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internal/restorable: remove unnecessary functions and variables around shaders
Updates #805
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8169253a57
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@ -376,7 +376,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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vertices[i+2] += oxf
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vertices[i+3] += oyf
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}
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if shader.ensureShader().Unit() == shaderir.Texels {
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if shader.ir.Unit == shaderir.Texels {
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sw, sh := srcs[0].backend.restorable.InternalSize()
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swf, shf := float32(sw), float32(sh)
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for i := 0; i < n; i += graphics.VertexFloatCount {
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@ -73,6 +73,12 @@ func (s *Shader) deallocate() {
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}
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var (
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NearestFilterShader = &Shader{shader: restorable.NearestFilterShader}
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LinearFilterShader = &Shader{shader: restorable.LinearFilterShader}
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NearestFilterShader = &Shader{
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shader: restorable.NearestFilterShader,
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ir: restorable.LinearFilterShaderIR,
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}
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LinearFilterShader = &Shader{
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shader: restorable.LinearFilterShader,
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ir: restorable.LinearFilterShaderIR,
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}
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)
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@ -22,14 +22,12 @@ import (
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// images is a set of Image objects.
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type images struct {
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images map[*Image]struct{}
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shaders map[*Shader]struct{}
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images map[*Image]struct{}
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}
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// theImages represents the images for the current process.
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var theImages = &images{
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images: map[*Image]struct{}{},
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shaders: map[*Shader]struct{}{},
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images: map[*Image]struct{}{},
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}
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func SwapBuffers(graphicsDriver graphicsdriver.Graphics) error {
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@ -64,19 +62,11 @@ func (i *images) add(img *Image) {
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i.images[img] = struct{}{}
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}
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func (i *images) addShader(shader *Shader) {
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i.shaders[shader] = struct{}{}
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}
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// remove removes img from the images.
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func (i *images) remove(img *Image) {
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delete(i.images, img)
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}
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func (i *images) removeShader(shader *Shader) {
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delete(i.shaders, shader)
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}
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var graphicsDriverInitialized bool
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// InitializeGraphicsDriverState initializes the graphics driver state.
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@ -27,37 +27,26 @@ import (
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type Shader struct {
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shader *graphicscommand.Shader
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ir *shaderir.Program
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}
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func NewShader(ir *shaderir.Program) *Shader {
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s := &Shader{
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shader: graphicscommand.NewShader(ir),
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ir: ir,
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}
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theImages.addShader(s)
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return s
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}
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func (s *Shader) Dispose() {
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theImages.removeShader(s)
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s.shader.Dispose()
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s.shader = nil
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s.ir = nil
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}
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func (s *Shader) restore() {
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s.shader = graphicscommand.NewShader(s.ir)
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}
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func (s *Shader) Unit() shaderir.Unit {
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return s.ir.Unit
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}
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var (
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NearestFilterShader *Shader
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LinearFilterShader *Shader
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clearShader *Shader
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NearestFilterShader *Shader
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NearestFilterShaderIR *shaderir.Program
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LinearFilterShader *Shader
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LinearFilterShaderIR *shaderir.Program
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clearShader *Shader
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)
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func init() {
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@ -96,7 +85,9 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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if err := wg.Wait(); err != nil {
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panic(err)
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}
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NearestFilterShaderIR = nearestIR
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NearestFilterShader = NewShader(nearestIR)
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LinearFilterShaderIR = linearIR
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LinearFilterShader = NewShader(linearIR)
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clearShader = NewShader(clearIR)
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}
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