internal/graphicsdriver: replace Region with image.Rectangle (#2791)

Closes #2790
This commit is contained in:
Hajime Hoshi 2023-09-28 14:29:55 +09:00 committed by GitHub
parent 94bf6a4cc1
commit 4ca3fa5e57
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GPG Key ID: 4AEE18F83AFDEB23
18 changed files with 247 additions and 552 deletions

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@ -176,17 +176,6 @@ func (i *Image) adjustedBounds() image.Rectangle {
return image.Rect(x, y, x+b.Dx(), y+b.Dy())
}
func (i *Image) adjustedRegion() graphicsdriver.Region {
b := i.Bounds()
x, y := i.adjustPosition(b.Min.X, b.Min.Y)
return graphicsdriver.Region{
X: float32(x),
Y: float32(y),
Width: float32(b.Dx()),
Height: float32(b.Dy()),
}
}
// DrawImage draws the given image on the image i.
//
// DrawImage accepts the options. For details, see the document of
@ -272,7 +261,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
})
}
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), [graphics.ShaderImageCount]graphicsdriver.Region{img.adjustedRegion()}, shader.shader, i.tmpUniforms, false, canSkipMipmap(geoM, filter), false)
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, false, canSkipMipmap(geoM, filter), false)
}
// Vertex represents a vertex passed to DrawTriangles.
@ -517,7 +506,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
})
}
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), [graphics.ShaderImageCount]graphicsdriver.Region{img.adjustedRegion()}, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, filter != builtinshader.FilterLinear, options.AntiAlias)
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, filter != builtinshader.FilterLinear, options.AntiAlias)
}
// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
@ -667,18 +656,18 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
imgs[i] = img.image
}
var srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
var srcRegions [graphics.ShaderImageCount]image.Rectangle
for i, img := range options.Images {
if img == nil {
continue
}
srcRegions[i] = img.adjustedRegion()
srcRegions[i] = img.adjustedBounds()
}
i.tmpUniforms = i.tmpUniforms[:0]
i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), srcRegions, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
}
// DrawRectShaderOptions represents options for DrawRectShader.
@ -773,20 +762,17 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
imgs[i] = img.image
}
var srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
var srcRegions [graphics.ShaderImageCount]image.Rectangle
for i, img := range options.Images {
if img == nil {
if shader.unit == shaderir.Pixels && i == 0 {
// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrc0Size (#2166).
// With the texel mode, the imageSrc0Origin and imageSrc0Size values should be in texels so the source position in pixels would not match.
srcRegions[i] = graphicsdriver.Region{
Width: float32(width),
Height: float32(height),
}
srcRegions[i] = image.Rect(0, 0, width, height)
}
continue
}
srcRegions[i] = img.adjustedRegion()
srcRegions[i] = img.adjustedBounds()
}
geoM := options.GeoM
@ -797,14 +783,17 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
cr, cg, cb, ca := options.ColorScale.elements()
vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
// Do not use srcRegions[0].Width and srcRegions[0].Height as these might be empty.
graphics.QuadVertices(vs, srcRegions[0].X, srcRegions[0].Y, srcRegions[0].X+float32(width), srcRegions[0].Y+float32(height), a, b, c, d, tx, ty, cr, cg, cb, ca)
// Do not use srcRegions[0].Dx() and srcRegions[0].Dy() as these might be empty.
graphics.QuadVertices(vs,
float32(srcRegions[0].Min.X), float32(srcRegions[0].Min.Y),
float32(srcRegions[0].Min.X+width), float32(srcRegions[0].Min.Y+height),
a, b, c, d, tx, ty, cr, cg, cb, ca)
is := graphics.QuadIndices()
i.tmpUniforms = i.tmpUniforms[:0]
i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), srcRegions, shader.shader, i.tmpUniforms, false, true, false)
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, false, true, false)
}
// SubImage returns an image representing the portion of the image p visible through r.

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@ -275,14 +275,9 @@ func (i *Image) ensureIsolatedFromSource(backends []*backend) {
vs := make([]float32, 4*graphics.VertexFloatCount)
graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dr := image.Rect(0, 0, i.width, i.height)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false, true)
newI.moveTo(i)
}
@ -311,13 +306,8 @@ func (i *Image) putOnSourceBackend(graphicsDriver graphicsdriver.Graphics) {
vs := make([]float32, 4*graphics.VertexFloatCount)
graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true)
dr := image.Rect(0, 0, i.width, i.height)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false, true)
newI.moveTo(i)
i.usedAsSourceCount = 0
@ -349,13 +339,13 @@ func (i *Image) regionWithPadding() image.Rectangle {
// 5: Color G
// 6: Color B
// 7: Color Y
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
backendsM.Lock()
defer backendsM.Unlock()
i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd, false)
}
func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool, keepOnAtlas bool) {
func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool, keepOnAtlas bool) {
if i.disposed {
panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
}
@ -388,11 +378,10 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
}
r := i.regionWithPadding()
dx, dy := float32(r.Min.X), float32(r.Min.Y)
// TODO: Check if dstRegion does not to violate the region.
dstRegion = dstRegion.Add(r.Min)
dstRegion.X += dx
dstRegion.Y += dy
dx, dy := float32(r.Min.X), float32(r.Min.Y)
var oxf, oyf float32
if srcs[0] != nil {
@ -428,13 +417,12 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
// A source region can be deliberately empty when this is not needed in order to avoid unexpected
// performance issue (#1293).
if srcRegions[i].Width == 0 || srcRegions[i].Height == 0 {
if srcRegions[i].Empty() {
continue
}
r := src.regionWithPadding()
srcRegions[i].X += float32(r.Min.X)
srcRegions[i].Y += float32(r.Min.Y)
srcRegions[i] = srcRegions[i].Add(r.Min)
}
var imgs [graphics.ShaderImageCount]*restorable.Image

