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https://github.com/hajimehoshi/ebiten.git
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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:
parent
4b9875295c
commit
534370f7b1
64
image.go
64
image.go
@ -270,7 +270,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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})
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}
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), img.adjustedRegion(), [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, i.tmpUniforms, false, canSkipMipmap(geoM, filter), false)
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), [graphics.ShaderImageCount]graphicsdriver.Region{img.adjustedRegion()}, shader.shader, i.tmpUniforms, false, canSkipMipmap(geoM, filter), false)
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}
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// Vertex represents a vertex passed to DrawTriangles.
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@ -515,7 +515,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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})
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}
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), img.adjustedRegion(), [graphics.ShaderImageCount - 1][2]float32{}, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, filter != builtinshader.FilterLinear, options.AntiAlias)
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i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedRegion(), [graphics.ShaderImageCount]graphicsdriver.Region{img.adjustedRegion()}, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, filter != builtinshader.FilterLinear, options.AntiAlias)
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}
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// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
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@ -659,28 +659,18 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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imgs[i] = img.image
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}
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var sr graphicsdriver.Region
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if img := options.Images[0]; img != nil {
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sr = img.adjustedRegion()
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}
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var offsets [graphics.ShaderImageCount - 1][2]float32
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for i, img := range options.Images[1:] {
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var srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
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for i, img := range options.Images {
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if img == nil {
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continue
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}
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b := img.Bounds()
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x, y := img.adjustPosition(b.Min.X, b.Min.Y)
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// (sr.X, sr.Y) is the upper-left position of the first image.
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// Calculate the distance between the current image's upper-left position and the first one's.
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offsets[i][0] = float32(x) - sr.X
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offsets[i][1] = float32(y) - sr.Y
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srcRegions[i] = img.adjustedRegion()
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}
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i.tmpUniforms = i.tmpUniforms[:0]
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i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), srcRegions, shader.shader, i.tmpUniforms, options.FillRule == EvenOdd, true, options.AntiAlias)
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}
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// DrawRectShaderOptions represents options for DrawRectShader.
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@ -775,16 +765,20 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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imgs[i] = img.image
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}
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var sr graphicsdriver.Region
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if img := options.Images[0]; img != nil {
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sr = img.adjustedRegion()
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} else if shader.unit == shaderir.Pixels {
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// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrcRegionOnTexture (#2166).
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// With the texel mode, the imageSrcRegionOnTexture values should be in texels so the source position in pixels would not match.
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sr = graphicsdriver.Region{
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Width: float32(width),
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Height: float32(height),
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var srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
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for i, img := range options.Images {
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if img == nil {
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if shader.unit == shaderir.Pixels && i == 0 {
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// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrcRegionOnTexture (#2166).
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// With the texel mode, the imageSrcRegionOnTexture values should be in texels so the source position in pixels would not match.
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srcRegions[i] = graphicsdriver.Region{
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Width: float32(width),
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Height: float32(height),
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}
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}
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continue
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}
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srcRegions[i] = img.adjustedRegion()
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}
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geoM := options.GeoM
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@ -794,27 +788,15 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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a, b, c, d, tx, ty := geoM.elements32()
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cr, cg, cb, ca := options.ColorScale.elements()
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vs := i.ensureTmpVertices(4 * graphics.VertexFloatCount)
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// Do not use sr.Width and sr.Height as these might be empty.
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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)
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is := graphics.QuadIndices()
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var offsets [graphics.ShaderImageCount - 1][2]float32
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for i, img := range options.Images[1:] {
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if img == nil {
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continue
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}
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b := img.Bounds()
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x, y := img.adjustPosition(b.Min.X, b.Min.Y)
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// (sr.X, sr.Y) is the upper-left position of the first image.
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// Calculate the distance between the current image's upper-left position and the first one's.
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offsets[i][0] = float32(x) - sr.X
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offsets[i][1] = float32(y) - sr.Y
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}
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// Do not use srcRegions[0].Width and srcRegions[-].Height as these might be empty.
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graphics.QuadVertices(vs, srcRegions[0].X, srcRegions[0].Y, srcRegions[0].X+float32(width), srcRegions[0].Y+float32(height), a, b, c, d, tx, ty, cr, cg, cb, ca)
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is := graphics.QuadIndices()
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i.tmpUniforms = i.tmpUniforms[:0]
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i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), sr, offsets, shader.shader, i.tmpUniforms, false, true, false)
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i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedRegion(), srcRegions, shader.shader, i.tmpUniforms, false, true, false)
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}
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// SubImage returns an image representing the portion of the image p visible through r.
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@ -282,7 +282,7 @@ func (i *Image) ensureIsolatedFromSource(backends []*backend) {
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Height: h,
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}
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true)
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true)
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newI.moveTo(i)
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}
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@ -317,7 +317,7 @@ func (i *Image) putOnSourceBackend(graphicsDriver graphicsdriver.Graphics) {
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Width: w,
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Height: h,
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}
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true)
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newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, NearestFilterShader, nil, false, true)
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newI.moveTo(i)
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i.usedAsSourceCount = 0
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@ -349,13 +349,13 @@ func (i *Image) regionWithPadding() image.Rectangle {
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// 5: Color G
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// 6: Color B
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// 7: Color Y
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool) {
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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backendsM.Lock()
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defer backendsM.Unlock()
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i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd, false)
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i.drawTriangles(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd, false)
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}
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool, keepOnAtlas bool) {
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func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion graphicsdriver.Region, srcRegions [graphics.ShaderImageCount]graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool, keepOnAtlas bool) {
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if i.disposed {
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panic("atlas: the drawing target image must not be disposed (DrawTriangles)")
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}
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@ -413,12 +413,6 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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vertices[i+3] /= shf
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}
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}
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// srcRegion can be deliberately empty when this is not needed in order to avoid unexpected
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// performance issue (#1293).
