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graphics: Split the notion of vertices and elements
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@ -31,7 +31,9 @@ import (
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type command interface {
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Exec(indexOffsetInBytes int) error
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NumVertices() int
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NumElements() int
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AddNumVertices(n int)
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AddNumElements(n int)
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CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool
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}
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@ -48,7 +50,7 @@ type commandQueue struct {
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// vertices is never shrunk since re-extending a vertices buffer is heavy.
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nvertices int
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indices []uint16
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elements []uint16
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}
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// theCommandQueue is the command queue for the current process.
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@ -56,15 +58,15 @@ var theCommandQueue = &commandQueue{}
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func init() {
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q := theCommandQueue
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// Initialize indices for drawImageCommand.
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q.indices = make([]uint16, 6*maxQuads)
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// Initialize elements for drawImageCommand.
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q.elements = make([]uint16, 6*maxQuads)
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for i := uint16(0); i < maxQuads; i++ {
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q.indices[6*i+0] = 4*i + 0
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q.indices[6*i+1] = 4*i + 1
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q.indices[6*i+2] = 4*i + 2
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q.indices[6*i+3] = 4*i + 1
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q.indices[6*i+4] = 4*i + 2
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q.indices[6*i+5] = 4*i + 3
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q.elements[6*i+0] = 4*i + 0
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q.elements[6*i+1] = 4*i + 1
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q.elements[6*i+2] = 4*i + 2
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q.elements[6*i+3] = 4*i + 1
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q.elements[6*i+4] = 4*i + 2
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q.elements[6*i+5] = 4*i + 3
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}
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}
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@ -86,10 +88,12 @@ func (q *commandQueue) appendVertices(vertices []float32) {
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func (q *commandQueue) EnqueueDrawImageCommand(dst, src *Image, vertices []float32, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) {
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// Avoid defer for performance
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q.appendVertices(vertices)
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ne := 6 * len(vertices) * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes()
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if 0 < len(q.commands) {
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last := q.commands[len(q.commands)-1]
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if last.CanMerge(dst, src, color, mode, filter) {
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last.AddNumVertices(len(vertices))
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last.AddNumElements(ne)
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return
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}
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}
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@ -97,6 +101,7 @@ func (q *commandQueue) EnqueueDrawImageCommand(dst, src *Image, vertices []float
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dst: dst,
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src: src,
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nvertices: len(vertices),
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nelements: ne,
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color: color,
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mode: mode,
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filter: filter,
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@ -125,6 +130,9 @@ func (q *commandQueue) commandGroups() [][]command {
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c := cs[0]
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switch c := c.(type) {
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case *drawImageCommand:
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// NOTE: WebGL doesn't seem to have gl.MAX_ELEMENTS_VERTICES or
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// gl.MAX_ELEMENTS_INDICES so far.
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// Let's use them to compare to len(quads) in the future.
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if maxQuads >= quads+c.quadsNum() {
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quads += c.quadsNum()
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break
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@ -156,26 +164,19 @@ func (q *commandQueue) Flush() error {
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// Note that the vertices passed to BufferSubData is not under GC management
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// in opengl package due to unsafe-way.
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// See BufferSubData in context_mobile.go.
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opengl.GetContext().ElementArrayBufferSubData(q.indices)
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opengl.GetContext().ElementArrayBufferSubData(q.elements)
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opengl.GetContext().ArrayBufferSubData(q.vertices[lastN:n])
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}
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// NOTE: WebGL doesn't seem to have gl.MAX_ELEMENTS_VERTICES or
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// gl.MAX_ELEMENTS_INDICES so far.
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// Let's use them to compare to len(quads) in the future.
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if maxQuads < (n-lastN)*opengl.Float.SizeInBytes()/QuadVertexSizeInBytes() {
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return fmt.Errorf("len(quads) must be equal to or less than %d", maxQuads)
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}
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numc := len(g)
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indexOffsetInBytes := 0
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for _, c := range g {
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if err := c.Exec(indexOffsetInBytes); err != nil {
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return err
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}
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n := c.NumVertices() * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes()
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// TODO: indexOffsetInBytes should be reset if the command type is different
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// from the previous one. This fix is needed when another drawing command is
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// introduced than drawImageCommand.