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@ -102,26 +102,16 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
// img4.ensureIsolatedFromSource() should be called.
vs := quadVertices(size/2, size/2, size/4, size/4, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: size,
Height: size,
}
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, size, size)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img4.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
// img5 is not allocated now, but is allocated at DrawTriangles.
vs = quadVertices(0, 0, size/2, size/2, 1)
dr = graphicsdriver.Region{
X: 0,
Y: 0,
Width: size / 2,
Height: size / 2,
}
img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dr = image.Rect(0, 0, size/2, size/2)
img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -151,7 +141,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
// Check further drawing doesn't cause panic.
// This bug was fixed by 03dcd948.
vs = quadVertices(0, 0, size/2, size/2, 1)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
}
func TestReputOnSourceBackend(t *testing.T) {
@ -191,16 +181,11 @@ func TestReputOnSourceBackend(t *testing.T) {
// Use img1 as a render target.
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: size,
Height: size,
}
dr := image.Rect(0, 0, size, size)
// Render onto img1. The count should not matter.
for i := 0; i < 5; i++ {
vs := quadVertices(size, size, 0, 0, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -212,7 +197,7 @@ func TestReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -220,7 +205,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Finally, img1 is on a source backend.
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -245,7 +230,7 @@ func TestReputOnSourceBackend(t *testing.T) {
}
vs = quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -271,7 +256,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Use img1 as a render target again. The count should not matter.
for i := 0; i < 5; i++ {
vs := quadVertices(size, size, 0, 0, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -283,7 +268,7 @@ func TestReputOnSourceBackend(t *testing.T) {
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
img1.WritePixels(make([]byte, 4*size*size), image.Rect(0, 0, size, size))
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -292,7 +277,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// img1 is not on an atlas due to WritePixels.
vs = quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -301,7 +286,7 @@ func TestReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -395,13 +380,8 @@ func TestWritePixelsAfterDrawTriangles(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
dst.WritePixels(pix, image.Rect(0, 0, w, h))
pix = make([]byte, 4*w*h)
@ -443,13 +423,8 @@ func TestSmallImages(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
pix = make([]byte, 4*w*h)
if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h)); err != nil {
@ -491,13 +466,8 @@ func TestLongImages(t *testing.T) {
const scale = 120
vs := quadVertices(w, h, 0, 0, scale)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: dstW,
Height: dstH,
}
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, dstW, dstH)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
pix = make([]byte, 4*dstW*dstH)
if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), pix, image.Rect(0, 0, dstW, dstH)); err != nil {
@ -608,13 +578,8 @@ func TestDisposedAndReputOnSourceBackend(t *testing.T) {
// Use src as a render target so that src is not on an atlas.
vs := quadVertices(size, size, 0, 0, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: size,
Height: size,
}
src.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, size, size)
src.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -623,7 +588,7 @@ func TestDisposedAndReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend/2; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -653,19 +618,14 @@ func TestImageIsNotReputOnSourceBackendWithoutUsingAsSource(t *testing.T) {
// Use src as a render target so that src is not on an atlas.
vs := quadVertices(size, size, 0, 0, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: size,
Height: size,
}
dr := image.Rect(0, 0, size, size)
// Use src2 as a rendering target, and make src2 on a destination backend.
//
// Call DrawTriangles multiple times.
// The number of DrawTriangles doesn't matter as long as these are called in one frame.
for i := 0; i < 2; i++ {
src2.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
src2.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
}
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
@ -684,7 +644,7 @@ func TestImageIsNotReputOnSourceBackendWithoutUsingAsSource(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -802,23 +762,18 @@ func TestDestinationCountOverflow(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dr := image.Rect(0, 0, w, h)
// Use dst0 as a destination for a while.
for i := 0; i < 31; i++ {
dst0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dst0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
}
// Use dst0 as a source for a while.
// As dst0 is used as a destination too many times (31 is a maximum), dst0's backend should never be a source backend.
for i := 0; i < 100; i++ {
dst1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{dst0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dst1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{dst0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
if dst0.IsOnSourceBackendForTesting() {
t.Errorf("dst0 cannot be on a source backend: %d", i)
@ -842,14 +797,9 @@ func TestIteratingImagesToPutOnSourceBackend(t *testing.T) {
// Use srcs as detinations once.
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dr := image.Rect(0, 0, w, h)
for _, img := range srcs {
img.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
img.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
}
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
@ -857,7 +807,7 @@ func TestIteratingImagesToPutOnSourceBackend(t *testing.T) {
// Check iterating the registered image works correctly.
for i := 0; i < 100; i++ {
for _, src := range srcs {
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
}
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
}

