mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
parent
bd43b42ee5
commit
35f597e682
@ -345,8 +345,6 @@ func (c *drawTrianglesCommand) String() string {
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filter = "nearest"
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filter = "nearest"
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case graphicsdriver.FilterLinear:
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case graphicsdriver.FilterLinear:
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filter = "linear"
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filter = "linear"
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case graphicsdriver.FilterScreen:
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filter = "screen"
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default:
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default:
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panic(fmt.Sprintf("graphicscommand: invalid filter: %d", c.filter))
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panic(fmt.Sprintf("graphicscommand: invalid filter: %d", c.filter))
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}
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}
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@ -1254,10 +1254,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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var esBody [16]float32
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var esBody [16]float32
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var esTranslate [4]float32
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var esTranslate [4]float32
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colorM.Elements(&esBody, &esTranslate)
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colorM.Elements(&esBody, &esTranslate)
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scale := float32(0)
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if filter == graphicsdriver.FilterScreen {
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scale = float32(dst.width) / float32(srcImages[0].width)
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}
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flattenUniforms = []float32{
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flattenUniforms = []float32{
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float32(screenWidth),
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float32(screenWidth),
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@ -1288,7 +1284,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
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srcRegion.Y,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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srcRegion.Y + srcRegion.Height,
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scale,
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}
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}
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} else {
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} else {
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// TODO: This logic is very similar to Metal's. Let's unify them.
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// TODO: This logic is very similar to Metal's. Let's unify them.
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@ -73,9 +73,6 @@ func (k *builtinPipelineStatesKey) defs() ([]_D3D_SHADER_MACRO, error) {
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case graphicsdriver.FilterLinear:
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case graphicsdriver.FilterLinear:
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name := []byte("FILTER_LINEAR\x00")
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name := []byte("FILTER_LINEAR\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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case graphicsdriver.FilterScreen:
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name := []byte("FILTER_SCREEN\x00")
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defs = append(defs, _D3D_SHADER_MACRO{&name[0], &defval[0]})
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default:
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default:
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return nil, fmt.Errorf("directx: invalid filter: %d", k.filter)
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return nil, fmt.Errorf("directx: invalid filter: %d", k.filter)
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}
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}
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@ -113,10 +110,6 @@ cbuffer ShaderParameter : register(b0) {
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float4x4 color_matrix_body;
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float4x4 color_matrix_body;
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float4 color_matrix_translation;
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float4 color_matrix_translation;
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float4 source_region;
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float4 source_region;
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// This member should be the last not to create a new sector.
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// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
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float scale;
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}
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}
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PSInput VSMain(float2 position : POSITION, float2 tex : TEXCOORD, float4 color : COLOR) {
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PSInput VSMain(float2 position : POSITION, float2 tex : TEXCOORD, float4 color : COLOR) {
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@ -220,25 +213,6 @@ float4 PSMain(PSInput input) : SV_TARGET {
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float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y);
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float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y);
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#endif // defined(FILTER_LINEAR)
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#endif // defined(FILTER_LINEAR)
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#if defined(FILTER_SCREEN)
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float2 pos = input.texcoord;
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float2 texel_size = 1.0 / source_size;
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float2 half_scaled_texel_size = texel_size / 2.0 / scale;
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float2 p0 = pos - half_scaled_texel_size + (texel_size / 512.0);
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float2 p1 = pos + half_scaled_texel_size + (texel_size / 512.0);
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float4 c0 = tex.Sample(samp, p0);
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float4 c1 = tex.Sample(samp, float2(p1.x, p0.y));
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float4 c2 = tex.Sample(samp, float2(p0.x, p1.y));
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float4 c3 = tex.Sample(samp, p1);
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// Texels must be in the source rect, so it is not necessary to check that like linear filter.
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float2 rate_center = float2(1.0, 1.0) - half_scaled_texel_size;
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float2 rate = clamp(((frac(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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float4 color = lerp(lerp(c0, c1, rate.x), lerp(c2, c3, rate.x), rate.y);
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#endif // defined(FILTER_SCREEN)
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#if defined(USE_COLOR_MATRIX)
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#if defined(USE_COLOR_MATRIX)
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// Un-premultiply alpha.