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indexOffsetInBytes += 6 * n * 2
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indexOffsetInBytes += c.NumElements() * 2 // 2 is uint16 size in bytes
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}
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if 0 < numc {
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// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
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@ -198,6 +199,7 @@ type drawImageCommand struct {
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dst *Image
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src *Image
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nvertices int
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nelements int
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color *affine.ColorM
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mode opengl.CompositeMode
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filter Filter
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@ -218,13 +220,12 @@ func (c *drawImageCommand) Exec(indexOffsetInBytes int) error {
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opengl.GetContext().BlendFunc(c.mode)
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n := c.quadsNum()
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if n == 0 {
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if c.nelements == 0 {
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return nil
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}
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proj := f.projectionMatrix()
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theOpenGLState.useProgram(proj, c.src.texture.native, c.dst, c.src, c.color, c.filter)
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opengl.GetContext().DrawElements(opengl.Triangles, 6*n, indexOffsetInBytes)
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opengl.GetContext().DrawElements(opengl.Triangles, c.nelements, indexOffsetInBytes)
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// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
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// but basically this pass the tests (esp. TestImageTooManyFill).
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@ -237,10 +238,18 @@ func (c *drawImageCommand) NumVertices() int {
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return c.nvertices
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}
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func (c *drawImageCommand) NumElements() int {
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return c.nelements
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}
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func (c *drawImageCommand) AddNumVertices(n int) {
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c.nvertices += n
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}
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func (c *drawImageCommand) AddNumElements(n int) {
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c.nelements += n
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}
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// split splits the drawImageCommand c into two drawImageCommands.
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//
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// split is called when the number of vertices reaches of the maximum and
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@ -252,6 +261,8 @@ func (c *drawImageCommand) split(quadsNum int) [2]*drawImageCommand {
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n := quadsNum * QuadVertexSizeInBytes() / s
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c1.nvertices = n
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c2.nvertices -= n
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c1.nelements = 6 * quadsNum
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c2.nelements -= 6 * quadsNum
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return [2]*drawImageCommand{&c1, &c2}
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}
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@ -305,9 +316,16 @@ func (c *replacePixelsCommand) NumVertices() int {
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return 0
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}
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func (c *replacePixelsCommand) NumElements() int {
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return 0
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}
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func (c *replacePixelsCommand) AddNumVertices(n int) {
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}
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func (c *replacePixelsCommand) AddNumElements(n int) {
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}
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func (c *replacePixelsCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool {
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return false
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}
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@ -333,9 +351,16 @@ func (c *disposeCommand) NumVertices() int {
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return 0
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}
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func (c *disposeCommand) NumElements() int {
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return 0
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}
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func (c *disposeCommand) AddNumVertices(n int) {
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}
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func (c *disposeCommand) AddNumElements(n int) {
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}
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func (c *disposeCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool {
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return false
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}
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@ -382,9 +407,16 @@ func (c *newImageCommand) NumVertices() int {
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return 0
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}
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func (c *newImageCommand) NumElements() int {
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return 0
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}
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func (c *newImageCommand) AddNumVertices(n int) {
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}
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func (c *newImageCommand) AddNumElements(n int) {
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}
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func (c *newImageCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool {
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return false
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}
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@ -410,9 +442,16 @@ func (c *newScreenFramebufferImageCommand) NumVertices() int {
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return 0
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}
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func (c *newScreenFramebufferImageCommand) NumElements() int {
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return 0
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}
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func (c *newScreenFramebufferImageCommand) AddNumVertices(n int) {
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}
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func (c *newScreenFramebufferImageCommand) AddNumElements(n int) {
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}
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func (c *newScreenFramebufferImageCommand) CanMerge(dst, src *Image, color *affine.ColorM, mode opengl.CompositeMode, filter Filter) bool {
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return false
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}
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@ -131,7 +131,7 @@ var (
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)
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const (
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indicesNum = 1 << 16
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indicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
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maxTriangles = indicesNum / 3
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maxQuads = maxTriangles / 2
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)
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