [graphics.ShaderImageCount]graphicsdriver.ImageID
|
||||
var imgs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID
|
||||
for i, src := range c.srcs {
|
||||
if src == nil {
|
||||
imgs[i] = graphicsdriver.InvalidImageID
|
||||
@ -142,7 +142,7 @@ func (c *drawTrianglesCommand) setVertices(vertices []float32) {
|
||||
|
||||
// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
|
||||
// with the drawTrianglesCommand c.
|
||||
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
|
||||
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, blend graphicsdriver.Blend, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) bool {
|
||||
if c.shader != shader {
|
||||
return false
|
||||
}
|
||||
|
@ -105,7 +105,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
|
||||
}
|
||||
|
||||
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
|
||||
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
if len(vertices) > maxVertexFloatCount {
|
||||
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices)))
|
||||
}
|
||||
@ -324,7 +324,7 @@ func imageRectangleToRectangleF32(r image.Rectangle) rectangleF32 {
|
||||
}
|
||||
}
|
||||
|
||||
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle) []uint32 {
|
||||
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
|
||||
origUniforms := uniforms
|
||||
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
|
||||
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
|
||||
@ -335,7 +335,7 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
|
||||
uniforms[1] = math.Float32bits(float32(dh))
|
||||
uniformIndex := 2
|
||||
|
||||
for i := 0; i < graphics.ShaderImageCount; i++ {
|
||||
for i := 0; i < graphics.ShaderSrcImageCount; i++ {
|
||||
var floatW, floatH uint32
|
||||
if srcs[i] != nil {
|
||||
w, h := srcs[i].InternalSize()
|
||||
@ -346,7 +346,7 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
|
||||
uniforms[uniformIndex+i*2] = floatW
|
||||
uniforms[uniformIndex+1+i*2] = floatH
|
||||
}
|
||||
uniformIndex += graphics.ShaderImageCount * 2
|
||||
uniformIndex += graphics.ShaderSrcImageCount * 2
|
||||
|
||||
dr := imageRectangleToRectangleF32(dstRegion)
|
||||
if shader.unit() == shaderir.Texels {
|
||||
@ -366,7 +366,7 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
|
||||
uniforms[uniformIndex+1] = math.Float32bits(dr.height)
|
||||
uniformIndex += 2
|
||||
|
||||
var srs [graphics.ShaderImageCount]rectangleF32
|
||||
var srs [graphics.ShaderSrcImageCount]rectangleF32
|
||||
for i, r := range srcRegions {
|
||||
srs[i] = imageRectangleToRectangleF32(r)
|
||||
}
|
||||
@ -384,18 +384,18 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
|
||||
}
|
||||
|
||||
// Set the source region origins.
|
||||
for i := 0; i < graphics.ShaderImageCount; i++ {
|
||||
for i := 0; i < graphics.ShaderSrcImageCount; i++ {
|
||||
uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].x)
|
||||
uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].y)
|
||||
}
|
||||
uniformIndex += graphics.ShaderImageCount * 2
|
||||
uniformIndex += graphics.ShaderSrcImageCount * 2
|
||||
|
||||
// Set the source region sizes.
|
||||
for i := 0; i < graphics.ShaderImageCount; i++ {
|
||||
for i := 0; i < graphics.ShaderSrcImageCount; i++ {
|
||||
uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].width)
|
||||
uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].height)
|
||||
}
|
||||
uniformIndex += graphics.ShaderImageCount * 2
|
||||
uniformIndex += graphics.ShaderSrcImageCount * 2
|
||||
|
||||
// Set the projection matrix.
|
||||
uniforms[uniformIndex] = math.Float32bits(2 / float32(dw))
|
||||
@ -469,7 +469,7 @@ func (c *commandQueueManager) putCommandQueue(commandQueue *commandQueue) {
|
||||
c.pool.put(commandQueue)
|
||||
}
|
||||
|
||||
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
if c.current == nil {
|
||||
c.current, _ = c.pool.get()
|
||||
}
|
||||
|
@ -130,7 +130,7 @@ func (i *Image) InternalSize() (int, int) {
|
||||
//
|
||||
// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
|
||||
// elements for the source image are not used.