View File

@ -33,20 +33,15 @@ func TestShaderFillTwice(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dr := image.Rect(0, 0, w, h)
g := ui.GraphicsDriverForTesting()
s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s0, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s0, nil, false)
// Vertices must be recreated (#1755)
vs = quadVertices(w, h, 0, 0, 1)
s1 := atlas.NewShader(etesting.ShaderProgramFill(0x80, 0x80, 0x80, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s1, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s1, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(g, pix, image.Rect(0, 0, w, h)); err != nil {
@ -68,17 +63,12 @@ func TestImageDrawTwice(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
// Vertices must be recreated (#1755)
vs = quadVertices(w, h, 0, 0, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h)); err != nil {

View File

@ -149,7 +149,7 @@ func (i *Image) writePixelsImpl(pix []byte, region image.Rectangle) {
// DrawTriangles draws the src image with the given vertices.
//
// Copying vertices and indices is the caller's responsibility.
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
for _, src := range srcs {
if i == src {
panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
@ -172,7 +172,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
i.drawTrianglesImpl(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd)
}
func (i *Image) drawTrianglesImpl(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
func (i *Image) drawTrianglesImpl(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
var imgs [graphics.ShaderImageCount]*atlas.Image
for i, img := range srcs {
if img == nil {

View File

@ -16,6 +16,7 @@ package graphicscommand
import (
"fmt"
"image"
"math"
"strings"
"sync/atomic"
@ -111,7 +112,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
if len(vertices) > graphics.MaxVertexFloatsCount {
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", graphics.MaxVertexFloatsCount, len(vertices)))
}
@ -662,7 +663,23 @@ func roundUpPower2(x int) int {
return p2
}
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region) []uint32 {
type rectangleF32 struct {
x float32
y float32
width float32
height float32
}
func imageRectangleToRectangleF32(r image.Rectangle) rectangleF32 {
return rectangleF32{
x: float32(r.Min.X),
y: float32(r.Min.Y),
width: float32(r.Dx()),
height: float32(r.Dy()),
}
}
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle) []uint32 {
origUniforms := uniforms
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
@ -706,53 +723,58 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
uniforms[9] = 0
}
dr := imageRectangleToRectangleF32(dstRegion)
if shader.unit() == shaderir.Texels {
dstRegion.X /= float32(dw)
dstRegion.Y /= float32(dh)
dstRegion.Width /= float32(dw)
dstRegion.Height /= float32(dh)
dr.x /= float32(dw)
dr.y /= float32(dh)
dr.width /= float32(dw)
dr.height /= float32(dh)
}
// Set the destination region origin.
uniforms[10] = math.Float32bits(dstRegion.X)
uniforms[11] = math.Float32bits(dstRegion.Y)
uniforms[10] = math.Float32bits(dr.x)
uniforms[11] = math.Float32bits(dr.y)
// Set the destination region size.
uniforms[12] = math.Float32bits(dstRegion.Width)
uniforms[13] = math.Float32bits(dstRegion.Height)
uniforms[12] = math.Float32bits(dr.width)
uniforms[13] = math.Float32bits(dr.height)
var srs [graphics.ShaderImageCount]rectangleF32
for i, r := range srcRegions {
srs[i] = imageRectangleToRectangleF32(r)
}
if shader.unit() == shaderir.Texels {
for i, src := range srcs {
if src == nil {
continue
}
w, h := src.InternalSize()
srcRegions[i].X /= float32(w)
srcRegions[i].Y /= float32(h)
srcRegions[i].Width /= float32(w)
srcRegions[i].Height /= float32(h)
srs[i].x /= float32(w)
srs[i].y /= float32(h)
srs[i].width /= float32(w)
srs[i].height /= float32(h)
}
}
// Set the source region origins.
uniforms[14] = math.Float32bits(srcRegions[0].X)
uniforms[15] = math.Float32bits(srcRegions[0].Y)
uniforms[16] = math.Float32bits(srcRegions[1].X)
uniforms[17] = math.Float32bits(srcRegions[1].Y)
uniforms[18] = math.Float32bits(srcRegions[2].X)
uniforms[19] = math.Float32bits(srcRegions[2].Y)
uniforms[20] = math.Float32bits(srcRegions[3].X)
uniforms[21] = math.Float32bits(srcRegions[3].Y)
uniforms[14] = math.Float32bits(srs[0].x)
uniforms[15] = math.Float32bits(srs[0].y)
uniforms[16] = math.Float32bits(srs[1].x)
uniforms[17] = math.Float32bits(srs[1].y)
uniforms[18] = math.Float32bits(srs[2].x)
uniforms[19] = math.Float32bits(srs[2].y)
uniforms[20] = math.Float32bits(srs[3].x)
uniforms[21] = math.Float32bits(srs[3].y)
// Set the source region sizes.
uniforms[22] = math.Float32bits(srcRegions[0].Width)
uniforms[23] = math.Float32bits(srcRegions[0].Height)
uniforms[24] = math.Float32bits(srcRegions[1].Width)
uniforms[25] = math.Float32bits(srcRegions[1].Height)
uniforms[26] = math.Float32bits(srcRegions[2].Width)
uniforms[27] = math.Float32bits(srcRegions[2].Height)
uniforms[28] = math.Float32bits(srcRegions[3].Width)
uniforms[29] = math.Float32bits(srcRegions[3].Height)
uniforms[22] = math.Float32bits(srs[0].width)
uniforms[23] = math.Float32bits(srs[0].height)
uniforms[24] = math.Float32bits(srs[1].width)
uniforms[25] = math.Float32bits(srs[1].height)
uniforms[26] = math.Float32bits(srs[2].width)
uniforms[27] = math.Float32bits(srs[2].height)
uniforms[28] = math.Float32bits(srs[3].width)
uniforms[29] = math.Float32bits(srs[3].height)
// Set the projection matrix.
uniforms[30] = math.Float32bits(2 / float32(dw))

