internal/mipmap: refactoring

This commit is contained in:
Hajime Hoshi 2024-09-12 17:36:17 +09:00
parent cbecbe2bad
commit 355dd453bd

View File

@ -164,40 +164,40 @@ func (m *Mipmap) level(level int) *buffered.Image {
return img.img
}
var w, h int
var srcW, srcH int
var src *buffered.Image
vs := make([]float32, 4*graphics.VertexFloatCount)
switch {
case level == 1:
src = m.orig
w = m.width
h = m.height
srcW = m.width
srcH = m.height
case level > 1:
src = m.level(level - 1)
if src == nil {
m.setImg(level, nil)
return nil
}
w = sizeForLevel(m.width, level-1)
h = sizeForLevel(m.height, level-1)
srcW = sizeForLevel(m.width, level-1)
srcH = sizeForLevel(m.height, level-1)
default:
panic(fmt.Sprintf("mipmap: invalid level: %d", level))
}
graphics.QuadVerticesFromSrcAndMatrix(vs, 0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
graphics.QuadVerticesFromSrcAndMatrix(vs, 0, 0, float32(srcW), float32(srcH), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
is := graphics.QuadIndices()
w2 := sizeForLevel(m.width, level)
h2 := sizeForLevel(m.height, level)
if w2 == 0 || h2 == 0 {
dstW := sizeForLevel(m.width, level)
dstH := sizeForLevel(m.height, level)
if dstW == 0 || dstH == 0 {
m.setImg(level, nil)
return nil
}
// buffered.NewImage panics with a too big size when actual allocation happens.
// 4096 should be a safe size in most environments (#1399).
// Unfortunately a precise max image size cannot be obtained here since this requires GPU access.
if w2 > 4096 || h2 > 4096 {
if dstW > 4096 || dstH > 4096 {
m.setImg(level, nil)
return nil
}
@ -207,11 +207,11 @@ func (m *Mipmap) level(level int) *buffered.Image {
// As s is overwritten, this doesn't have to be cleared.
s = img.img
} else {
s = buffered.NewImage(w2, h2, m.imageType)
s = buffered.NewImage(dstW, dstH, m.imageType)
}
dstRegion := image.Rect(0, 0, w2, h2)
srcRegion := image.Rect(0, 0, w, h)
dstRegion := image.Rect(0, 0, dstW, dstH)
srcRegion := image.Rect(0, 0, srcW, srcH)
s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{srcRegion}, atlas.LinearFilterShader, nil, graphicsdriver.FillRuleFillAll, restorable.HintOverwriteDstRegion)
m.setImg(level, s)