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internal/graphicsdriver: replace Region with image.Rectangle (#2791)
Closes #2790
This commit is contained in:
parent
94bf6a4cc1
commit
4ca3fa5e57
39
image.go
39
image.go
@ -176,17 +176,6 @@ func (i *Image) adjustedBounds() image.Rectangle {
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return image.Rect(x, y, x+b.Dx(), y+b.Dy())
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}
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func (i *Image) adjustedRegion() graphicsdriver.Region {
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b := i.Bounds()
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x, y := i.adjustPosition(b.Min.X, b.Min.Y)
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return graphicsdriver.Region{
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X: float32(x),
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Y: float32(y),
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Width: float32(b.Dx()),
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Height: float32(b.Dy()),
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}
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}
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// DrawImage draws the given image on the image i.
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//
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// DrawImage accepts the options. For details, see the document of
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@ -272,7 +261,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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})
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}
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), [graphics.ShaderImageCount]graphicsdriver.Region{img.adjustedRegion()}, shader.shader, i.tmpUniforms, false, canSkipMipmap(geoM, filter), false)
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, false, canSkipMipmap(geoM, filter), false)
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}
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// Vertex represents a vertex passed to DrawTriangles.
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@ -517,7 +506,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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})
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}
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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)
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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)
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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@ -667,18 +656,18 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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imgs[i] = img.image
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}
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var srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
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var srcRegions [graphics.ShaderImageCount]image.Rectangle
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for i, img := range options.Images {
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if img == nil {
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continue
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}
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srcRegions[i] = img.adjustedRegion()
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srcRegions[i] = img.adjustedBounds()
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}
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i.tmpUniforms = i.tmpUniforms[:0]
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i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), srcRegions, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
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}
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// DrawRectShaderOptions represents options for DrawRectShader.
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@ -773,20 +762,17 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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imgs[i] = img.image
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}
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var srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
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var srcRegions [graphics.ShaderImageCount]image.Rectangle
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for i, img := range options.Images {
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if img == nil {
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if shader.unit == shaderir.Pixels && i == 0 {
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// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrc0Size (#2166).
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// With the texel mode, the imageSrc0Origin and imageSrc0Size values should be in texels so the source position in pixels would not match.
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srcRegions[i] = graphicsdriver.Region{
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Width: float32(width),
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Height: float32(height),
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}
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srcRegions[i] = image.Rect(0, 0, width, height)
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}
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continue
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}
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srcRegions[i] = img.adjustedRegion()
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srcRegions[i] = img.adjustedBounds()
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}
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geoM := options.GeoM
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@ -797,14 +783,17 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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cr, cg, cb, ca := options.ColorScale.elements()
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vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
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// Do not use srcRegions[0].Width and srcRegions[0].Height as these might be empty.
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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)
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// Do not use srcRegions[0].Dx() and srcRegions[0].Dy() as these might be empty.
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graphics.QuadVertices(vs,
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float32(srcRegions[0].Min.X), float32(srcRegions[0].Min.Y),
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float32(srcRegions[0].Min.X+width), float32(srcRegions[0].Min.Y+height),
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a, b, c, d, tx, ty, cr, cg, cb, ca)
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is := graphics.QuadIndices()
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i.tmpUniforms = i.tmpUniforms[:0]
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i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), srcRegions, shader.shader, i.tmpUniforms, false, true, false)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, false, true, false)
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}
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// 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) {
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vs := make([]float32, 4*graphics.VertexFloatCount)
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graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
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is := graphics.QuadIndices()
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: w,
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Height: h,
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}
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dr := image.Rect(0, 0, i.width, i.height)
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true)
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false, true)
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newI.moveTo(i)
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}
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@ -311,13 +306,8 @@ func (i *Image) putOnSourceBackend(graphicsDriver graphicsdriver.Graphics) {
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vs := make([]float32, 4*graphics.VertexFloatCount)
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graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
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is := graphics.QuadIndices()
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: w,
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Height: h,
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}
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true)
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dr := image.Rect(0, 0, i.width, i.height)
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, false, true)
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newI.moveTo(i)
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i.usedAsSourceCount = 0
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@ -349,13 +339,13 @@ func (i *Image) regionWithPadding() image.Rectangle {
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// 5: Color G
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// 6: Color B
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// 7: Color Y
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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) {
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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) {
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backendsM.Lock()
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defer backendsM.Unlock()
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i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd, false)
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}
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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) {
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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) {
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if i.disposed {
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panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
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}
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@ -388,11 +378,10 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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}
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r := i.regionWithPadding()
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dx, dy := float32(r.Min.X), float32(r.Min.Y)
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// TODO: Check if dstRegion does not to violate the region.
