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internal/graphics: refactoring: move some constants to internal/graphicscommand
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parent
d862a75fb3
commit
3fa8e6ac52
13
image.go
13
image.go
@ -23,6 +23,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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@ -396,10 +397,10 @@ const MaxIndicesNum = MaxIndicesCount
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// MaxVerticesCount is the maximum number of vertices for DrawTriangles and DrawTrianglesShader.
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//
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// Deprecated: as of v2.7. Use MaxVertexCount instead.
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const MaxVerticesCount = graphics.MaxVertexCount
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const MaxVerticesCount = graphicscommand.MaxVertexCount
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// MaxVertexCount is the maximum number of vertices for DrawTriangles and DrawTrianglesShader.
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const MaxVertexCount = graphics.MaxVertexCount
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const MaxVertexCount = graphicscommand.MaxVertexCount
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// DrawTriangles draws triangles with the specified vertices and their indices.
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//
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@ -432,9 +433,9 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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return
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}
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if len(vertices) > graphics.MaxVertexCount {
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if len(vertices) > graphicscommand.MaxVertexCount {
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// The last part cannot be specified by indices. Just omit them.
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vertices = vertices[:graphics.MaxVertexCount]
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vertices = vertices[:graphicscommand.MaxVertexCount]
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}
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if len(indices)%3 != 0 {
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panic("ebiten: len(indices) % 3 must be 0")
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@ -594,9 +595,9 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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panic("ebiten: the given shader to DrawTrianglesShader must not be disposed")
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}
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if len(vertices) > graphics.MaxVertexCount {
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if len(vertices) > graphicscommand.MaxVertexCount {
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// The last part cannot be specified by indices. Just omit them.
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vertices = vertices[:graphics.MaxVertexCount]
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vertices = vertices[:graphicscommand.MaxVertexCount]
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}
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if len(indices)%3 != 0 {
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panic("ebiten: len(indices) % 3 must be 0")
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@ -14,10 +14,6 @@
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package graphics
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import (
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"math"
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)
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const (
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ShaderImageCount = 4
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@ -44,20 +40,6 @@ const (
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const (
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VertexFloatCount = 8
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is32bit = 1 >> (^uint(0) >> 63)
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is64bit = 1 - is32bit
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// MaxVertexCount is the maximum number of vertices for one draw call.
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//
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// On 64bit architectures, this value is 2^32-1, as the index type is uint32.
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// This value cannot be exactly 2^32 especially with WebGL 2, as 2^32th 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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//
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// On 32bit architectures, this value is an adjusted number so that MaxVertexFloatCount doesn't overflow int.
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MaxVertexCount = is64bit*math.MaxUint32 + is32bit*(math.MaxInt32/VertexFloatCount)
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MaxVertexFloatCount = MaxVertexCount * VertexFloatCount
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)
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var (
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@ -27,6 +27,22 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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const (
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is32bit = 1 >> (^uint(0) >> 63)
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is64bit = 1 - is32bit
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// MaxVertexCount is the maximum number of vertices for one draw call.
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//
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// On 64bit architectures, this value is 2^32-1, as the index type is uint32.
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// This value cannot be exactly 2^32 especially with WebGL 2, as 2^32th 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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//
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// On 32bit architectures, this value is an adjusted number so that maxVertexFloatCount doesn't overflow int.
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MaxVertexCount = is64bit*math.MaxUint32 + is32bit*(math.MaxInt32/graphics.VertexFloatCount)
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maxVertexFloatCount = MaxVertexCount * graphics.VertexFloatCount
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)
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var vsyncEnabled int32 = 1
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func SetVsyncEnabled(enabled bool) {
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@ -81,13 +97,13 @@ func (q *commandQueue) appendIndices(indices []uint32, offset uint32) {
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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 > maxVertexFloatCount
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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, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
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if len(vertices) > graphics.MaxVertexFloatCount {
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panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", graphics.MaxVertexFloatCount, len(vertices)))
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if len(vertices) > maxVertexFloatCount {
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panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices)))
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}
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split := false
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