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if srcRegion.Width != 0 && srcRegion.Height != 0 {
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srcRegion.X += oxf
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srcRegion.Y += oyf
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}
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} else {
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n := len(vertices)
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for i := 0; i < n; i += graphics.VertexFloatCount {
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@ -427,17 +421,23 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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}
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}
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var offsets [graphics.ShaderImageCount - 1][2]float32
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var imgs [graphics.ShaderImageCount]*restorable.Image
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for i, subimageOffset := range subimageOffsets {
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src := srcs[i+1]
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for i, src := range srcs {
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if src == nil {
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continue
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}
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// A source region can be deliberately empty when this is not needed in order to avoid unexpected
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// performance issue (#1293).
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if srcRegions[i].Width == 0 || srcRegions[i].Height == 0 {
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continue
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}
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r := src.regionWithPadding()
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offsets[i][0] = float32(r.Min.X) - oxf + subimageOffset[0]
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offsets[i][1] = float32(r.Min.Y) - oyf + subimageOffset[1]
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srcRegions[i].X += float32(r.Min.X)
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srcRegions[i].Y += float32(r.Min.Y)
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}
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var imgs [graphics.ShaderImageCount]*restorable.Image
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for i, src := range srcs {
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if src == nil {
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continue
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@ -445,7 +445,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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imgs[i] = src.backend.restorable
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}
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i.backend.restorable.DrawTriangles(imgs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader.shader, uniforms, evenOdd)
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i.backend.restorable.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, evenOdd)
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for _, src := range srcs {
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if src == nil {
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@ -108,7 +108,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
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Width: size,
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Height: size,
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}
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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if got, want := img4.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -121,7 +121,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
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Width: size / 2,
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Height: size / 2,
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}
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img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -151,7 +151,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
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// Check further drawing doesn't cause panic.
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// This bug was fixed by 03dcd948.
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vs = quadVertices(0, 0, size/2, size/2, 1)
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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}
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func TestReputOnSourceBackend(t *testing.T) {
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@ -200,7 +200,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// Render onto img1. The count should not matter.
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for i := 0; i < 5; i++ {
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vs := quadVertices(size, size, 0, 0, 1)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -212,7 +212,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
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atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -220,7 +220,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// Finally, img1 is on a source backend.
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atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -245,7 +245,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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}
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vs = quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -271,7 +271,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// Use img1 as a render target again. The count should not matter.
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for i := 0; i < 5; i++ {
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vs := quadVertices(size, size, 0, 0, 1)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -283,7 +283,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
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img1.WritePixels(make([]byte, 4*size*size), image.Rect(0, 0, size, size))
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -292,7 +292,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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// img1 is not on an atlas due to WritePixels.
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vs = quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]graphicsdriver.Region{}, atlas.NearestFilterShader, nil, false)
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if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -301,7 +301,7 @@ func TestReputOnSourceBackend(t *testing.T) {
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for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
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atlas.PutImagesOnSourceBackendForTesting(ui.GraphicsDriverForTesting())
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vs := quadVertices(size, size, 0, 0, 1)
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img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, atlas.NearestFilterShader, nil, false)
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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())
|
||||
}
|
||||
|
@ -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 {
|
||||
|
@ -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 {
|
||||
|
@ -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 += `
|
||||
|
@ -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
|
||||
)
|
||||
|
@ -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))
|
||||
|
@ -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.
|
||||
|
@ -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{
|
||||
|
@ -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]
|
||||
|
@ -73,16 +73,15 @@ 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
|
||||
shader *Shader
|
||||
uniforms []uint32
|
||||
evenOdd bool
|
||||
images [graphics.ShaderImageCount]*Image
|
||||
vertices []float32
|
||||
indices []uint16
|
||||
blend graphicsdriver.Blend
|
||||
dstRegion graphicsdriver.Region
|
||||
srcRegions [graphics.ShaderImageCount]graphicsdriver.Region
|
||||
shader *Shader
|
||||
uniforms []uint32
|
||||
evenOdd bool
|
||||
}
|
||||
|
||||
type ImageType int
|
||||
@ -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")
|
||||
}
|
||||
@ -401,16 +398,15 @@ func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Imag
|
||||
copy(us, uniforms)
|
||||
|
||||
item := &drawTrianglesHistoryItem{
|
||||
images: srcs,
|
||||
offsets: offsets,
|
||||
vertices: vs,
|
||||
indices: is,
|
||||
blend: blend,
|
||||
dstRegion: dstRegion,
|
||||
srcRegion: srcRegion,
|
||||
shader: shader,
|
||||
uniforms: us,
|
||||
evenOdd: evenOdd,
|
||||
images: srcs,
|
||||
vertices: vs,
|
||||
indices: is,
|
||||
blend: blend,
|
||||
dstRegion: dstRegion,
|
||||
srcRegions: srcRegions,
|
||||
shader: shader,
|
||||
uniforms: us,
|
||||
evenOdd: evenOdd,
|
||||
}
|
||||
i.drawTrianglesHistory = append(i.drawTrianglesHistory, item)
|
||||
}
|
||||
@ -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.
|
||||
|
@ -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)
|
||||
|
@ -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.
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user