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// Un-premultiply alpha.
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// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
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// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
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@ -252,8 +226,6 @@ float4 PSMain(PSInput input) : SV_TARGET {
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// Clamp the output.
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// Clamp the output.
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color.rgb = min(color.rgb, color.a);
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color.rgb = min(color.rgb, color.a);
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return color;
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return color;
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#elif defined(FILTER_SCREEN)
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return color;
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#else
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#else
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return input.color * color;
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return input.color * color;
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#endif // defined(USE_COLOR_MATRIX)
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#endif // defined(USE_COLOR_MATRIX)
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@ -19,7 +19,6 @@ type Filter int
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const (
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const (
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FilterNearest Filter = iota
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FilterNearest Filter = iota
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FilterLinear
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FilterLinear
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FilterScreen
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)
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)
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type Address int
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type Address int
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@ -33,7 +33,6 @@ const source = `#include <metal_stdlib>
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#define FILTER_NEAREST {{.FilterNearest}}
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#define FILTER_NEAREST {{.FilterNearest}}
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#define FILTER_LINEAR {{.FilterLinear}}
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#define FILTER_LINEAR {{.FilterLinear}}
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#define FILTER_SCREEN {{.FilterScreen}}
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#define ADDRESS_CLAMP_TO_ZERO {{.AddressClampToZero}}
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#define ADDRESS_CLAMP_TO_ZERO {{.AddressClampToZero}}
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#define ADDRESS_REPEAT {{.AddressRepeat}}
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#define ADDRESS_REPEAT {{.AddressRepeat}}
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@ -105,7 +104,7 @@ constexpr sampler texture_sampler{filter::nearest};
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template<>
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template<>
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struct ColorFromTexel<FILTER_NEAREST, ADDRESS_UNSAFE> {
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struct ColorFromTexel<FILTER_NEAREST, ADDRESS_UNSAFE> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region) {
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float2 p = v.tex;
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float2 p = v.tex;
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return texture.sample(texture_sampler, p);
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return texture.sample(texture_sampler, p);
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}
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}
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@ -113,7 +112,7 @@ struct ColorFromTexel<FILTER_NEAREST, ADDRESS_UNSAFE> {
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template<uint8_t address>
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template<uint8_t address>
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struct ColorFromTexel<FILTER_NEAREST, address> {
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struct ColorFromTexel<FILTER_NEAREST, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region) {
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float2 p = AdjustTexelByAddress<address>(v.tex, source_region);
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float2 p = AdjustTexelByAddress<address>(v.tex, source_region);
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if (source_region[0] <= p.x &&
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if (source_region[0] <= p.x &&
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source_region[1] <= p.y &&
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source_region[1] <= p.y &&
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@ -127,7 +126,7 @@ struct ColorFromTexel<FILTER_NEAREST, address> {
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template<>
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template<>
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struct ColorFromTexel<FILTER_LINEAR, ADDRESS_UNSAFE> {
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struct ColorFromTexel<FILTER_LINEAR, ADDRESS_UNSAFE> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region) {
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const float2 texel_size = 1 / source_size;
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const float2 texel_size = 1 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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@ -147,7 +146,7 @@ struct ColorFromTexel<FILTER_LINEAR, ADDRESS_UNSAFE> {
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template<uint8_t address>
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template<uint8_t address>
