internal/graphics: enable to specify regions for each source image

This is a preparation to specify different sizes of source images.

Updates #1870
This commit is contained in:
Hajime Hoshi 2023-08-25 08:01:32 +09:00
parent 4b9875295c
commit 534370f7b1
15 changed files with 229 additions and 225 deletions

View File

@ -270,7 +270,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
})
}
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), img.adjustedRegion(), [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, i.tmpUniforms, false, canSkipMipmap(geoM, filter), false)
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), [graphics.ShaderImageCount]graphicsdriver.Region{img.adjustedRegion()}, shader.shader, i.tmpUniforms, false, canSkipMipmap(geoM, filter), false)
}
// Vertex represents a vertex passed to DrawTriangles.
@ -515,7 +515,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
})
}
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), img.adjustedRegion(), [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, filter != builtinshader.FilterLinear, options.AntiAlias)
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)
}
// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
@ -659,28 +659,18 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
imgs[i] = img.image
}
var sr graphicsdriver.Region
if img := options.Images[0]; img != nil {
sr = img.adjustedRegion()
}
var offsets [graphics.ShaderImageCount - 1][2]float32
for i, img := range options.Images[1:] {
var srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
for i, img := range options.Images {
if img == nil {
continue
}
b := img.Bounds()
x, y := img.adjustPosition(b.Min.X, b.Min.Y)
// (sr.X, sr.Y) is the upper-left position of the first image.
// Calculate the distance between the current image's upper-left position and the first one's.
offsets[i][0] = float32(x) - sr.X
offsets[i][1] = float32(y) - sr.Y
srcRegions[i] = img.adjustedRegion()
}
i.tmpUniforms = i.tmpUniforms[:0]
i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), srcRegions, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
}
// DrawRectShaderOptions represents options for DrawRectShader.
@ -775,17 +765,21 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
imgs[i] = img.image
}
var sr graphicsdriver.Region
if img := options.Images[0]; img != nil {
sr = img.adjustedRegion()
} else if shader.unit == shaderir.Pixels {
var srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
for i, img := range options.Images {
if img == nil {
if shader.unit == shaderir.Pixels && i == 0 {
// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrcRegionOnTexture (#2166).
// With the texel mode, the imageSrcRegionOnTexture values should be in texels so the source position in pixels would not match.
sr = graphicsdriver.Region{
srcRegions[i] = graphicsdriver.Region{
Width: float32(width),
Height: float32(height),
}
}
continue
}
srcRegions[i] = img.adjustedRegion()
}
geoM := options.GeoM
if offsetX, offsetY := i.adjustPosition(0, 0); offsetX != 0 || offsetY != 0 {
@ -794,27 +788,15 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
a, b, c, d, tx, ty := geoM.elements32()
cr, cg, cb, ca := options.ColorScale.elements()
vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
// Do not use sr.Width and sr.Height as these might be empty.
graphics.QuadVertices(vs, sr.X, sr.Y, sr.X+float32(width), sr.Y+float32(height), a, b, c, d, tx, ty, cr, cg, cb, ca)
is := graphics.QuadIndices()
var offsets [graphics.ShaderImageCount - 1][2]float32
for i, img := range options.Images[1:] {
if img == nil {
continue
}
b := img.Bounds()
x, y := img.adjustPosition(b.Min.X, b.Min.Y)
// (sr.X, sr.Y) is the upper-left position of the first image.
// Calculate the distance between the current image's upper-left position and the first one's.
offsets[i][0] = float32(x) - sr.X
offsets[i][1] = float32(y) - sr.Y
}
// Do not use srcRegions[0].Width and srcRegions[-].Height as these might be empty.
graphics.QuadVertices(vs, srcRegions[0].X, srcRegions[0].Y, srcRegions[0].X+float32(width), srcRegions[0].Y+float32(height), a, b, c, d, tx, ty, cr, cg, cb, ca)
is := graphics.QuadIndices()
i.tmpUniforms = i.tmpUniforms[:0]
i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, i.tmpUniforms, false, true, false)
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), srcRegions, shader.shader, i.tmpUniforms, false, true, false)
}
// SubImage returns an image representing the portion of the image p visible through r.

