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graphicsdriver/opengl: Integrate uniform variables
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ff311dd564
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@ -135,7 +135,7 @@ func (g *Graphics) Draw(indexLen int, indexOffset int, mode driver.CompositeMode
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address: address,
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}]
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uniforms := map[string][]float32{}
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uniforms := map[string]interface{}{}
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vw := destination.framebuffer.width
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vh := destination.framebuffer.height
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@ -155,7 +155,12 @@ func (g *Graphics) Draw(indexLen int, indexOffset int, mode driver.CompositeMode
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uniforms["source_size"] = []float32{float32(sw), float32(sh)}
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}
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if err := g.useProgram(program, uniforms, filter); err != nil {
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if filter == driver.FilterScreen {
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scale := float32(g.state.destination.width) / float32(g.state.source.width)
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uniforms["scale"] = scale
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}
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if err := g.useProgram(program, uniforms); err != nil {
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return err
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}
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@ -133,7 +133,7 @@ type openGLState struct {
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programs map[programKey]program
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lastProgram program
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lastUniforms map[string][]float32
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lastUniforms map[string]interface{}
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source *Image
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destination *Image
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@ -151,7 +151,7 @@ func (s *openGLState) reset(context *context) error {
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}
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s.lastProgram = zeroProgram
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s.lastUniforms = map[string][]float32{}
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s.lastUniforms = map[string]interface{}{}
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// When context lost happens, deleting programs or buffers is not necessary.
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// However, it is not assumed that reset is called only when context lost happens.
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@ -240,7 +240,7 @@ func areSameFloat32Array(a, b []float32) bool {
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}
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// useProgram uses the program (programTexture).
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func (g *Graphics) useProgram(program program, uniforms map[string][]float32, filter driver.Filter) error {
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func (g *Graphics) useProgram(program program, uniforms map[string]interface{}) error {
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if !g.state.lastProgram.equal(program) {
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g.context.useProgram(program)
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if g.state.lastProgram.equal(zeroProgram) {
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@ -251,20 +251,25 @@ func (g *Graphics) useProgram(program program, uniforms map[string][]float32, fi
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}
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g.state.lastProgram = program
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g.state.lastUniforms = map[string][]float32{}
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g.state.lastUniforms = map[string]interface{}{}
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}
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for key, u := range uniforms {
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if areSameFloat32Array(g.state.lastUniforms[key], u) {
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switch u := u.(type) {
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case float32:
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cached, ok := g.state.lastUniforms[key].(float32)
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if ok && cached == u {
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continue
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}
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g.context.uniformFloat(program, key, u)
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case []float32:
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cached, ok := g.state.lastUniforms[key].([]float32)
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if ok && areSameFloat32Array(cached, u) {
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continue
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}
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g.context.uniformFloats(program, key, u)
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g.state.lastUniforms[key] = u
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}
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if filter == driver.FilterScreen {
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scale := float32(g.state.destination.width) / float32(g.state.source.width)
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g.context.uniformFloat(program, "scale", scale)
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g.state.lastUniforms[key] = u
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}
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// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
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