View File

@ -147,7 +147,7 @@ func (i *Image) InternalSize() (int, int) {
//
// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
// elements for the source image are not used.
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
for _, src := range srcs {
if src == nil {
continue

View File

@ -58,13 +58,8 @@ func TestClear(t *testing.T) {
vs := quadVertices(w/2, h/2)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, nearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), []graphicsdriver.PixelsArgs{
@ -94,14 +89,9 @@ func TestWritePixelsPartAfterDrawTriangles(t *testing.T) {
dst := graphicscommand.NewImage(w, h, false)
vs := quadVertices(w/2, h/2)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, nearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, nearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, false)
dst.WritePixels(make([]byte, 4), image.Rect(0, 0, 1, 1))
// TODO: Check the result.
@ -113,17 +103,12 @@ func TestShader(t *testing.T) {
dst := graphicscommand.NewImage(w, h, false)
vs := quadVertices(w, h)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, nearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, false)
g := ui.GraphicsDriverForTesting()
s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(g, []graphicsdriver.PixelsArgs{

View File

@ -578,10 +578,10 @@ func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphic
for _, dstRegion := range dstRegions {
g.deviceContext.RSSetScissorRects([]_D3D11_RECT{
{
left: int32(dstRegion.Region.X),
top: int32(dstRegion.Region.Y),
right: int32(dstRegion.Region.X + dstRegion.Region.Width),
bottom: int32(dstRegion.Region.Y + dstRegion.Region.Height),
left: int32(dstRegion.Region.Min.X),
top: int32(dstRegion.Region.Min.Y),
right: int32(dstRegion.Region.Max.X),
bottom: int32(dstRegion.Region.Max.Y),
},
})

View File

@ -296,10 +296,10 @@ func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D
for _, dstRegion := range dstRegions {
commandList.RSSetScissorRects([]_D3D12_RECT{
{
left: int32(dstRegion.Region.X),
top: int32(dstRegion.Region.Y),
right: int32(dstRegion.Region.X + dstRegion.Region.Width),
bottom: int32(dstRegion.Region.Y + dstRegion.Region.Height),
left: int32(dstRegion.Region.Min.X),
top: int32(dstRegion.Region.Min.Y),
right: int32(dstRegion.Region.Max.X),
bottom: int32(dstRegion.Region.Max.Y),
},
})
if evenOdd {

View File

@ -21,15 +21,8 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
type Region struct {
X float32
Y float32
Width float32
Height float32
}
type DstRegion struct {
Region Region
Region image.Rectangle
IndexCount int
}

View File

@ -561,10 +561,10 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
for _, dstRegion := range dstRegions {
g.rce.SetScissorRect(mtl.ScissorRect{
X: int(dstRegion.Region.X),
Y: int(dstRegion.Region.Y),
Width: int(dstRegion.Region.Width),
Height: int(dstRegion.Region.Height),
X: dstRegion.Region.Min.X,
Y: dstRegion.Region.Min.Y,
Width: dstRegion.Region.Dx(),
Height: dstRegion.Region.Dy(),
})
if evenOdd {

View File

@ -251,10 +251,10 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
for _, dstRegion := range dstRegions {
g.context.ctx.Scissor(
int32(dstRegion.Region.X),
int32(dstRegion.Region.Y),
int32(dstRegion.Region.Width),
int32(dstRegion.Region.Height),
int32(dstRegion.Region.Min.X),
int32(dstRegion.Region.Min.Y),
int32(dstRegion.Region.Dx()),
int32(dstRegion.Region.Dy()),
)
if evenOdd {
g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT)