View File

@ -282,7 +282,7 @@ func (i *Image) ensureIsolatedFromSource(backends []*backend) {
Height: h,
}
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true)
newI.moveTo(i)
}
@ -317,7 +317,7 @@ func (i *Image) putOnSourceBackend(graphicsDriver graphicsdriver.Graphics) {
Width: w,
Height: h,
}
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true)
newI.moveTo(i)
i.usedAsSourceCount = 0
@ -349,13 +349,13 @@ func (i *Image) regionWithPadding() image.Rectangle {
// 5: Color G
// 6: Color B
// 7: Color Y
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool) {
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) {
backendsM.Lock()
defer backendsM.Unlock()
i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, false)
i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd, false)
}
func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool, keepOnAtlas bool) {
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) {
if i.disposed {
panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
}
@ -413,12 +413,6 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
vertices[i+3] /= shf
}
}
// srcRegion can be deliberately empty when this is not needed in order to avoid unexpected
// performance issue (#1293).
if srcRegion.Width != 0 && srcRegion.Height != 0 {
srcRegion.X += oxf
srcRegion.Y += oyf
}
} else {
n := len(vertices)
for i := 0; i < n; i += graphics.VertexFloatCount {
@ -427,17 +421,23 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
}
}
var offsets [graphics.ShaderImageCount - 1][2]float32
var imgs [graphics.ShaderImageCount]*restorable.Image
for i, subimageOffset := range subimageOffsets {
src := srcs[i+1]
for i, src := range srcs {
if src == nil {
continue
}
r := src.regionWithPadding()
offsets[i][0] = float32(r.Min.X) - oxf + subimageOffset[0]
offsets[i][1] = float32(r.Min.Y) - oyf + subimageOffset[1]
// A source region can be deliberately empty when this is not needed in order to avoid unexpected
// performance issue (#1293).
if srcRegions[i].Width == 0 || srcRegions[i].Height == 0 {
continue
}
r := src.regionWithPadding()
srcRegions[i].X += float32(r.Min.X)
srcRegions[i].Y += float32(r.Min.Y)
}
var imgs [graphics.ShaderImageCount]*restorable.Image
for i, src := range srcs {
if src == nil {
continue
@ -445,7 +445,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
imgs[i] = src.backend.restorable
}
i.backend.restorable.DrawTriangles(imgs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader.shader, uniforms, evenOdd)
i.backend.restorable.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, evenOdd)
for _, src := range srcs {
if src == nil {

View File

@ -108,7 +108,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
Width: size,
Height: size,
}
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img4.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -121,7 +121,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
Width: size / 2,
Height: size / 2,
}
img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -151,7 +151,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
// Check further drawing doesn't cause panic.
// This bug was fixed by 03dcd948.
vs = quadVertices(0, 0, size/2, size/2, 1)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
}
func TestReputOnSourceBackend(t *testing.T) {
@ -200,7 +200,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Render onto img1. The count should not matter.
for i := 0; i < 5; i++ {
vs := quadVertices(size, size, 0, 0, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -212,7 +212,7 @@ func TestReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -220,7 +220,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Finally, img1 is on a source backend.
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -245,7 +245,7 @@ func TestReputOnSourceBackend(t *testing.T) {
}
vs = quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -271,7 +271,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Use img1 as a render target again. The count should not matter.
for i := 0; i < 5; i++ {
vs := quadVertices(size, size, 0, 0, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -283,7 +283,7 @@ func TestReputOnSourceBackend(t *testing.T) {
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
img1.WritePixels(make([]byte, 4*size*size), image.Rect(0, 0, size, size))
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -292,7 +292,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// img1 is not on an atlas due to WritePixels.
vs = quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -301,7 +301,7 @@ func TestReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -401,7 +401,7 @@ func TestWritePixelsAfterDrawTriangles(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
dst.WritePixels(pix, image.Rect(0, 0, w, h))
pix = make([]byte, 4*w*h)
@ -449,7 +449,7 @@ func TestSmallImages(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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 {
@ -497,7 +497,7 @@ func TestLongImages(t *testing.T) {
Width: dstW,
Height: dstH,
}
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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 {
@ -614,7 +614,7 @@ func TestDisposedAndReputOnSourceBackend(t *testing.T) {
Width: size,
Height: size,
}
src.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
src.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -623,7 +623,7 @@ 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, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -665,7 +665,7 @@ func TestImageIsNotReputOnSourceBackendWithoutUsingAsSource(t *testing.T) {
// 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, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
src2.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
}
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
@ -684,7 +684,7 @@ 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, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
@ -811,14 +811,14 @@ func TestDestinationCountOverflow(t *testing.T) {
// 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, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{dst0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
if dst0.IsOnSourceBackendForTesting() {
t.Errorf("dst0 cannot be on a source backend: %d", i)
@ -849,7 +849,7 @@ func TestIteratingImagesToPutOnSourceBackend(t *testing.T) {
Height: h,
}
for _, img := range srcs {
img.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
img.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
}
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
@ -857,7 +857,7 @@ 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, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
}
atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
}