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struct ColorFromTexel<FILTER_LINEAR, address> {
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struct ColorFromTexel<FILTER_LINEAR, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region) {
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const float2 texel_size = 1 / source_size;
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const float2 texel_size = 1 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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@ -184,25 +183,6 @@ struct ColorFromTexel<FILTER_LINEAR, address> {
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}
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}
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};
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};
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template<uint8_t address>
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struct ColorFromTexel<FILTER_SCREEN, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, constant float4& source_region, float scale) {
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const float2 texel_size = 1 / source_size;
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float2 p0 = v.tex - texel_size / 2.0 / scale + (texel_size / 512.0);
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float2 p1 = v.tex + texel_size / 2.0 / scale + (texel_size / 512.0);
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float4 c0 = texture.sample(texture_sampler, p0);
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float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y));
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float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y));
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float4 c3 = texture.sample(texture_sampler, p1);
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float2 rate_center = float2(1.0, 1.0) - texel_size / 2.0 / scale;
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float2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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}
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};
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template<bool useColorM, uint8_t filter, uint8_t address>
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template<bool useColorM, uint8_t filter, uint8_t address>
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struct FragmentShaderImpl {
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struct FragmentShaderImpl {
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inline float4 Do(
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inline float4 Do(
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@ -211,9 +191,8 @@ struct FragmentShaderImpl {
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constant float2& source_size,
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constant float2& source_size,
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constant float4x4& color_matrix_body,
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constant float4x4& color_matrix_body,
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constant float4& color_matrix_translation,
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constant float4& color_matrix_translation,
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constant float4& source_region,
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constant float4& source_region) {
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constant float& scale) {
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float4 c = ColorFromTexel<filter, address>().Do(v, texture, source_size, source_region);
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float4 c = ColorFromTexel<filter, address>().Do(v, texture, source_size, source_region, scale);
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if (useColorM) {
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if (useColorM) {
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c.rgb /= c.a + (1.0 - sign(c.a));
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c.rgb /= c.a + (1.0 - sign(c.a));
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c = (color_matrix_body * c) + color_matrix_translation;
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c = (color_matrix_body * c) + color_matrix_translation;
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@ -227,20 +206,6 @@ struct FragmentShaderImpl {
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}
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}
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};
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};
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template<bool useColorM, uint8_t address>
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struct FragmentShaderImpl<useColorM, FILTER_SCREEN, address> {
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inline float4 Do(
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VertexOut v,
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texture2d<float> texture,
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constant float2& source_size,
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constant float4x4& color_matrix_body,
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constant float4& color_matrix_translation,
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constant float4& source_region,
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constant float& scale) {
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return ColorFromTexel<FILTER_SCREEN, address>().Do(v, texture, source_size, source_region, scale);
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}
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};
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// Define Foo and FooCp macros to force macro replacement.
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// Define Foo and FooCp macros to force macro replacement.
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// See "6.10.3.1 Argument substitution" in ISO/IEC 9899.
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// See "6.10.3.1 Argument substitution" in ISO/IEC 9899.