View File

@ -66,7 +66,7 @@ func (m *Mipmap) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byt
return m.orig.ReadPixels(graphicsDriver, pixels, region)
}
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool) {
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool) {
if len(indices) == 0 {
return
}
@ -187,13 +187,8 @@ func (m *Mipmap) level(level int) *buffered.Image {
s := buffered.NewImage(w2, h2, m.imageType)
dstRegion := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(w2),
Height: float32(h2),
}
s.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, shader.shader, nil, false)
dstRegion := image.Rect(0, 0, w2, h2)
s.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, shader.shader, nil, false)
m.setImg(level, s)
return m.imgs[level]

View File

@ -17,7 +17,6 @@ package restorable
import (
"fmt"
"image"
"math"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
@ -77,8 +76,8 @@ type drawTrianglesHistoryItem struct {
vertices []float32
indices []uint16
blend graphicsdriver.Blend
dstRegion graphicsdriver.Region
srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
dstRegion image.Rectangle
srcRegions [graphics.ShaderImageCount]image.Rectangle
shader *Shader
uniforms []uint32
evenOdd bool
@ -180,13 +179,8 @@ func (i *Image) Extend(width, height int) *Image {
sw, sh := i.image.InternalSize()
vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(sw),
Height: float32(sh),
}
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false)
dr := image.Rect(0, 0, sw, sh)
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false)
i.Dispose()
return newImg
@ -205,13 +199,7 @@ func quadVertices(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32
func clearImage(i *graphicscommand.Image, region image.Rectangle) {
vs := quadVertices(float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0)
is := graphics.QuadIndices()
dstRegion := graphicsdriver.Region{
X: float32(region.Min.X),
Y: float32(region.Min.Y),
Width: float32(region.Dx()),
Height: float32(region.Dy()),
}
i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, clearShader.shader, nil, false)
i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.shader, nil, false)
}
// BasePixelsForTesting returns the image's basePixels for testing.
@ -333,7 +321,7 @@ func (i *Image) WritePixels(pixels []byte, region image.Rectangle) {
// 5: Color G
// 6: Color B
// 7: Color Y
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
if len(vertices) == 0 {
return
}
@ -353,7 +341,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
// Even if the image is already stale, call makeStale to extend the stale region.
if srcstale || !needsRestoring() || !i.needsRestoring() || i.stale {
i.makeStale(regionToRectangle(dstRegion))
i.makeStale(dstRegion)
} else {
i.appendDrawTrianglesHistory(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd)
}
@ -369,7 +357,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
}
// appendDrawTrianglesHistory appends a draw-image history item to the image.
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
if i.stale || !i.needsRestoring() {
panic("restorable: an image must not be stale or need restoring at appendDrawTrianglesHistory")
}
@ -380,7 +368,7 @@ func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Imag
// TODO: Would it be possible to merge draw image history items?
const maxDrawTrianglesHistoryCount = 1024
if len(i.drawTrianglesHistory)+1 > maxDrawTrianglesHistoryCount {
i.makeStale(regionToRectangle(dstRegion))
i.makeStale(dstRegion)
return
}
// All images must be resolved and not stale each after frame.
@ -704,22 +692,13 @@ func (i *Image) InternalSize() (int, int) {
func (i *Image) appendRegionsForDrawTriangles(regions *[]image.Rectangle) {
for _, d := range i.drawTrianglesHistory {
r := regionToRectangle(d.dstRegion)
if r.Empty() {
if d.dstRegion.Empty() {
continue
}
appendRegionRemovingDuplicates(regions, r)
appendRegionRemovingDuplicates(regions, d.dstRegion)
}
}
func regionToRectangle(region graphicsdriver.Region) image.Rectangle {
return image.Rect(
int(math.Floor(float64(region.X))),
int(math.Floor(float64(region.Y))),
int(math.Ceil(float64(region.X+region.Width))),
int(math.Ceil(float64(region.Y+region.Height))))
}
// appendRegionRemovingDuplicates adds a region to a given list of regions,
// but removes any duplicate between the newly added region and any existing regions.
//