View File

@ -41,12 +41,12 @@ func TestShaderFillTwice(t *testing.T) {
}
g := ui.GraphicsDriverForTesting()
s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, s0, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, s1, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s1, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(g, pix, image.Rect(0, 0, w, h)); err != nil {
@ -74,11 +74,11 @@ func TestImageDrawTwice(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h)); err != nil {

View File

@ -149,7 +149,7 @@ func (i *Image) writePixelsImpl(pix []byte, region image.Rectangle) {
// DrawTriangles draws the src image with the given vertices.
//
// Copying vertices and indices is the caller's responsibility.
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool) {
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) {
for _, src := range srcs {
if i == src {
panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
@ -164,15 +164,15 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
us := make([]uint32, len(uniforms))
copy(us, uniforms)
if tryAddDelayedCommand(func() {
i.drawTrianglesImpl(srcs, vs, is, blend, dstRegion, srcRegion, subimageOffsets, shader, us, evenOdd)
i.drawTrianglesImpl(srcs, vs, is, blend, dstRegion, srcRegions, shader, us, evenOdd)
}) {
return
}
}
i.drawTrianglesImpl(srcs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd)
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, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool) {
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) {
var imgs [graphics.ShaderImageCount]*atlas.Image
for i, img := range srcs {
if img == nil {
@ -182,7 +182,7 @@ func (i *Image) drawTrianglesImpl(srcs [graphics.ShaderImageCount]*Image, vertic
}
i.invalidatePixels()
i.img.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader.shader, uniforms, evenOdd)
i.img.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, evenOdd)
}
type Shader struct {