|
||||
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, fillRule graphicsdriver.FillRule) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
|
||||
for _, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
|
@ -59,7 +59,7 @@ func TestClear(t *testing.T) {
|
||||
vs := quadVertices(w/2, h/2)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, w, h)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
pix := make([]byte, 4*w*h)
|
||||
if err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), []graphicsdriver.PixelsArgs{
|
||||
@ -90,8 +90,8 @@ func TestWritePixelsPartAfterDrawTriangles(t *testing.T) {
|
||||
vs := quadVertices(w/2, h/2)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, w, h)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
bs := graphics.NewManagedBytes(4, func(bs []byte) {
|
||||
for i := range bs {
|
||||
bs[i] = 0
|
||||
@ -109,11 +109,11 @@ func TestShader(t *testing.T) {
|
||||
vs := quadVertices(w, h)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, w, h)
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
g := ui.Get().GraphicsDriverForTesting()
|
||||
s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
|
||||
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
|
||||
dst.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
|
||||
|
||||
pix := make([]byte, 4*w*h)
|
||||
if err := dst.ReadPixels(g, []graphicsdriver.PixelsArgs{
|
||||
|
@ -514,14 +514,14 @@ func (g *graphics11) removeShader(s *shader11) {
|
||||
delete(g.shaders, s.id)
|
||||
}
|
||||
|
||||
func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
// Remove bound textures first. This is needed to avoid warnings on the debugger.
|
||||
g.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{nil}, nil)
|
||||
srvs := [graphics.ShaderImageCount]*_ID3D11ShaderResourceView{}
|
||||
srvs := [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView{}
|
||||
g.deviceContext.PSSetShaderResources(0, srvs[:])
|
||||
|
||||
dst := g.images[dstID]
|
||||
var srcs [graphics.ShaderImageCount]*image11
|
||||
var srcs [graphics.ShaderSrcImageCount]*image11
|
||||
for i, id := range srcIDs {
|
||||
img := g.images[id]
|
||||
if img == nil {
|
||||
|
@ -1081,7 +1081,7 @@ func (g *graphics12) NewShader(program *shaderir.Program) (graphicsdriver.Shader
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("directx: shader ID is invalid")
|
||||
}
|
||||
@ -1108,7 +1108,7 @@ func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.
|
||||
resourceBarriers = append(resourceBarriers, rb)
|
||||
}
|
||||
|
||||
var srcImages [graphics.ShaderImageCount]*image12
|
||||
var srcImages [graphics.ShaderSrcImageCount]*image12
|
||||
for i, srcID := range srcs {
|
||||
src := g.images[srcID]
|
||||
if src == nil {
|
||||
|
@ -128,7 +128,7 @@ type pipelineStates struct {
|
||||
constantBufferMaps [frameCount][]uintptr
|
||||
}
|
||||
|
||||
const numConstantBufferAndSourceTextures = 1 + graphics.ShaderImageCount
|
||||
const numConstantBufferAndSourceTextures = 1 + graphics.ShaderSrcImageCount
|
||||
|
||||
func (p *pipelineStates) initialize(device *_ID3D12Device) (ferr error) {
|
||||
// Create a CBV/SRV/UAV descriptor heap.
|
||||
@ -180,7 +180,7 @@ func (p *pipelineStates) initialize(device *_ID3D12Device) (ferr error) {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, screen bool, srcs [graphics.ShaderImageCount]*image12, shader *shader12, dstRegions []graphicsdriver.DstRegion, uniforms []uint32, blend graphicsdriver.Blend, indexOffset int, fillRule graphicsdriver.FillRule) error {
|
||||
func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D12GraphicsCommandList, frameIndex int, screen bool, srcs [graphics.ShaderSrcImageCount]*image12, shader *shader12, dstRegions []graphicsdriver.DstRegion, uniforms []uint32, blend graphicsdriver.Blend, indexOffset int, fillRule graphicsdriver.FillRule) error {
|
||||
idx := len(p.constantBuffers[frameIndex])
|
||||
if idx >= numDescriptorsPerFrame {
|
||||
return fmt.Errorf("directx: too many constant buffers")
|
||||
@ -354,7 +354,7 @@ func (p *pipelineStates) ensureRootSignature(device *_ID3D12Device) (rootSignatu
|
||||
}
|
||||
srv := _D3D12_DESCRIPTOR_RANGE{
|
||||
RangeType: _D3D12_DESCRIPTOR_RANGE_TYPE_SRV, // t0
|
||||
NumDescriptors: graphics.ShaderImageCount,
|
||||
NumDescriptors: graphics.ShaderSrcImageCount,
|
||||
BaseShaderRegister: 0,
|
||||
RegisterSpace: 0,
|
||||
OffsetInDescriptorsFromTableStart: 1,
|
||||
|
@ -78,7 +78,7 @@ func (s *shader11) disposeImpl() {
|
||||
}
|
||||
}
|
||||
|
||||
func (s *shader11) use(uniforms []uint32, srcs [graphics.ShaderImageCount]*image11) error {
|
||||
func (s *shader11) use(uniforms []uint32, srcs [graphics.ShaderSrcImageCount]*image11) error {
|
||||
vs, err := s.ensureVertexShader()
|
||||
if err != nil {
|
||||
return err
|
||||
@ -114,7 +114,7 @@ func (s *shader11) use(uniforms []uint32, srcs [graphics.ShaderImageCount]*image
|
||||
s.graphics.deviceContext.Unmap(unsafe.Pointer(cb), 0)
|
||||
|
||||
// Set the render sources.