View File

@ -133,13 +133,8 @@ func TestRestoreChain(t *testing.T) {
for i := 0; i < num-1; i++ {
vs := quadVertices(1, 1, 0, 0)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, 1, 1)
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
}
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
@ -181,16 +176,11 @@ func TestRestoreChain2(t *testing.T) {
imgs[8].WritePixels([]byte{clr8.R, clr8.G, clr8.B, clr8.A}, image.Rect(0, 0, w, h))
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
imgs[8].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[7]}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
imgs[9].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[8]}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
imgs[8].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[7]}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
imgs[9].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[8]}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
for i := 0; i < 7; i++ {
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
}
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
@ -230,16 +220,11 @@ func TestRestoreOverrideSource(t *testing.T) {
clr1 := color.RGBA{B: 0x01, A: 0xff}
img1.WritePixels([]byte{clr0.R, clr0.G, clr0.B, clr0.A}, image.Rect(0, 0, w, h))
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
img2.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
img2.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
img0.WritePixels([]byte{clr1.R, clr1.G, clr1.B, clr1.A}, image.Rect(0, 0, w, h))
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
}
@ -317,30 +302,25 @@ func TestRestoreComplexGraph(t *testing.T) {
img0.Dispose()
}()
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dr := image.Rect(0, 0, w, h)
vs := quadVertices(w, h, 0, 0)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 1, 0)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 1, 0)
img4.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img4.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 2, 0)
img4.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img4.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 0, 0)
img5.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img5.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 0, 0)
img6.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img6.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 1, 0)
img6.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img4}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img6.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img4}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 0, 0)
img7.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img7.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 2, 0)
img7.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img7.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
}
@ -432,14 +412,9 @@ func TestRestoreRecursive(t *testing.T) {
img0.Dispose()
}()
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, quadVertices(w, h, 1, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, quadVertices(w, h, 1, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, quadVertices(w, h, 1, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, quadVertices(w, h, 1, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
}
@ -536,13 +511,8 @@ func TestDrawTrianglesAndWritePixels(t *testing.T) {
vs := quadVertices(1, 1, 0, 0)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 2,
Height: 1,
}
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, 2, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
img1.WritePixels([]byte{0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff}, image.Rect(0, 0, 2, 1))
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
@ -579,14 +549,9 @@ func TestDispose(t *testing.T) {
defer img2.Dispose()
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, quadVertices(1, 1, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, quadVertices(1, 1, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, 1, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, quadVertices(1, 1, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, quadVertices(1, 1, 0, 0), is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
img1.Dispose()
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
@ -694,13 +659,8 @@ func TestWritePixelsOnly(t *testing.T) {
vs := quadVertices(1, 1, 0, 0)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, 1, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
img0.WritePixels([]byte{5, 6, 7, 8}, image.Rect(0, 0, 1, 1))
// BasePixelsForTesting is available without GPU accessing.
@ -753,13 +713,8 @@ func TestReadPixelsFromVolatileImage(t *testing.T) {
src.WritePixels(pix, image.Rect(0, 0, w, h))
vs := quadVertices(1, 1, 0, 0)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
// Read the pixels. If the implementation is correct, dst tries to read its pixels from GPU due to being
// stale.
@ -782,13 +737,8 @@ func TestAllowWritePixelsAfterDrawTriangles(t *testing.T) {
vs := quadVertices(w, h, 0, 0)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
dst.WritePixels(make([]byte, 4*w*h), image.Rect(0, 0, w, h))
// WritePixels for a whole image doesn't panic.
}
@ -806,13 +756,8 @@ func TestAllowWritePixelsForPartAfterDrawTriangles(t *testing.T) {
vs := quadVertices(w, h, 0, 0)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
dst.WritePixels(make([]byte, 4*2*2), image.Rect(0, 0, 2, 2))
// WritePixels for a part of image doesn't panic.
@ -905,13 +850,8 @@ func TestDrawTrianglesAndExtend(t *testing.T) {
orig := restorable.NewImage(w, h, restorable.ImageTypeRegular)
vs := quadVertices(w, h, 0, 0)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
orig.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
orig.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
extended := orig.Extend(w*2, h*2) // After this, orig is already disposed.
result := make([]byte, 4*(w*2)*(h*2))
@ -960,13 +900,8 @@ func TestMutateSlices(t *testing.T) {
vs := quadVertices(w, h, 0, 0)
is := make([]uint16, len(graphics.QuadIndices()))
copy(is, graphics.QuadIndices())
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
for i := range vs {
vs[i] = 0
}
@ -1157,13 +1092,8 @@ func TestDrawTrianglesAndReadPixels(t *testing.T) {
vs := quadVertices(w, h, 0, 0)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h)); err != nil {
@ -1186,13 +1116,8 @@ func TestWritePixelsAndDrawTriangles(t *testing.T) {
// Call DrawTriangles at a different region second.
vs := quadVertices(1, 1, 1, 0)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 1,
Y: 0,
Width: 1,
Height: 1,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(1, 0, 2, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
// Get the pixels.
pix := make([]byte, 4*2*1)

