internal/atlas: always use DrawTriangles at putOnAtlas

DrawTriangles was introduced at #1508, and apparently there is no
reason we should use ReplacePixels here. So, simplify the logic by
using only DrawTriangles.
This commit is contained in:
Hajime Hoshi 2022-06-10 02:58:01 +09:00
parent bdae45be8f
commit 6b814888b5
3 changed files with 20 additions and 39 deletions

View File

@ -341,24 +341,6 @@ func (i *Image) putOnAtlas(graphicsDriver graphicsdriver.Graphics) error {
newI := NewImage(i.width, i.height, ImageTypeRegular)
if restorable.NeedsRestoring() {
// If the underlying graphics driver requires restoring from the context lost, the pixel data is
// needed. An image on an atlas must have its complete pixel data in this case.
pixels := make([]byte, 4*i.width*i.height)
for y := 0; y < i.height; y++ {
for x := 0; x < i.width; x++ {
r, g, b, a, err := i.at(graphicsDriver, x+i.paddingSize(), y+i.paddingSize())
if err != nil {
return err
}
pixels[4*(i.width*y+x)] = r
pixels[4*(i.width*y+x)+1] = g
pixels[4*(i.width*y+x)+2] = b
pixels[4*(i.width*y+x)+3] = a
}
}
newI.replacePixels(pixels, nil)
} else {
// If the underlying graphics driver doesn't require restoring from the context lost, just a regular
// rendering works.
w, h := float32(i.width), float32(i.height)
@ -371,7 +353,6 @@ func (i *Image) putOnAtlas(graphicsDriver graphicsdriver.Graphics) error {
Height: h,
}
newI.drawTriangles([graphics.ShaderImageNum]*Image{i}, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dr, graphicsdriver.Region{}, [graphics.ShaderImageNum - 1][2]float32{}, nil, nil, false, true)
}
newI.moveTo(i)
i.usedAsSourceCount = 0

View File

@ -127,7 +127,7 @@ func ensureEmptyImage() *Image {
return emptyImage
}
// Initialize the empty image lazily. Some functions like NeedsRestoring might not work at the initial phase.
// Initialize the empty image lazily. Some functions like needsRestoring might not work at the initial phase.
// w and h are the empty image's size. They indicate the 1x1 image with 1px padding around.
const w, h = 3, 3
@ -299,7 +299,7 @@ func (i *Image) ReplacePixels(pixels []byte, mask []byte, x, y, width, height in
i.image.ReplacePixels(make([]byte, 4*width*height), nil, x, y, width, height)
}
if !NeedsRestoring() || !i.needsRestoring() {
if !needsRestoring() || !i.needsRestoring() {
i.makeStale()
return
}
@ -373,7 +373,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [gra
}
}
if srcstale || !NeedsRestoring() || !i.needsRestoring() {
if srcstale || !needsRestoring() || !i.needsRestoring() {
i.makeStale()
} else {
i.appendDrawTrianglesHistory(srcs, offsets, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, shader, uniforms, evenOdd)
@ -498,7 +498,7 @@ func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error
// resolveStale resolves the image's 'stale' state.
func (i *Image) resolveStale(graphicsDriver graphicsdriver.Graphics) error {
if !NeedsRestoring() {
if !needsRestoring() {
return nil
}
if !i.needsRestoring() {

View File

@ -29,8 +29,8 @@ var forceRestoring = false
var needsRestoringByGraphicsDriver bool
// NeedsRestoring reports whether restoring process works or not.
func NeedsRestoring() bool {
// needsRestoring reports whether restoring process works or not.
func needsRestoring() bool {
return forceRestoring || needsRestoringByGraphicsDriver
}
@ -70,7 +70,7 @@ func ResolveStaleImages(graphicsDriver graphicsdriver.Graphics) error {
if err := graphicscommand.FlushCommands(graphicsDriver); err != nil {
return err
}
if !NeedsRestoring() {
if !needsRestoring() {
return nil
}
return theImages.resolveStaleImages(graphicsDriver)
@ -80,7 +80,7 @@ func ResolveStaleImages(graphicsDriver graphicsdriver.Graphics) error {
//
// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
func RestoreIfNeeded(graphicsDriver graphicsdriver.Graphics) error {
if !NeedsRestoring() {
if !needsRestoring() {
return nil
}
@ -195,7 +195,7 @@ func (i *images) makeStaleIfDependingOnShader(shader *Shader) {
//
// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
func (i *images) restore(graphicsDriver graphicsdriver.Graphics) error {
if !NeedsRestoring() {
if !needsRestoring() {
panic("restorable: restore cannot be called when restoring is disabled")
}