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ebiten: bug fix: resolveSetVerticesCacheIfNeeded could resolve more vertices
Closes #2178
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parent
a70e069f0d
commit
66bf40dc84
24
image.go
24
image.go
@ -66,10 +66,10 @@ func (i *Image) resolveSetVerticesCacheIfNeeded() {
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}
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}
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l := len(i.setVerticesCache)
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l := len(i.setVerticesCache)
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vs := make([]float32, l*graphics.VertexFloatNum*4)
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vs := graphics.Vertices(l * 4)
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is := make([]uint16, l*6)
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is := make([]uint16, l*6)
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sx, sy := emptyImage.adjustPositionF32(1, 1)
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sx, sy := emptyImage.adjustPositionF32(1, 1)
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var idx uint16
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var idx int
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for p, c := range i.setVerticesCache {
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for p, c := range i.setVerticesCache {
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dx := float32(p[0])
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dx := float32(p[0])
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dy := float32(p[1])
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dy := float32(p[1])
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@ -115,20 +115,19 @@ func (i *Image) resolveSetVerticesCacheIfNeeded() {
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vs[graphics.VertexFloatNum*4*idx+30] = cbf
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vs[graphics.VertexFloatNum*4*idx+30] = cbf
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vs[graphics.VertexFloatNum*4*idx+31] = caf
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vs[graphics.VertexFloatNum*4*idx+31] = caf
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is[6*idx] = 4 * idx
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is[6*idx] = uint16(4 * idx)
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is[6*idx+1] = 4*idx + 1
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is[6*idx+1] = uint16(4*idx + 1)
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is[6*idx+2] = 4*idx + 2
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is[6*idx+2] = uint16(4*idx + 2)
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is[6*idx+3] = 4*idx + 1
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is[6*idx+3] = uint16(4*idx + 1)
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is[6*idx+4] = 4*idx + 2
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is[6*idx+4] = uint16(4*idx + 2)
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is[6*idx+5] = 4*idx + 3
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is[6*idx+5] = uint16(4*idx + 3)
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idx++
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idx++
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}
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}
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i.setVerticesCache = nil
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srcs := [graphics.ShaderImageNum]*ui.Image{emptyImage.image}
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srcs := [graphics.ShaderImageNum]*ui.Image{emptyImage.image}
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i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeSourceOver, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, false, true)
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i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeSourceOver, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, false, true)
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i.setVerticesCache = nil
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}
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}
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// Size returns the size of the image.
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// Size returns the size of the image.
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@ -843,9 +842,8 @@ func (i *Image) Set(x, y int, clr color.Color) {
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dx, dy := i.adjustPosition(x, y)
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dx, dy := i.adjustPosition(x, y)
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cr, cg, cb, ca := clr.RGBA()
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cr, cg, cb, ca := clr.RGBA()
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i.setVerticesCache[[2]int{dx, dy}] = [4]byte{byte(cr / 0x101), byte(cg / 0x101), byte(cb / 0x101), byte(ca / 0x101)}
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i.setVerticesCache[[2]int{dx, dy}] = [4]byte{byte(cr / 0x101), byte(cg / 0x101), byte(cb / 0x101), byte(ca / 0x101)}
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// TODO: This fails with 2049 or more. In theory this should work with 10000. Investigate why (#2178).
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// One square requires 6 indices (= 2 triangles).
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// Probably this is because the vertices number exceeds 65536 (=2048*32), but why is there such a limitation?
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if len(i.setVerticesCache) >= graphics.IndicesNum/6 {
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if len(i.setVerticesCache) >= 2048 {
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i.resolveSetVerticesCacheIfNeeded()
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i.resolveSetVerticesCacheIfNeeded()
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}
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}
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}
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}
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@ -2175,12 +2175,16 @@ func TestImageDrawTrianglesShaderInterpolatesValues(t *testing.T) {
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// Issue #1137
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// Issue #1137
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func TestImageDrawOver(t *testing.T) {
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func TestImageDrawOver(t *testing.T) {
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dst := ebiten.NewImage(320, 240)
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const (
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w = 320
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h = 240
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)
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dst := ebiten.NewImage(w, h)
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src := image.NewUniform(color.RGBA{0xff, 0, 0, 0xff})
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src := image.NewUniform(color.RGBA{0xff, 0, 0, 0xff})
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// This must not cause infinite-loop.
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// This must not cause infinite-loop.
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draw.Draw(dst, dst.Bounds(), src, image.ZP, draw.Over)
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draw.Draw(dst, dst.Bounds(), src, image.ZP, draw.Over)
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for j := 0; j < 240; j++ {
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for j := 0; j < h; j++ {
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for i := 0; i < 320; i++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j)
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got := dst.At(i, j)
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want := color.RGBA{0xff, 0, 0, 0xff}
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want := color.RGBA{0xff, 0, 0, 0xff}
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if got != want {
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if got != want {
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