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ebiten: Bug fix: Draw commands with EvenOdd should not be merged
Updates #1684
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@ -2332,7 +2332,7 @@ func TestImageEvenOdd(t *testing.T) {
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}
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}
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// Do the same thing with a little shift. This confirms that the underlying stencil buffer is cleared correctly.
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// Do the same thing but with a little shift. This confirms that the underlying stencil buffer is cleared correctly.
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for i := range vs0 {
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vs0[i].DstX++
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vs0[i].DstY++
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@ -2366,4 +2366,42 @@ func TestImageEvenOdd(t *testing.T) {
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}
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}
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}
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// Do the same thing but with split DrawTriangle calls. This confirms that the even-odd rule is applied for one call.
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for i := range vs0 {
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vs0[i].DstX--
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vs0[i].DstY--
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}
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for i := range vs1 {
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vs1[i].DstX--
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vs1[i].DstY--
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}
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for i := range vs2 {
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vs2[i].DstX--
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vs2[i].DstY--
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}
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dst.Clear()
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// Use the first indices set.
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dst.DrawTriangles(vs0, is0, emptySubImage, op)
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dst.DrawTriangles(vs1, is0, emptySubImage, op)
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dst.DrawTriangles(vs2, is0, emptySubImage, op)
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for j := 0; j < 16; j++ {
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for i := 0; i < 16; i++ {
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got := dst.At(i, j)
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var want color.RGBA
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switch {
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case 3 <= i && i < 13 && 3 <= j && j < 13:
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want = color.RGBA{0, 0, 0xff, 0xff}
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case 2 <= i && i < 14 && 2 <= j && j < 14:
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want = color.RGBA{0, 0xff, 0, 0xff}
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case 1 <= i && i < 15 && 1 <= j && j < 15:
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want = color.RGBA{0xff, 0, 0, 0xff}
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default:
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want = color.RGBA{0, 0, 0, 0}
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}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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@ -482,7 +482,7 @@ func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs
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if c.srcRegion != srcRegion {
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return false
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}
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if c.evenOdd != evenOdd {
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if c.evenOdd || evenOdd {
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return false
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}
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return true
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@ -316,7 +316,6 @@ type Graphics struct {
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screenDrawable ca.MetalDrawable
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lastDstTexture mtl.Texture
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lastStencilUse bool
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vb mtl.Buffer
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ib mtl.Buffer
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@ -345,10 +344,6 @@ const (
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noStencil
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)
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func (s stencilMode) useStencil() bool {
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return s != noStencil
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}
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var theGraphics Graphics
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func Get() *Graphics {
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@ -645,11 +640,13 @@ func (g *Graphics) flushRenderCommandEncoderIfNeeded() {
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g.rce.EndEncoding()
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g.rce = mtl.RenderCommandEncoder{}
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g.lastDstTexture = mtl.Texture{}
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g.lastStencilUse = false
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}
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func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion driver.Region, srcs [graphics.ShaderImageNum]*Image, indexLen int, indexOffset int, uniforms []interface{}, stencilMode stencilMode) error {
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if g.lastDstTexture != dst.mtlTexture() || g.lastStencilUse != stencilMode.useStencil() {
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// When prepareing a stencil buffer, flush the current render command encoder
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// to make sure the stencil buffer is cleared when loading.
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// TODO: What about clearing the stencil buffer by vertices?
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if g.lastDstTexture != dst.mtlTexture() || stencilMode == prepareStencil {
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g.flushRenderCommandEncoderIfNeeded()
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}
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@ -668,7 +665,7 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion drive
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rpd.ColorAttachments[0].Texture = t
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rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{}
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if stencilMode.useStencil() {
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if stencilMode == prepareStencil {
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dst.ensureStencil()
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rpd.StencilAttachment.LoadAction = mtl.LoadActionClear
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rpd.StencilAttachment.StoreAction = mtl.StoreActionDontCare
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@ -680,7 +677,6 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion drive
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}
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g.rce = g.cb.MakeRenderCommandEncoder(rpd)
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}
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g.lastStencilUse = stencilMode.useStencil()
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g.rce.SetRenderPipelineState(rps)
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