|
||||
var srvs [graphics.ShaderImageCount]*_ID3D11ShaderResourceView
|
||||
var srvs [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
|
@ -68,7 +68,7 @@ type Graphics interface {
|
||||
NewShader(program *shaderir.Program) (Shader, error)
|
||||
|
||||
// DrawTriangles draws an image onto another image with the given parameters.
|
||||
DrawTriangles(dst ImageID, srcs [graphics.ShaderImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms []uint32, fillRule FillRule) error
|
||||
DrawTriangles(dst ImageID, srcs [graphics.ShaderSrcImageCount]ImageID, shader ShaderID, dstRegions []DstRegion, indexOffset int, blend Blend, uniforms []uint32, fillRule FillRule) error
|
||||
}
|
||||
|
||||
type Resetter interface {
|
||||
|
@ -467,7 +467,7 @@ func (g *Graphics) flushRenderCommandEncoderIfNeeded() {
|
||||
g.lastDst = nil
|
||||
}
|
||||
|
||||
func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs [graphics.ShaderImageCount]*Image, indexOffset int, shader *Shader, uniforms [][]uint32, blend graphicsdriver.Blend, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs [graphics.ShaderSrcImageCount]*Image, indexOffset int, shader *Shader, uniforms [][]uint32, blend graphicsdriver.Blend, fillRule graphicsdriver.FillRule) error {
|
||||
// When preparing a stencil buffer, flush the current render command encoder
|
||||
// to make sure the stencil buffer is cleared when loading.
|
||||
// TODO: What about clearing the stencil buffer by vertices?
|
||||
@ -605,7 +605,7 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("metal: shader ID is invalid")
|
||||
}
|
||||
@ -616,7 +616,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
g.view.update()
|
||||
}
|
||||
|
||||
var srcs [graphics.ShaderImageCount]*Image
|
||||
var srcs [graphics.ShaderSrcImageCount]*Image
|
||||
for i, srcID := range srcIDs {
|
||||
srcs[i] = g.images[srcID]
|
||||
}
|
||||
|
@ -198,7 +198,7 @@ func (g *Graphics) uniformVariableName(idx int) string {
|
||||
return name
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
if shaderID == graphicsdriver.InvalidShaderID {
|
||||
return fmt.Errorf("opengl: shader ID is invalid")
|
||||
}
|
||||
@ -241,7 +241,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
||||
g.uniformVars[idx].value[13] ^= 1 << 31
|
||||
}
|
||||
|
||||
var imgs [graphics.ShaderImageCount]textureVariable
|
||||
var imgs [graphics.ShaderSrcImageCount]textureVariable
|
||||
for i, srcID := range srcIDs {
|
||||
if srcID == graphicsdriver.InvalidImageID {
|
||||
continue
|
||||
|
@ -259,7 +259,7 @@ func (g *Graphics) textureVariableName(idx int) string {
|
||||
}
|
||||
|
||||
// useProgram uses the program (programTexture).
|
||||
func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderImageCount]textureVariable) error {
|
||||
func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures [graphics.ShaderSrcImageCount]textureVariable) error {
|
||||
if g.state.lastProgram != program {
|
||||
g.context.ctx.UseProgram(uint32(program))
|
||||
|
||||
|
@ -116,7 +116,7 @@ func (g *Graphics) NewShader(program *shaderir.Program) (graphicsdriver.Shader,
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (g *Graphics) DrawTriangles(dst graphicsdriver.ImageID, srcs [graphics.ShaderImageCount]graphicsdriver.ImageID, shader graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
func (g *Graphics) DrawTriangles(dst graphicsdriver.ImageID, srcs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shader graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
|
@ -65,7 +65,7 @@ func (m *Mipmap) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byt
|
||||
return m.orig.ReadPixels(graphicsDriver, pixels, region)
|
||||
}
|
||||
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool) {
|
||||
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool) {
|
||||
if len(indices) == 0 {
|
||||
return
|
||||
}
|
||||
@ -103,7 +103,7 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices
|
||||
}
|
||||
}
|
||||
|
||||
var imgs [graphics.ShaderImageCount]*buffered.Image
|
||||
var imgs [graphics.ShaderSrcImageCount]*buffered.Image
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
@ -187,7 +187,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
|
||||
s := buffered.NewImage(w2, h2, m.imageType)
|