View File

@ -33,13 +33,13 @@ func imageDstTextureSize() vec2 {
`
shaderSuffix += fmt.Sprintf(`
var __srcTextureSizes [%[1]d]vec2
var __imageSrcTextureSizes [%[1]d]vec2
// imageSrcTextureSize returns the source image's texture size in pixels.
// As an image is a part of internal texture, the texture is usually bigger than the image.
// The texture's size is useful when you want to calculate pixels from texels in the texel mode.
func imageSrcTextureSize() vec2 {
return __srcTextureSizes[0]
return __imageSrcTextureSizes[0]
}
// The unit is the source texture's pixel or texel.
@ -56,11 +56,8 @@ func imageDstRegionOnTexture() (vec2, vec2) {
return __imageDstRegionOrigin, __imageDstRegionSize
}
// The unit is the source texture's pixel.
var __imageSrcOffsets [%[2]d]vec2
// The unit is the source texture's pixel or texel.
var __imageSrcRegionOrigin vec2
var __imageSrcRegionOrigins [%[1]d]vec2
// The unit is the source texture's pixel or texel.
var __imageSrcRegionSizes [%[1]d]vec2
@ -70,9 +67,9 @@ var __imageSrcRegionSizes [%[1]d]vec2
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageSrcRegionOnTexture() (vec2, vec2) {
return __imageSrcRegionOrigin, __imageSrcRegionSizes[0]
return __imageSrcRegionOrigins[0], __imageSrcRegionSizes[0]
}
`, ShaderImageCount, ShaderImageCount-1)
`, ShaderImageCount)
for i := 0; i < ShaderImageCount; i++ {
pos := "pos"
@ -80,9 +77,9 @@ func imageSrcRegionOnTexture() (vec2, vec2) {
// Convert the position in texture0's positions to the target texture positions.
switch unit {
case shaderir.Pixels:
pos = fmt.Sprintf("pos + __imageSrcOffsets[%d]", i-1)
pos = fmt.Sprintf("pos - __imageSrcRegionOrigins[0] + __imageSrcRegionOrigins[%d]", i)
case shaderir.Texels:
pos = fmt.Sprintf("(pos * __srcTextureSizes[0] + __imageSrcOffsets[%d]) / __srcTextureSizes[%d]", i-1, i)
pos = fmt.Sprintf("((pos - __imageSrcRegionOrigins[0]) * __imageSrcTextureSizes[0]) / __imageSrcTextureSizes[%[1]d] + __imageSrcRegionOrigins[%[1]d]", i)
default:
return "", fmt.Errorf("graphics: unexpected unit: %d", unit)
}
@ -93,14 +90,29 @@ func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
// pos is the position in positions of the source texture (= 0th image's texture).
return __texelAt(__t%[1]d, %[2]s)
}
`, i, pos)
switch unit {
case shaderir.Pixels:
shaderSuffix += fmt.Sprintf(`
func imageSrc%[1]dAt(pos vec2) vec4 {
// pos is the position of the source texture (= 0th image's texture).
// If pos is in the region, the result is (1, 1). Otherwise, either element is 0.
in := step(__imageSrcRegionOrigin, pos) - step(__imageSrcRegionOrigin + __imageSrcRegionSizes[%[1]d], pos)
in := step(__imageSrcRegionOrigins[0], pos) - step(__imageSrcRegionOrigins[0] + __imageSrcRegionSizes[%[1]d], pos)
return __texelAt(__t%[1]d, %[2]s) * in.x * in.y
}
`, i, pos)
case shaderir.Texels:
shaderSuffix += fmt.Sprintf(`
func imageSrc%[1]dAt(pos vec2) vec4 {
// pos is the position of the source texture (= 0th image's texture).
// If pos is in the region, the result is (1, 1). Otherwise, either element is 0.
// With the texel mode, all the source region sizes are the same (#1870).
// As pos is in texels of the 0th texture, always use the 0th image region size.
in := step(__imageSrcRegionOrigins[0], pos) - step(__imageSrcRegionOrigins[0] + __imageSrcRegionSizes[0], pos)
return __texelAt(__t%[1]d, %[2]s) * in.x * in.y
}
`, i, pos)
}
}
shaderSuffix += `

View File

@ -27,19 +27,17 @@ const (
1 + // the source texture sizes array
1 + // the destination image region origin
1 + // the destination image region size
1 + // the offsets array of the second and the following source images
1 + // the source image region origin
1 + // the source image region origins
1 + // the source image region sizes array
1 // the projection matrix
ProjectionMatrixUniformVariableIndex = 7
ProjectionMatrixUniformVariableIndex = 6
PreservedUniformUint32Count = 2 + // the destination texture size
2*ShaderImageCount + // the source texture sizes array
2 + // the destination image region origin
2 + // the destination image region size
2*(ShaderImageCount-1) + // the offsets array of the second and the following source images
2 + // the source image region origin
2*ShaderImageCount + // the source image region origins array
2*ShaderImageCount + // the source image region sizes array
16 // the projection matrix
)