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@ -254,10 +219,9 @@ struct FragmentShaderImpl<useColorM, FILTER_SCREEN, address> {
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constant float2& source_size [[buffer(2)]], \
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constant float2& source_size [[buffer(2)]], \
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constant float4x4& color_matrix_body [[buffer(3)]], \
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constant float4x4& color_matrix_body [[buffer(3)]], \
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constant float4& color_matrix_translation [[buffer(4)]], \
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constant float4& color_matrix_translation [[buffer(4)]], \
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constant float4& source_region [[buffer(5)]], \
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constant float4& source_region [[buffer(5)]]) { \
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constant float& scale [[buffer(6)]]) { \
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return FragmentShaderImpl<useColorM, filter, address>().Do( \
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return FragmentShaderImpl<useColorM, filter, address>().Do( \
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v, texture, source_size, color_matrix_body, color_matrix_translation, source_region, scale); \
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v, texture, source_size, color_matrix_body, color_matrix_translation, source_region); \
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}
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}
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FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO)
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FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO)
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@ -273,8 +237,6 @@ FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_REPEAT)
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FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_UNSAFE)
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FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_UNSAFE)
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FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_UNSAFE)
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FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_UNSAFE)
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FragmentShaderFunc(0, FILTER_SCREEN, ADDRESS_UNSAFE)
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#undef FragmentShaderFuncName
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#undef FragmentShaderFuncName
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`
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`
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@ -290,7 +252,6 @@ type rpsKey struct {
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type Graphics struct {
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type Graphics struct {
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view view
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view view
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screenRPS mtl.RenderPipelineState
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rpss map[rpsKey]mtl.RenderPipelineState
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rpss map[rpsKey]mtl.RenderPipelineState
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cq mtl.CommandQueue
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cq mtl.CommandQueue
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cb mtl.CommandBuffer
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cb mtl.CommandBuffer
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@ -608,7 +569,6 @@ func (g *Graphics) Initialize() error {
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replaces := map[string]string{
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replaces := map[string]string{
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"{{.FilterNearest}}": fmt.Sprintf("%d", graphicsdriver.FilterNearest),
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"{{.FilterNearest}}": fmt.Sprintf("%d", graphicsdriver.FilterNearest),
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"{{.FilterLinear}}": fmt.Sprintf("%d", graphicsdriver.FilterLinear),
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"{{.FilterLinear}}": fmt.Sprintf("%d", graphicsdriver.FilterLinear),
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"{{.FilterScreen}}": fmt.Sprintf("%d", graphicsdriver.FilterScreen),
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"{{.AddressClampToZero}}": fmt.Sprintf("%d", graphicsdriver.AddressClampToZero),
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"{{.AddressClampToZero}}": fmt.Sprintf("%d", graphicsdriver.AddressClampToZero),
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"{{.AddressRepeat}}": fmt.Sprintf("%d", graphicsdriver.AddressRepeat),
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"{{.AddressRepeat}}": fmt.Sprintf("%d", graphicsdriver.AddressRepeat),
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"{{.AddressUnsafe}}": fmt.Sprintf("%d", graphicsdriver.AddressUnsafe),
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"{{.AddressUnsafe}}": fmt.Sprintf("%d", graphicsdriver.AddressUnsafe),
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@ -626,27 +586,6 @@ func (g *Graphics) Initialize() error {
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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fs, err := lib.MakeFunction(
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fmt.Sprintf("FragmentShader_%d_%d_%d", 0, graphicsdriver.FilterScreen, graphicsdriver.AddressUnsafe))
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if err != nil {
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return err
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}
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rpld := mtl.RenderPipelineDescriptor{
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VertexFunction: vs,
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FragmentFunction: fs,
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}
