internal/graphics: refactoring: move some constants to internal/graphicscommand

This commit is contained in:
Hajime Hoshi 2023-11-04 16:29:24 +09:00
parent d862a75fb3
commit 3fa8e6ac52
3 changed files with 26 additions and 27 deletions

View File

@ -23,6 +23,7 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
@ -396,10 +397,10 @@ const MaxIndicesNum = MaxIndicesCount
// MaxVerticesCount is the maximum number of vertices for DrawTriangles and DrawTrianglesShader.
//
// Deprecated: as of v2.7. Use MaxVertexCount instead.
const MaxVerticesCount = graphics.MaxVertexCount
const MaxVerticesCount = graphicscommand.MaxVertexCount
// MaxVertexCount is the maximum number of vertices for DrawTriangles and DrawTrianglesShader.
const MaxVertexCount = graphics.MaxVertexCount
const MaxVertexCount = graphicscommand.MaxVertexCount
// DrawTriangles draws triangles with the specified vertices and their indices.
//
@ -432,9 +433,9 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
return
}
if len(vertices) > graphics.MaxVertexCount {
if len(vertices) > graphicscommand.MaxVertexCount {
// The last part cannot be specified by indices. Just omit them.
vertices = vertices[:graphics.MaxVertexCount]
vertices = vertices[:graphicscommand.MaxVertexCount]
}
if len(indices)%3 != 0 {
panic("ebiten: len(indices) % 3 must be 0")
@ -594,9 +595,9 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
panic("ebiten: the given shader to DrawTrianglesShader must not be disposed")
}
if len(vertices) > graphics.MaxVertexCount {
if len(vertices) > graphicscommand.MaxVertexCount {
// The last part cannot be specified by indices. Just omit them.
vertices = vertices[:graphics.MaxVertexCount]
vertices = vertices[:graphicscommand.MaxVertexCount]
}
if len(indices)%3 != 0 {
panic("ebiten: len(indices) % 3 must be 0")

View File

@ -14,10 +14,6 @@
package graphics
import (
"math"
)
const (
ShaderImageCount = 4
@ -44,20 +40,6 @@ const (
const (
VertexFloatCount = 8
is32bit = 1 >> (^uint(0) >> 63)
is64bit = 1 - is32bit
// MaxVertexCount is the maximum number of vertices for one draw call.
//
// On 64bit architectures, this value is 2^32-1, as the index type is uint32.
// This value cannot be exactly 2^32 especially with WebGL 2, as 2^32th vertex is not rendered correctly.
// See https://registry.khronos.org/webgl/specs/latest/2.0/#5.18 .
//
// On 32bit architectures, this value is an adjusted number so that MaxVertexFloatCount doesn't overflow int.
MaxVertexCount = is64bit*math.MaxUint32 + is32bit*(math.MaxInt32/VertexFloatCount)
MaxVertexFloatCount = MaxVertexCount * VertexFloatCount
)
var (

View File

@ -27,6 +27,22 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
const (
is32bit = 1 >> (^uint(0) >> 63)
is64bit = 1 - is32bit
// MaxVertexCount is the maximum number of vertices for one draw call.
//
// On 64bit architectures, this value is 2^32-1, as the index type is uint32.
// This value cannot be exactly 2^32 especially with WebGL 2, as 2^32th vertex is not rendered correctly.
// See https://registry.khronos.org/webgl/specs/latest/2.0/#5.18 .
//
// On 32bit architectures, this value is an adjusted number so that maxVertexFloatCount doesn't overflow int.
MaxVertexCount = is64bit*math.MaxUint32 + is32bit*(math.MaxInt32/graphics.VertexFloatCount)
maxVertexFloatCount = MaxVertexCount * graphics.VertexFloatCount
)
var vsyncEnabled int32 = 1
func SetVsyncEnabled(enabled bool) {
@ -81,13 +97,13 @@ func (q *commandQueue) appendIndices(indices []uint32, offset uint32) {
// mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used.
func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
return nextNumVertexFloats > graphics.MaxVertexFloatCount
return nextNumVertexFloats > maxVertexFloatCount
}
// 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, evenOdd bool) {
if len(vertices) > graphics.MaxVertexFloatCount {
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", graphics.MaxVertexFloatCount, len(vertices)))
if len(vertices) > maxVertexFloatCount {
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices)))
}
split := false