View File

@ -45,13 +45,8 @@ func clearImage(img *restorable.Image, w, h int) {
dx1, dy1, sx1, sy1, 0, 0, 0, 0,
}
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(w),
Height: float32(h),
}
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{emptyImage}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dr := image.Rect(0, 0, w, h)
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{emptyImage}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, restorable.NearestFilterShader, nil, false)
}
func TestShader(t *testing.T) {
@ -59,13 +54,8 @@ func TestShader(t *testing.T) {
defer img.Dispose()
s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s, nil, false)
dr := image.Rect(0, 0, 1, 1)
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, false)
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
@ -94,13 +84,8 @@ func TestShaderChain(t *testing.T) {
s := restorable.NewShader(etesting.ShaderProgramImages(1))
for i := 0; i < num-1; i++ {
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s, nil, false)
dr := image.Rect(0, 0, 1, 1)
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, false)
}
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
@ -131,13 +116,8 @@ func TestShaderMultipleSources(t *testing.T) {
dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
s := restorable.NewShader(etesting.ShaderProgramImages(3))
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
dst.DrawTriangles(srcs, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s, nil, false)
dr := image.Rect(0, 0, 1, 1)
dst.DrawTriangles(srcs, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, false)
// Clear one of the sources after DrawTriangles. dst should not be affected.
clearImage(srcs[0], 1, 1)
@ -168,31 +148,11 @@ func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
s := restorable.NewShader(etesting.ShaderProgramImages(3))
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
srcRegions := [graphics.ShaderImageCount]graphicsdriver.Region{
{
X: 0,
Y: 0,
Width: 1,
Height: 1,
},
{
X: 1,
Y: 0,
Width: 1,
Height: 1,
},
{
X: 2,
Y: 0,
Width: 1,
Height: 1,
},
dr := image.Rect(0, 0, 1, 1)
srcRegions := [graphics.ShaderImageCount]image.Rectangle{
image.Rect(0, 0, 1, 1),
image.Rect(1, 0, 2, 1),
image.Rect(2, 0, 3, 1),
}
dst.DrawTriangles(srcs, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, srcRegions, s, nil, false)
@ -218,13 +178,8 @@ func TestShaderDispose(t *testing.T) {
defer img.Dispose()
s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s, nil, false)
dr := image.Rect(0, 0, 1, 1)
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, false)
// Dispose the shader. This should invalidate all the images using this shader i.e., all the images become
// stale.