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rpld.ColorAttachments[0].PixelFormat = g.view.colorPixelFormat()
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rpld.ColorAttachments[0].BlendingEnabled = true
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rpld.ColorAttachments[0].DestinationAlphaBlendFactor = mtl.BlendFactorZero
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rpld.ColorAttachments[0].DestinationRGBBlendFactor = mtl.BlendFactorZero
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rpld.ColorAttachments[0].SourceAlphaBlendFactor = mtl.BlendFactorOne
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rpld.ColorAttachments[0].SourceRGBBlendFactor = mtl.BlendFactorOne
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rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskAll
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rps, err := g.view.getMTLDevice().MakeRenderPipelineState(rpld)
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if err != nil {
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return err
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}
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g.screenRPS = rps
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for _, screen := range []bool{false, true} {
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for _, screen := range []bool{false, true} {
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for _, cm := range []bool{false, true} {
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for _, cm := range []bool{false, true} {
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@ -871,9 +810,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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rpss := map[stencilMode]mtl.RenderPipelineState{}
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rpss := map[stencilMode]mtl.RenderPipelineState{}
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var uniformVars [][]float32
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var uniformVars [][]float32
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if shaderID == graphicsdriver.InvalidShaderID {
|
if shaderID == graphicsdriver.InvalidShaderID {
|
||||||
if dst.screen && filter == graphicsdriver.FilterScreen {
|
|
||||||
rpss[noStencil] = g.screenRPS
|
|
||||||
} else {
|
|
||||||
for _, stencil := range []stencilMode{
|
for _, stencil := range []stencilMode{
|
||||||
prepareStencil,
|
prepareStencil,
|
||||||
drawWithStencil,
|
drawWithStencil,
|
||||||
@ -888,7 +824,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
|||||||
stencilMode: stencil,
|
stencilMode: stencil,
|
||||||
}]
|
}]
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
w, h := dst.internalSize()
|
w, h := dst.internalSize()
|
||||||
sourceSize := []float32{0, 0}
|
sourceSize := []float32{0, 0}
|
||||||
@ -900,10 +835,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
|||||||
var esBody [16]float32
|
var esBody [16]float32
|
||||||
var esTranslate [4]float32
|
var esTranslate [4]float32
|
||||||
colorM.Elements(&esBody, &esTranslate)
|
colorM.Elements(&esBody, &esTranslate)
|
||||||
scale := float32(0)
|
|
||||||
if filter == graphicsdriver.FilterScreen {
|
|
||||||
scale = float32(dst.width) / float32(srcs[0].width)
|
|
||||||
}
|
|
||||||
uniformVars = [][]float32{
|
uniformVars = [][]float32{
|
||||||
{float32(w), float32(h)},
|
{float32(w), float32(h)},
|
||||||
sourceSize,
|
sourceSize,
|
||||||
@ -915,7 +846,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
|||||||
srcRegion.X + srcRegion.Width,
|
srcRegion.X + srcRegion.Width,
|
||||||
srcRegion.Y + srcRegion.Height,
|
srcRegion.Y + srcRegion.Height,
|
||||||
},
|
},
|
||||||
{scale},
|
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
for _, stencil := range []stencilMode{
|
for _, stencil := range []stencilMode{
|
||||||
|
@ -83,8 +83,6 @@ func fragmentShaderStr(useColorM bool, filter graphicsdriver.Filter, address gra
|
|||||||
defs = append(defs, "#define FILTER_NEAREST")
|
defs = append(defs, "#define FILTER_NEAREST")
|
||||||
case graphicsdriver.FilterLinear:
|
case graphicsdriver.FilterLinear:
|
||||||
defs = append(defs, "#define FILTER_LINEAR")
|
defs = append(defs, "#define FILTER_LINEAR")
|
||||||
case graphicsdriver.FilterScreen:
|
|
||||||
defs = append(defs, "#define FILTER_SCREEN")
|
|
||||||
default:
|
default:
|
||||||
panic(fmt.Sprintf("opengl: invalid filter: %d", filter))
|
panic(fmt.Sprintf("opengl: invalid filter: %d", filter))
|
||||||
}
|
}
|
||||||
@ -151,10 +149,6 @@ uniform vec4 color_matrix_translation;
|
|||||||
|
|
||||||
uniform highp vec2 source_size;
|
uniform highp vec2 source_size;
|
||||||
|
|
||||||
#if defined(FILTER_SCREEN)
|
|
||||||
uniform highp float scale;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
varying highp vec2 varying_tex;
|
varying highp vec2 varying_tex;
|
||||||
varying highp vec4 varying_color_scale;
|
varying highp vec4 varying_color_scale;
|
||||||
|
|
||||||
@ -235,27 +229,6 @@ void main(void) {
|
|||||||
color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
|
color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
|
||||||
#endif // defined(FILTER_LINEAR)
|
#endif // defined(FILTER_LINEAR)
|
||||||
|
|
||||||
#if defined(FILTER_SCREEN)
|
|
||||||
highp vec2 texel_size = 1.0 / source_size;
|
|
||||||
highp vec2 half_scaled_texel_size = texel_size / 2.0 / scale;
|
|
||||||
|
|
||||||
highp vec2 p0 = pos - half_scaled_texel_size + (texel_size / 512.0);
|
|
||||||
highp vec2 p1 = pos + half_scaled_texel_size + (texel_size / 512.0);
|
|
||||||
|
|
||||||
vec4 c0 = texture2D(T0, p0);
|
|
||||||
vec4 c1 = texture2D(T0, vec2(p1.x, p0.y));
|
|
||||||
vec4 c2 = texture2D(T0, vec2(p0.x, p1.y));
|
|
||||||
vec4 c3 = texture2D(T0, p1);
|
|
||||||
// Texels must be in the source rect, so it is not necessary to check that like linear filter.
|
|
||||||
|
|
||||||
vec2 rate_center = vec2(1.0, 1.0) - half_scaled_texel_size;
|
|
||||||
vec2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
|
|
||||||
gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
|
|
||||||
|
|
||||||
// Assume that a color matrix and color vector values are not used with FILTER_SCREEN.
|
|
||||||
|
|
||||||
#else
|
|
||||||
|
|
||||||
# if defined(USE_COLOR_MATRIX)
|
# if defined(USE_COLOR_MATRIX)
|
||||||
// Un-premultiply alpha.
