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internal/graphicscommand: refactoring: remove unnecessary restrictions for indices
Updates #2460
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@ -67,7 +67,6 @@ type commandQueue struct {
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indices []uint16
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tmpNumVertexFloats int
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tmpNumIndices int
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drawTrianglesCommandPool drawTrianglesCommandPool
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@ -86,20 +85,15 @@ func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
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}
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// mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used.
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func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool {
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return nextNumVertexFloats > graphics.IndicesCount*graphics.VertexFloatCount || nextNumIndices > graphics.IndicesCount
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func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
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return nextNumVertexFloats > graphics.IndicesCount*graphics.VertexFloatCount
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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(indices) > graphics.IndicesCount {
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panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesCount but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesCount: %d", len(indices), graphics.IndicesCount))
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}
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split := false
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if mustUseDifferentVertexBuffer(q.tmpNumVertexFloats+len(vertices), q.tmpNumIndices+len(indices)) {
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if mustUseDifferentVertexBuffer(q.tmpNumVertexFloats + len(vertices)) {
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q.tmpNumVertexFloats = 0
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q.tmpNumIndices = 0
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split = true
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}
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@ -108,7 +102,6 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
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q.vertices = append(q.vertices, vertices...)
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q.appendIndices(indices, uint16(q.tmpNumVertexFloats/graphics.VertexFloatCount))
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q.tmpNumVertexFloats += len(vertices)
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q.tmpNumIndices += len(indices)
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// prependPreservedUniforms not only prepends values to the given slice but also creates a new slice.
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// Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far.
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@ -210,7 +203,6 @@ func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
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q.vertices = q.vertices[:0]
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q.indices = q.indices[:0]
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q.tmpNumVertexFloats = 0
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q.tmpNumIndices = 0
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}()
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cs := q.commands
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@ -220,10 +212,7 @@ func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
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nc := 0
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for _, c := range cs {
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if dtc, ok := c.(*drawTrianglesCommand); ok {
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if dtc.numIndices() > graphics.IndicesCount {
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panic(fmt.Sprintf("graphicscommand: dtc.NumIndices() must be <= graphics.IndicesCount but not at Flush: dtc.NumIndices(): %d, graphics.IndicesCount: %d", dtc.numIndices(), graphics.IndicesCount))
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}
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if nc > 0 && mustUseDifferentVertexBuffer(nv+dtc.numVertices(), ne+dtc.numIndices()) {
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if nc > 0 && mustUseDifferentVertexBuffer(nv+dtc.numVertices()) {
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break
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}
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nv += dtc.numVertices()
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