View File

@ -111,7 +111,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion 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 graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, 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)))
}
@ -131,7 +131,7 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
// prependPreservedUniforms not only prepends values to the given slice but also creates a new slice.
// Allocating a new slice is necessary to make EnqueueDrawTrianglesCommand safe so far.
// TODO: This might cause a performance issue (#2601).
uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, offsets, dstRegion, srcRegion)
uniforms = q.prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
// Remove unused uniform variables so that more commands can be merged.
shader.ir.FilterUniformVariables(uniforms)
@ -662,7 +662,7 @@ func roundUpPower2(x int) int {
return p2
}
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, dstRegion, srcRegion graphicsdriver.Region) []uint32 {
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region) []uint32 {
origUniforms := uniforms
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
@ -721,36 +721,38 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
uniforms[12] = math.Float32bits(dstRegion.Width)
uniforms[13] = math.Float32bits(dstRegion.Height)
if shader.unit() == shaderir.Texels && srcs[0] != nil {
w, h := srcs[0].InternalSize()
srcRegion.X /= float32(w)
srcRegion.Y /= float32(h)
srcRegion.Width /= float32(w)
srcRegion.Height /= float32(h)
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)
}
}
// Set the source region offsets.
uniforms[14] = math.Float32bits(offsets[0][0])
uniforms[15] = math.Float32bits(offsets[0][1])
uniforms[16] = math.Float32bits(offsets[1][0])
uniforms[17] = math.Float32bits(offsets[1][1])
uniforms[18] = math.Float32bits(offsets[2][0])
uniforms[19] = math.Float32bits(offsets[2][1])
// Set the source region origin.
uniforms[20] = math.Float32bits(srcRegion.X)
uniforms[21] = math.Float32bits(srcRegion.Y)
// 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)
// Set the source region sizes.
// TODO: Set a different sizes for a different source (#1870).
uniforms[22] = math.Float32bits(srcRegion.Width)
uniforms[23] = math.Float32bits(srcRegion.Height)
uniforms[24] = math.Float32bits(srcRegion.Width)
uniforms[25] = math.Float32bits(srcRegion.Height)
uniforms[26] = math.Float32bits(srcRegion.Width)
uniforms[27] = math.Float32bits(srcRegion.Height)
uniforms[28] = math.Float32bits(srcRegion.Width)
uniforms[29] = math.Float32bits(srcRegion.Height)
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)
// Set the projection matrix.
uniforms[30] = math.Float32bits(2 / float32(dw))

View File

@ -147,7 +147,7 @@ func (i *Image) InternalSize() (int, int) {
//
// If the source image is not specified, i.e., src is nil and there is no image in the uniform variables, the
// elements for the source image are not used.
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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) {
for _, src := range srcs {
if src == nil {
continue
@ -159,7 +159,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
}
i.flushBufferedWritePixels()
currentCommandQueue().EnqueueDrawTrianglesCommand(i, srcs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader, uniforms, evenOdd)
currentCommandQueue().EnqueueDrawTrianglesCommand(i, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd)
}
// ReadPixels reads the image's pixels.

View File

@ -64,7 +64,7 @@ func TestClear(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, nearestFilterShader, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), []graphicsdriver.PixelsArgs{
@ -100,8 +100,8 @@ func TestWritePixelsPartAfterDrawTriangles(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false)
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)
dst.WritePixels(make([]byte, 4), image.Rect(0, 0, 1, 1))
// TODO: Check the result.
@ -119,11 +119,11 @@ func TestShader(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, nearestFilterShader, nil, false)
g := ui.GraphicsDriverForTesting()
s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, s, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(g, []graphicsdriver.PixelsArgs{

View File

@ -66,7 +66,7 @@ func (m *Mipmap) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byt
return m.orig.ReadPixels(graphicsDriver, pixels, region)
}
func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool) {
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) {
if len(indices) == 0 {
return
}
@ -124,7 +124,7 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices
imgs[i] = src.orig
}
m.orig.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader.shader, uniforms, evenOdd)
m.orig.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, evenOdd)
m.disposeMipmaps()
}
@ -193,7 +193,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
Width: float32(w2),
Height: float32(h2),
}
s.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, nil, false)
s.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, shader.shader, nil, false)
m.setImg(level, s)
return m.imgs[level]