|
// Un-premultiply alpha.
|
||||||
// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
|
// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
|
||||||
@ -275,9 +248,6 @@ void main(void) {
|
|||||||
# endif // defined(USE_COLOR_MATRIX)
|
# endif // defined(USE_COLOR_MATRIX)
|
||||||
|
|
||||||
gl_FragColor = color;
|
gl_FragColor = color;
|
||||||
|
|
||||||
#endif // defined(FILTER_SCREEN)
|
|
||||||
|
|
||||||
}
|
}
|
||||||
`
|
`
|
||||||
)
|
)
|
||||||
|
@ -244,15 +244,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
|
|||||||
typ: shaderir.Type{Main: shaderir.Vec2},
|
typ: shaderir.Type{Main: shaderir.Vec2},
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
if filter == graphicsdriver.FilterScreen {
|
|
||||||
scale := float32(destination.width) / float32(g.images[srcIDs[0]].width)
|
|
||||||
g.uniformVars = append(g.uniformVars, uniformVariable{
|
|
||||||
name: "scale",
|
|
||||||
value: []float32{scale},
|
|
||||||
typ: shaderir.Type{Main: shaderir.Float},
|
|
||||||
})
|
|
||||||
}
|
|
||||||
} else {
|
} else {
|
||||||
shader := g.shaders[shaderID]
|
shader := g.shaders[shaderID]
|
||||||
program = shader.p
|
program = shader.p
|
||||||
|
@ -191,7 +191,6 @@ func (s *openGLState) reset(context *context) error {
|
|||||||
for _, f := range []graphicsdriver.Filter{
|
for _, f := range []graphicsdriver.Filter{
|
||||||
graphicsdriver.FilterNearest,
|
graphicsdriver.FilterNearest,
|
||||||
graphicsdriver.FilterLinear,
|
graphicsdriver.FilterLinear,
|
||||||
graphicsdriver.FilterScreen,
|
|
||||||
} {
|
} {
|
||||||
shaderFragmentColorMatrixNative, err := context.newFragmentShader(fragmentShaderStr(c, f, a))
|
shaderFragmentColorMatrixNative, err := context.newFragmentShader(fragmentShaderStr(c, f, a))
|
||||||
if err != nil {
|
if err != nil {
|
||||||
|
@ -65,7 +65,7 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices
|
|||||||
|
|
||||||
level := 0
|
level := 0
|
||||||
// TODO: Do we need to check all the sources' states of being volatile?
|
// TODO: Do we need to check all the sources' states of being volatile?
|
||||||
if !canSkipMipmap && srcs[0] != nil && !srcs[0].volatile && filter != graphicsdriver.FilterScreen {
|
if !canSkipMipmap && srcs[0] != nil && !srcs[0].volatile {
|
||||||
level = math.MaxInt32
|
level = math.MaxInt32
|
||||||
for i := 0; i < len(indices)/3; i++ {
|
for i := 0; i < len(indices)/3; i++ {
|
||||||
const n = graphics.VertexFloatCount
|
const n = graphics.VertexFloatCount
|
||||||
@ -226,10 +226,6 @@ func (m *Mipmap) disposeMipmaps() {
|
|||||||
func mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1 float32, filter graphicsdriver.Filter) int {
|
func mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1 float32, filter graphicsdriver.Filter) int {
|
||||||
const maxLevel = 6
|
const maxLevel = 6
|
||||||
|
|
||||||
if filter == graphicsdriver.FilterScreen {
|
|
||||||
return 0
|
|
||||||
}
|
|
||||||
|
|
||||||
d := (dx1-dx0)*(dx1-dx0) + (dy1-dy0)*(dy1-dy0)
|
d := (dx1-dx0)*(dx1-dx0) + (dy1-dy0)*(dy1-dy0)
|
||||||
s := (sx1-sx0)*(sx1-sx0) + (sy1-sy0)*(sy1-sy0)
|
s := (sx1-sx0)*(sx1-sx0) + (sy1-sy0)*(sy1-sy0)
|
||||||
if s == 0 {
|
if s == 0 {
|
||||||
|
Loading…
Reference in New Issue
Block a user