View File

@ -76,7 +76,7 @@ func (i *Image) MarkDisposed() {
i.modifyCallback = nil
}
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
if i.modifyCallback != nil {
i.modifyCallback()
}
@ -245,13 +245,8 @@ func (i *Image) flushDotsBufferIfNeeded() {
i.dotsBuffer = nil
srcs := [graphics.ShaderImageCount]*mipmap.Mipmap{whiteImage.mipmap}
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(i.width),
Height: float32(i.height),
}
i.mipmap.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader.shader, nil, false, true)
dr := image.Rect(0, 0, i.width, i.height)
i.mipmap.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader.shader, nil, false, true)
}
func (i *Image) flushBigOffscreenBufferIfNeeded() {
@ -282,13 +277,6 @@ func (i *Image) clear() {
}
func (i *Image) Fill(r, g, b, a float32, region image.Rectangle) {
dstRegion := graphicsdriver.Region{
X: float32(region.Min.X),
Y: float32(region.Min.Y),
Width: float32(region.Dx()),
Height: float32(region.Dy()),
}
if len(i.tmpVerticesForFill) < 4*graphics.VertexFloatCount {
i.tmpVerticesForFill = make([]float32, 4*graphics.VertexFloatCount)
}
@ -302,7 +290,7 @@ func (i *Image) Fill(r, g, b, a float32, region image.Rectangle) {
srcs := [graphics.ShaderImageCount]*Image{whiteImage}
i.DrawTriangles(srcs, i.tmpVerticesForFill, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true, false)
i.DrawTriangles(srcs, i.tmpVerticesForFill, is, graphicsdriver.BlendCopy, region, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false, true, false)
}
type bigOffscreenImage struct {
@ -310,7 +298,7 @@ type bigOffscreenImage struct {
imageType atlas.ImageType
image *Image
region graphicsdriver.Region
region image.Rectangle
blend graphicsdriver.Blend
dirty bool
@ -334,7 +322,7 @@ func (i *bigOffscreenImage) markDisposed() {
i.dirty = false
}
func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
if i.blend != blend {
i.flush()
}
@ -347,12 +335,12 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
i.region = r
}
if i.region.Width == 0 || i.region.Height == 0 {
if i.region.Empty() {
return
}
if i.image == nil {
i.image = NewImage(int(i.region.Width)*bigOffscreenScale, int(i.region.Height)*bigOffscreenScale, i.imageType)
i.image = NewImage(i.region.Dx()*bigOffscreenScale, i.region.Dy()*bigOffscreenScale, i.imageType)
}
// Copy the current rendering result to get the correct blending result.
@ -364,40 +352,26 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
// i.tmpVerticesForCopying can be resused as this is sent to DrawTriangles immediately.
graphics.QuadVertices(
i.tmpVerticesForCopying,
i.region.X, i.region.Y, i.region.X+i.region.Width, i.region.Y+i.region.Height,
float32(i.region.Min.X), float32(i.region.Min.Y), float32(i.region.Max.X), float32(i.region.Max.Y),
bigOffscreenScale, 0, 0, bigOffscreenScale, 0, 0,
1, 1, 1, 1)
is := graphics.QuadIndices()
dstRegion := graphicsdriver.Region{
X: 0,
Y: 0,
Width: i.region.Width * bigOffscreenScale,
Height: i.region.Height * bigOffscreenScale,
}
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true, false)
dstRegion := image.Rect(0, 0, i.region.Dx()*bigOffscreenScale, i.region.Dy()*bigOffscreenScale)
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false, true, false)
}
for idx := 0; idx < len(vertices); idx += graphics.VertexFloatCount {
vertices[idx] = (vertices[idx] - i.region.X) * bigOffscreenScale
vertices[idx+1] = (vertices[idx+1] - i.region.Y) * bigOffscreenScale
vertices[idx] = (vertices[idx] - float32(i.region.Min.X)) * bigOffscreenScale
vertices[idx+1] = (vertices[idx+1] - float32(i.region.Min.Y)) * bigOffscreenScale
}
// Compute corners in dst coordinate space.
x0 := dstRegion.X
y0 := dstRegion.Y
x1 := dstRegion.X + dstRegion.Width
y1 := dstRegion.Y + dstRegion.Height
// Translate to i.region coordinate space, and clamp against region size.
x0 = max(x0-i.region.X, 0)
y0 = max(y0-i.region.Y, 0)
x1 = min(x1-i.region.X, i.region.Width)
y1 = min(y1-i.region.Y, i.region.Height)
dstRegion = graphicsdriver.Region{
X: x0 * bigOffscreenScale,
Y: y0 * bigOffscreenScale,
Width: (x1 - x0) * bigOffscreenScale,
Height: (y1 - y0) * bigOffscreenScale,
}
dstRegion = dstRegion.Sub(i.region.Min)
dstRegion = dstRegion.Intersect(image.Rect(0, 0, i.region.Dx(), i.region.Dy()))
dstRegion.Min.X *= bigOffscreenScale
dstRegion.Min.Y *= bigOffscreenScale
dstRegion.Max.X *= bigOffscreenScale
dstRegion.Max.Y *= bigOffscreenScale
i.image.DrawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd, canSkipMipmap, false)
i.dirty = true
@ -422,8 +396,8 @@ func (i *bigOffscreenImage) flush() {
// i.tmpVerticesForFlushing can be reused as this is sent to DrawTriangles in this function.
graphics.QuadVertices(
i.tmpVerticesForFlushing,
0, 0, i.region.Width*bigOffscreenScale, i.region.Height*bigOffscreenScale,
1.0/bigOffscreenScale, 0, 0, 1.0/bigOffscreenScale, i.region.X, i.region.Y,
0, 0, float32(i.region.Dx()*bigOffscreenScale), float32(i.region.Dy()*bigOffscreenScale),
1.0/bigOffscreenScale, 0, 0, 1.0/bigOffscreenScale, float32(i.region.Min.X), float32(i.region.Min.Y),
1, 1, 1, 1)
is := graphics.QuadIndices()
dstRegion := i.region
@ -431,13 +405,13 @@ func (i *bigOffscreenImage) flush() {
if i.blend != graphicsdriver.BlendSourceOver {
blend = graphicsdriver.BlendCopy
}
i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, LinearFilterShader, nil, false, true, false)
i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, LinearFilterShader, nil, false, true, false)
i.image.clear()
i.dirty = false
}
func (i *bigOffscreenImage) requiredRegion(vertices []float32) graphicsdriver.Region {
func (i *bigOffscreenImage) requiredRegion(vertices []float32) image.Rectangle {
minX := float32(i.orig.width)
minY := float32(i.orig.height)
maxX := float32(0)
@ -460,35 +434,19 @@ func (i *bigOffscreenImage) requiredRegion(vertices []float32) graphicsdriver.Re
}
// Adjust the granularity of the rectangle.
minX = float32(roundDown16(int(minX)))
minY = float32(roundDown16(int(minY)))
maxX = float32(roundUp16(int(maxX)))
maxY = float32(roundUp16(int(maxY)))
r := image.Rect(
roundDown16(int(minX)),
roundDown16(int(minY)),
roundUp16(int(maxX)),
roundUp16(int(maxY)))
r = r.Intersect(image.Rect(0, 0, i.orig.width, i.orig.height))
if minX < 0 {
minX = 0
}
if minY < 0 {
minY = 0
}
if maxX > float32(i.orig.width) {
maxX = float32(i.orig.width)
}
if maxY > float32(i.orig.height) {
maxY = float32(i.orig.height)
}
r := graphicsdriver.Region{
X: minX,
Y: minY,
Width: maxX - minX,
Height: maxY - minY,
}
if r.Width < 0 || r.Height < 0 {
// TODO: Is this check required?
if r.Dx() < 0 || r.Dy() < 0 {
return i.region
}
return union(r, i.region)
return r.Union(i.region)
}
func floor(x float32) float32 {
@ -506,37 +464,3 @@ func roundDown16(x int) int {
func roundUp16(x int) int {
return ((x - 1) & ^(0xf)) + 0x10
}
func min(x, y float32) float32 {
if x < y {
return x
}
return y
}
func max(x, y float32) float32 {
if x > y {
return x
}
return y
}
func union(r0, r1 graphicsdriver.Region) graphicsdriver.Region {
if r0.Width == 0 || r0.Height == 0 {
return r1
}
if r1.Width == 0 || r1.Height == 0 {
return r0
}
x0 := min(r0.X, r1.X)
y0 := min(r0.Y, r1.Y)
x1 := max(r0.X+r0.Width, r1.X+r1.Width)
y1 := max(r0.Y+r0.Height, r1.Y+r1.Height)
return graphicsdriver.Region{
X: x0,
Y: y0,
Width: x1 - x0,
Height: y1 - y0,
}
}