View File

@ -74,12 +74,11 @@ func (p *Pixels) AppendRegion(regions []image.Rectangle) []image.Rectangle {
// drawTrianglesHistoryItem is an item for history of draw-image commands.
type drawTrianglesHistoryItem struct {
images [graphics.ShaderImageCount]*Image
offsets [graphics.ShaderImageCount - 1][2]float32
vertices []float32
indices []uint16
blend graphicsdriver.Blend
dstRegion graphicsdriver.Region
srcRegion graphicsdriver.Region
srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
shader *Shader
uniforms []uint32
evenOdd bool
@ -174,7 +173,6 @@ func (i *Image) Extend(width, height int) *Image {
// Use DrawTriangles instead of WritePixels because the image i might be stale and not have its pixels
// information.
srcs := [graphics.ShaderImageCount]*Image{i}
var offsets [graphics.ShaderImageCount - 1][2]float32
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()
@ -184,7 +182,7 @@ func (i *Image) Extend(width, height int) *Image {
Width: float32(sw),
Height: float32(sh),
}
newImg.DrawTriangles(srcs, offsets, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, NearestFilterShader, nil, false)
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false)
i.Dispose()
return newImg
@ -206,14 +204,13 @@ func clearImage(i *graphicscommand.Image) {
dw, dh := i.InternalSize()
vs := quadVertices(0, 0, float32(dw), float32(dh), 0, 0, 0, 0, 0, 0, 0, 0)
is := graphics.QuadIndices()
var offsets [graphics.ShaderImageCount - 1][2]float32
dstRegion := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(dw),
Height: float32(dh),
}
i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, offsets, vs, is, graphicsdriver.BlendClear, dstRegion, graphicsdriver.Region{}, clearShader.shader, nil, false)
i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, clearShader.shader, nil, false)
}
// BasePixelsForTesting returns the image's basePixels for testing.
@ -338,7 +335,7 @@ 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, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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) {
if len(vertices) == 0 {
return
}
@ -360,7 +357,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
if srcstale || !needsRestoring() || !i.needsRestoring() || i.stale {
i.makeStale(regionToRectangle(dstRegion))
} else {
i.appendDrawTrianglesHistory(srcs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader, uniforms, evenOdd)
i.appendDrawTrianglesHistory(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd)
}
var imgs [graphics.ShaderImageCount]*graphicscommand.Image
@ -370,11 +367,11 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
}
imgs[i] = src.image
}
i.image.DrawTriangles(imgs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader.shader, uniforms, evenOdd)
i.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, evenOdd)
}
// appendDrawTrianglesHistory appends a draw-image history item to the image.
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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) {
if i.stale || !i.needsRestoring() {
panic("restorable: an image must not be stale or need restoring at appendDrawTrianglesHistory")
}
@ -402,12 +399,11 @@ func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Imag
item := &drawTrianglesHistoryItem{
images: srcs,
offsets: offsets,
vertices: vs,
indices: is,
blend: blend,
dstRegion: dstRegion,
srcRegion: srcRegion,
srcRegions: srcRegions,
shader: shader,
uniforms: us,
evenOdd: evenOdd,
@ -621,7 +617,7 @@ func (i *Image) restore(graphicsDriver graphicsdriver.Graphics) error {
}
imgs[i] = img.image
}
gimg.DrawTriangles(imgs, c.offsets, c.vertices, c.indices, c.blend, c.dstRegion, c.srcRegion, c.shader.shader, c.uniforms, c.evenOdd)
gimg.DrawTriangles(imgs, c.vertices, c.indices, c.blend, c.dstRegion, c.srcRegions, c.shader.shader, c.uniforms, c.evenOdd)
}
// In order to clear the draw-triangles history, read pixels from GPU.