||||
|
||||
dstRegion := image.Rect(0, 0, w2, h2)
|
||||
s.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, shader, nil, graphicsdriver.FillRuleFillAll)
|
||||
s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, shader, nil, graphicsdriver.FillRuleFillAll)
|
||||
m.setImg(level, s)
|
||||
|
||||
return m.imgs[level]
|
||||
|
@ -77,7 +77,7 @@ func (i *Image) Deallocate() {
|
||||
i.mipmap.Deallocate()
|
||||
}
|
||||
|
||||
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, fillRule graphicsdriver.FillRule, canSkipMipmap bool, antialias bool) {
|
||||
func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool, antialias bool) {
|
||||
if i.modifyCallback != nil {
|
||||
i.modifyCallback()
|
||||
}
|
||||
@ -104,7 +104,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
|
||||
|
||||
i.flushBufferIfNeeded()
|
||||
|
||||
var srcMipmaps [graphics.ShaderImageCount]*mipmap.Mipmap
|
||||
var srcMipmaps [graphics.ShaderSrcImageCount]*mipmap.Mipmap
|
||||
for i, src := range srcs {
|
||||
if src == nil {
|
||||
continue
|
||||
@ -175,7 +175,7 @@ func (i *Image) Fill(r, g, b, a float32, region image.Rectangle) {
|
||||
r, g, b, a)
|
||||
is := graphics.QuadIndices()
|
||||
|
||||
srcs := [graphics.ShaderImageCount]*Image{i.ui.whiteImage}
|
||||
srcs := [graphics.ShaderSrcImageCount]*Image{i.ui.whiteImage}
|
||||
|
||||
blend := graphicsdriver.BlendCopy
|
||||
// If possible, use BlendSourceOver to encourage batching (#2817).
|
||||
@ -183,7 +183,7 @@ func (i *Image) Fill(r, g, b, a float32, region image.Rectangle) {
|
||||
blend = graphicsdriver.BlendSourceOver
|
||||
}
|
||||
// i.lastBlend is updated in DrawTriangles.
|
||||
i.DrawTriangles(srcs, i.tmpVerticesForFill, is, blend, region, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll, true, false)
|
||||
i.DrawTriangles(srcs, i.tmpVerticesForFill, is, blend, region, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll, true, false)
|
||||
}
|
||||
|
||||
type bigOffscreenImage struct {
|
||||
@ -217,7 +217,7 @@ func (i *bigOffscreenImage) deallocate() {
|
||||
i.dirty = false
|
||||
}
|
||||
|
||||
func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool) {
|
||||
func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool) {
|
||||
if i.blend != blend {
|
||||
i.flush()
|
||||
}
|
||||
@ -240,7 +240,7 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
|
||||
|
||||
// Copy the current rendering result to get the correct blending result.
|
||||
if blend != graphicsdriver.BlendSourceOver && !i.dirty {
|
||||
srcs := [graphics.ShaderImageCount]*Image{i.orig}
|
||||
srcs := [graphics.ShaderSrcImageCount]*Image{i.orig}
|
||||
if len(i.tmpVerticesForCopying) < 4*graphics.VertexFloatCount {
|
||||
i.tmpVerticesForCopying = make([]float32, 4*graphics.VertexFloatCount)
|
||||
}
|
||||
@ -252,7 +252,7 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
|
||||
1, 1, 1, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dstRegion := image.Rect(0, 0, i.region.Dx()*bigOffscreenScale, i.region.Dy()*bigOffscreenScale)
|
||||
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll, true, false)
|
||||
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll, true, false)
|
||||
}
|
||||
|
||||
for idx := 0; idx < len(vertices); idx += graphics.VertexFloatCount {
|
||||
@ -284,7 +284,7 @@ func (i *bigOffscreenImage) flush() {
|
||||
// Mark the offscreen clean earlier to avoid recursive calls.
|
||||
i.dirty = false
|
||||
|
||||
srcs := [graphics.ShaderImageCount]*Image{i.image}
|
||||
srcs := [graphics.ShaderSrcImageCount]*Image{i.image}
|
||||
if len(i.tmpVerticesForFlushing) < 4*graphics.VertexFloatCount {
|
||||
i.tmpVerticesForFlushing = make([]float32, 4*graphics.VertexFloatCount)
|
||||
}
|
||||
@ -300,7 +300,7 @@ func (i *bigOffscreenImage) flush() {
|
||||
if i.blend != graphicsdriver.BlendSourceOver {
|
||||
blend = graphicsdriver.BlendCopy
|
||||
}
|
||||
i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, LinearFilterShader, nil, graphicsdriver.FillRuleFillAll, true, false)
|
||||
i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{}, LinearFilterShader, nil, graphicsdriver.FillRuleFillAll, true, false)
|
||||
|
||||
i.image.clear()
|
||||
i.dirty = false
|
||||
|
Loading…
Reference in New Issue
Block a user