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ebiten: add Draw{Image,Triangles}Options.DisableMipmaps
Mipmaps could be unexpectedly expensive even when we don't need mipmaps. In order to improve performance, let's add an option to disable mipmaps. Closes #3095
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355dd453bd
commit
4b1ae72f59
@ -32,7 +32,7 @@ import (
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)
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)
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const (
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const (
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screenWidth = 800
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screenWidth = 1000
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screenHeight = 480
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screenHeight = 480
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)
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)
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@ -44,20 +44,28 @@ type Game struct {
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rotate bool
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rotate bool
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clip bool
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clip bool
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counter int
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counter int
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pause bool
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}
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}
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func (g *Game) Update() error {
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func (g *Game) Update() error {
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g.counter++
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if g.counter == 480 {
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g.counter = 0
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyR) {
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if inpututil.IsKeyJustPressed(ebiten.KeyR) {
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g.rotate = !g.rotate
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g.rotate = !g.rotate
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}
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyC) {
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if inpututil.IsKeyJustPressed(ebiten.KeyC) {
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g.clip = !g.clip
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g.clip = !g.clip
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}
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}
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if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
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g.pause = !g.pause
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}
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if g.pause {
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return nil
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}
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g.counter++
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if g.counter == 480 {
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g.counter = 0
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}
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return nil
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return nil
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}
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}
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@ -65,7 +73,8 @@ func (g *Game) Draw(screen *ebiten.Image) {
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s := 1.5 / math.Pow(1.01, float64(g.counter))
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s := 1.5 / math.Pow(1.01, float64(g.counter))
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clippedGophersImage := gophersImage.SubImage(image.Rect(100, 100, 200, 200)).(*ebiten.Image)
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clippedGophersImage := gophersImage.SubImage(image.Rect(100, 100, 200, 200)).(*ebiten.Image)
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for i, f := range []ebiten.Filter{ebiten.FilterNearest, ebiten.FilterLinear} {
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for i := range 3 {
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//for i, f := range []ebiten.Filter{ebiten.FilterNearest, ebiten.FilterLinear} {
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w, h := gophersImage.Bounds().Dx(), gophersImage.Bounds().Dy()
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w, h := gophersImage.Bounds().Dx(), gophersImage.Bounds().Dy()
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op := &ebiten.DrawImageOptions{}
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op := &ebiten.DrawImageOptions{}
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@ -75,8 +84,15 @@ func (g *Game) Draw(screen *ebiten.Image) {
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op.GeoM.Translate(float64(w)/2, float64(h)/2)
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op.GeoM.Translate(float64(w)/2, float64(h)/2)
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}
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}
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op.GeoM.Scale(s, s)
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op.GeoM.Scale(s, s)
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op.GeoM.Translate(32+float64(i*w)*s+float64(i*4), 64)
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op.GeoM.Translate(32+float64(i*w)*s+float64(i*4), 100)
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op.Filter = f
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if i == 0 {
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op.Filter = ebiten.FilterNearest
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} else {
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op.Filter = ebiten.FilterLinear
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}
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if i == 2 {
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op.DisableMipmaps = true
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}
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if g.clip {
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if g.clip {
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screen.DrawImage(clippedGophersImage, op)
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screen.DrawImage(clippedGophersImage, op)
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} else {
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} else {
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@ -84,9 +100,10 @@ func (g *Game) Draw(screen *ebiten.Image) {
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}
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}
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}
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}
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msg := fmt.Sprintf(`Minifying images (Nearest filter vs Linear filter):
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msg := fmt.Sprintf(`Minifying images (Nearest filter, Linear filter (w/ mipmaps), and Linear Filter (w/o mipmaps)):
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Press R to rotate the images.
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Press R to rotate the images.
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Press C to clip the images.
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Press C to clip the images.
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Click to pause and resume.
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Scale: %0.2f`, s)
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Scale: %0.2f`, s)
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ebitenutil.DebugPrint(screen, msg)
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ebitenutil.DebugPrint(screen, msg)
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}
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}
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32
image.go
32
image.go
@ -144,6 +144,16 @@ type DrawImageOptions struct {
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// Filter is a type of texture filter.
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// Filter is a type of texture filter.
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// The default (zero) value is FilterNearest.
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// The default (zero) value is FilterNearest.
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Filter Filter
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Filter Filter
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// DisableMipmaps disables mipmaps.
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// When Filter is FilterLinear and GeoM shrinks the image, mipmaps are used by default.
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// Mipmap is useful to render a shrunk image with high quality.
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// However, mipmaps can be expensive, especially on mobiles.
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// When DisableMipmaps is true, mipmap is not used.
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// When Filter is not FilterLinear, DisableMipmaps is ignored.
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//
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// The default (zero) value is false.
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DisableMipmaps bool
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}
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}
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// adjustPosition converts the position in the *ebiten.Image coordinate to the *ui.Image coordinate.
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// adjustPosition converts the position in the *ebiten.Image coordinate to the *ui.Image coordinate.
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@ -273,7 +283,11 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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hint = restorable.HintOverwriteDstRegion
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hint = restorable.HintOverwriteDstRegion
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}
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}
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i.image.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRuleFillAll, canSkipMipmap(geoM, filter), false, hint)
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skipMipmap := options.DisableMipmaps
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if !skipMipmap {
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skipMipmap = canSkipMipmap(geoM, filter)
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}
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i.image.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRuleFillAll, skipMipmap, false, hint)
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}
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}
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// overwritesDstRegion reports whether the given parameters overwrite the destination region completely.
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// overwritesDstRegion reports whether the given parameters overwrite the destination region completely.
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@ -447,6 +461,16 @@ type DrawTrianglesOptions struct {
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//
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//
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// The default (zero) value is false.
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// The default (zero) value is false.
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AntiAlias bool
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AntiAlias bool
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// DisableMipmaps disables mipmaps.
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// When Filter is FilterLinear and GeoM shrinks the image, mipmaps are used by default.
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// Mipmap is useful to render a shrunk image with high quality.
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// However, mipmaps can be expensive, especially on mobiles.
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// When DisableMipmaps is true, mipmap is not used.
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// When Filter is not FilterLinear, DisableMipmaps is ignored.
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//
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// The default (zero) value is false.
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DisableMipmaps bool
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}
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}
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// MaxIndicesCount is the maximum number of indices for DrawTriangles and DrawTrianglesShader.
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// MaxIndicesCount is the maximum number of indices for DrawTriangles and DrawTrianglesShader.
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@ -576,7 +600,11 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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})
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})
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}
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}
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), filter != builtinshader.FilterLinear, options.AntiAlias, restorable.HintNone)
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skipMipmap := options.DisableMipmaps
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if !skipMipmap {
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skipMipmap = filter != builtinshader.FilterLinear
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}
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderSrcImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRule(options.FillRule), skipMipmap, options.AntiAlias, restorable.HintNone)
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}
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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