View File

@ -139,7 +139,7 @@ func TestRestoreChain(t *testing.T) {
Width: 1,
Height: 1,
}
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
}
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
@ -187,10 +187,10 @@ func TestRestoreChain2(t *testing.T) {
Width: w,
Height: h,
}
imgs[8].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[7]}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
imgs[9].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[8]}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
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)
for i := 0; i < 7; i++ {
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendCopy, dr, 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]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
}
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
@ -236,10 +236,10 @@ func TestRestoreOverrideSource(t *testing.T) {
Width: w,
Height: h,
}
img2.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
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)
img0.WritePixels([]byte{clr1.R, clr1.G, clr1.B, clr1.A}, image.Rect(0, 0, w, h))
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, quadVertices(w, h, 0, 0), is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
}
@ -323,25 +323,24 @@ func TestRestoreComplexGraph(t *testing.T) {
Width: w,
Height: h,
}
var offsets [graphics.ShaderImageCount - 1][2]float32
vs := quadVertices(w, h, 0, 0)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, offsets, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 1, 0)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, offsets, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img3.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 1, 0)
img4.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, offsets, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img4.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 2, 0)
img4.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, offsets, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img4.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 0, 0)
img5.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, offsets, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img5.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 0, 0)
img6.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, offsets, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img6.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 1, 0)
img6.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img4}, offsets, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img6.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img4}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 0, 0)
img7.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, offsets, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img7.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
vs = quadVertices(w, h, 2, 0)
img7.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, offsets, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img7.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img3}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
}
@ -439,8 +438,8 @@ func TestRestoreRecursive(t *testing.T) {
Width: w,
Height: h,
}
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(w, h, 1, 0), is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(w, h, 1, 0), is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
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)
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
}
@ -543,7 +542,7 @@ func TestDrawTrianglesAndWritePixels(t *testing.T) {
Width: 2,
Height: 1,
}
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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 {
@ -586,8 +585,8 @@ func TestDispose(t *testing.T) {
Width: 1,
Height: 1,
}
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img2}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(1, 1, 0, 0), is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img0.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img1}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(1, 1, 0, 0), is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
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)
img1.Dispose()
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
@ -701,7 +700,7 @@ func TestWritePixelsOnly(t *testing.T) {
Width: 1,
Height: 1,
}
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img1.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{img0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img0.WritePixels([]byte{5, 6, 7, 8}, image.Rect(0, 0, 1, 1))
// BasePixelsForTesting is available without GPU accessing.
@ -760,7 +759,7 @@ func TestReadPixelsFromVolatileImage(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
// Read the pixels. If the implementation is correct, dst tries to read its pixels from GPU due to being
// stale.
@ -789,7 +788,7 @@ func TestAllowWritePixelsAfterDrawTriangles(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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.
}
@ -813,7 +812,7 @@ func TestAllowWritePixelsForPartAfterDrawTriangles(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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.
@ -912,7 +911,7 @@ func TestDrawTrianglesAndExtend(t *testing.T) {
Width: w,
Height: h,
}
orig.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
orig.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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))
@ -967,7 +966,7 @@ func TestMutateSlices(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
for i := range vs {
vs[i] = 0
}
@ -1164,7 +1163,7 @@ func TestDrawTrianglesAndReadPixels(t *testing.T) {
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, 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 {
@ -1193,7 +1192,7 @@ func TestWritePixelsAndDrawTriangles(t *testing.T) {
Width: 1,
Height: 1,
}
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
// Get the pixels.
pix := make([]byte, 4*2*1)