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dstRegion = dstRegion.Add(r.Min)
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dstRegion.X += dx
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dstRegion.Y += dy
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dx, dy := float32(r.Min.X), float32(r.Min.Y)
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var oxf, oyf float32
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if srcs[0] != nil {
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@ -428,13 +417,12 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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// A source region can be deliberately empty when this is not needed in order to avoid unexpected
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// performance issue (#1293).
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if srcRegions[i].Width == 0 || srcRegions[i].Height == 0 {
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if srcRegions[i].Empty() {
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continue
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}
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r := src.regionWithPadding()
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srcRegions[i].X += float32(r.Min.X)
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srcRegions[i].Y += float32(r.Min.Y)
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srcRegions[i] = srcRegions[i].Add(r.Min)
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}
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var imgs [graphics.ShaderImageCount]*restorable.Image
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@ -102,26 +102,16 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
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// img4.ensureIsolatedFromSource() should be called.
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vs := quadVertices(size/2, size/2, size/4, size/4, 1)
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is := graphics.QuadIndices()
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: size,
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Height: size,
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}
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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dr := image.Rect(0, 0, size, size)
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img4.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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// img5 is not allocated now, but is allocated at DrawTriangles.
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vs = quadVertices(0, 0, size/2, size/2, 1)
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dr = graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: size / 2,
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Height: size / 2,
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}
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img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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dr = image.Rect(0, 0, size/2, size/2)
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img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -151,7 +141,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
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// Check further drawing doesn't cause panic.
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// This bug was fixed by 03dcd948.
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vs = quadVertices(0, 0, size/2, size/2, 1)
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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}
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func TestReputOnSourceBackend(t *testing.T) {
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@ -191,16 +181,11 @@ func TestReputOnSourceBackend(t *testing.T) {
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// Use img1 as a render target.
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is := graphics.QuadIndices()
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: size,
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Height: size,
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}
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dr := image.Rect(0, 0, size, size)
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// Render onto img1. The count should not matter.
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for i := 0; i < 5; i++ {
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vs := quadVertices(size, size, 0, 0, 1)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -212,7 +197,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
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atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -220,7 +205,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// Finally, img1 is on a source backend.
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atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -245,7 +230,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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}
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vs = quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -271,7 +256,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// Use img1 as a render target again. The count should not matter.
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for i := 0; i < 5; i++ {
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vs := quadVertices(size, size, 0, 0, 1)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -283,7 +268,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
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img1.WritePixels(make([]byte, 4*size*size), image.Rect(0, 0, size, size))
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -292,7 +277,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// img1 is not on an atlas due to WritePixels.
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vs = quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -301,7 +286,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
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atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, false)
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if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -395,13 +380,8 @@ func TestWritePixelsAfterDrawTriangles(t *testing.T) {
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vs := quadVertices(w, h, 0, 0, 1)
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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())
|
||||
}
|
||||
|
@ -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 {
|
||||
|
@ -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 {
|
||||
|
@ -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))
|
||||
|
@ -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
|
||||
|
@ -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{
|
||||
|
@ -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),
|
||||
},
|
||||
})
|
||||
|
||||
|
@ -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 {
|
||||
|
@ -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
|
||||
}
|
||||
|
||||
|
@ -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 {
|
||||
|
@ -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)
|
||||
|
@ -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]
|
||||
|
@ -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.
|
||||
//
|
||||
|
@ -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)
|
||||
|
@ -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.
|
||||
|
@ -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,
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user