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internal/graphics: rename constants
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@ -2742,7 +2742,7 @@ func TestIndicesOverflow(t *testing.T) {
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op := &ebiten.DrawTrianglesOptions{}
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vs := make([]ebiten.Vertex, 3)
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is := make([]uint16, graphics.MaxVertexCount/3*3)
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is := make([]uint16, graphics.MaxVerticesCount/3*3)
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dst.DrawTriangles(vs, is, src, op)
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// Cause an overflow for indices.
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@ -2813,7 +2813,7 @@ func TestVerticesOverflow(t *testing.T) {
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src.Fill(color.White)
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op := &ebiten.DrawTrianglesOptions{}
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vs := make([]ebiten.Vertex, graphics.MaxVertexCount-1)
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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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@ -2885,7 +2885,7 @@ func TestTooManyVertices(t *testing.T) {
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src.Fill(color.White)
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op := &ebiten.DrawTrianglesOptions{}
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vs := make([]ebiten.Vertex, graphics.MaxVertexCount+1)
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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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@ -54,12 +54,12 @@ const (
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const (
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VertexFloatCount = 8
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// MaxVertexCount 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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// This value cannot be exactly 2^16 == 65536 especially with WebGL 2, as 65536th 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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MaxVertexCount = math.MaxUint16
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MaxVertexFloatCount = MaxVertexCount * VertexFloatCount
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MaxVerticesCount = math.MaxUint16
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MaxVertexFloatsCount = MaxVerticesCount * VertexFloatCount
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)
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var (
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@ -86,14 +86,14 @@ func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
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// mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used.
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func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
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return nextNumVertexFloats > graphics.MaxVertexFloatCount
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return nextNumVertexFloats > graphics.MaxVertexFloatsCount
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}
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// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
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func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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if len(vertices) > graphics.MaxVertexFloatCount {
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if len(vertices) > graphics.MaxVertexFloatsCount {
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// The last part cannot be specified by indices. Just omit them.
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vertices = vertices[:graphics.MaxVertexFloatCount]
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vertices = vertices[:graphics.MaxVertexFloatsCount]
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}
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split := false
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@ -133,7 +133,7 @@ func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
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i.dotsBuffer[[2]int{x, y}] = clr
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// One square requires 6 indices (= 2 triangles).
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if len(i.dotsBuffer) >= graphics.MaxVertexCount/6 {
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if len(i.dotsBuffer) >= graphics.MaxVerticesCount/6 {
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i.flushDotsBufferIfNeeded()
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}
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return
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