View File

@ -51,7 +51,7 @@ func clearImage(img *restorable.Image, w, h int) {
Width: float32(w),
Height: float32(h),
}
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{emptyImage}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{emptyImage}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, restorable.NearestFilterShader, nil, false)
}
func TestShader(t *testing.T) {
@ -65,7 +65,7 @@ func TestShader(t *testing.T) {
Width: 1,
Height: 1,
}
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s, nil, false)
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
t.Fatal(err)
@ -100,7 +100,7 @@ func TestShaderChain(t *testing.T) {
Width: 1,
Height: 1,
}
imgs[i+1].DrawTriangles([graphics.ShaderImageCount]*restorable.Image{imgs[i]}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
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)
}
if err := restorable.ResolveStaleImages(ui.GraphicsDriverForTesting()); err != nil {
@ -131,14 +131,13 @@ func TestShaderMultipleSources(t *testing.T) {
dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
s := restorable.NewShader(etesting.ShaderProgramImages(3))
var offsets [graphics.ShaderImageCount - 1][2]float32
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
dst.DrawTriangles(srcs, offsets, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
dst.DrawTriangles(srcs, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s, nil, false)
// Clear one of the sources after DrawTriangles. dst should not be affected.
clearImage(srcs[0], 1, 1)
@ -169,17 +168,33 @@ func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
s := restorable.NewShader(etesting.ShaderProgramImages(3))
offsets := [graphics.ShaderImageCount - 1][2]float32{
{1, 0},
{2, 0},
}
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: 1,
Height: 1,
}
dst.DrawTriangles(srcs, offsets, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
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,
},
}
dst.DrawTriangles(srcs, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, srcRegions, s, nil, false)
// Clear one of the sources after DrawTriangles. dst should not be affected.
clearImage(srcs[0], 3, 1)
@ -209,7 +224,7 @@ func TestShaderDispose(t *testing.T) {
Width: 1,
Height: 1,
}
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, [graphics.ShaderImageCount - 1][2]float32{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, s, nil, false)
img.DrawTriangles([graphics.ShaderImageCount]*restorable.Image{}, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, s, nil, false)
// Dispose the shader. This should invalidate all the images using this shader i.e., all the images become
// stale.

View File

@ -76,7 +76,7 @@ func (i *Image) MarkDisposed() {
i.modifyCallback = nil
}
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, 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 graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
if i.modifyCallback != nil {
i.modifyCallback()
}
@ -98,7 +98,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
i.bigOffscreenBuffer = newBigOffscreenImage(i, imageType)
}
i.bigOffscreenBuffer.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, canSkipMipmap, false)
i.bigOffscreenBuffer.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd, canSkipMipmap, false)
return
}
@ -113,7 +113,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
srcMipmaps[i] = src.mipmap
}
i.mipmap.DrawTriangles(srcMipmaps, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader.shader, uniforms, evenOdd, canSkipMipmap)
i.mipmap.DrawTriangles(srcMipmaps, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, evenOdd, canSkipMipmap)
}
func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
@ -251,7 +251,7 @@ func (i *Image) flushDotsBufferIfNeeded() {
Width: float32(i.width),
Height: float32(i.height),
}
i.mipmap.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader.shader, nil, false, true)
i.mipmap.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader.shader, nil, false, true)
}
func (i *Image) flushBigOffscreenBufferIfNeeded() {
@ -302,7 +302,7 @@ 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, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
i.DrawTriangles(srcs, i.tmpVerticesForFill, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true, false)
}
type bigOffscreenImage struct {
@ -334,7 +334,7 @@ func (i *bigOffscreenImage) markDisposed() {
i.dirty = false
}
func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, 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 graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
if i.blend != blend {
i.flush()
}
@ -374,7 +374,7 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
Width: i.region.Width * bigOffscreenScale,
Height: i.region.Height * bigOffscreenScale,
}
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true, false)
}
for idx := 0; idx < len(vertices); idx += graphics.VertexFloatCount {
@ -399,7 +399,7 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
Height: (y1 - y0) * bigOffscreenScale,
}
i.image.DrawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, canSkipMipmap, false)
i.image.DrawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd, canSkipMipmap, false)
i.dirty = true
}
@ -431,7 +431,7 @@ func (i *bigOffscreenImage) flush() {
if i.blend != graphicsdriver.BlendSourceOver {
blend = graphicsdriver.BlendCopy
}
i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, LinearFilterShader, nil, false, true, false)
i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderImageCount]graphicsdriver.Region{}, LinearFilterShader, nil, false, true, false)
i.image.clear()
i.dirty = false