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internal/graphicsdriver/metal: Refactoring: Unify two drawTriangles* functions
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@ -684,19 +684,17 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion drive
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return nil
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return nil
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}
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}
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func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
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func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shaderID driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
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if shader == driver.InvalidShaderID {
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return g.drawTrianglesWithDefaultShader(dstID, srcIDs[0], indexLen, indexOffset, mode, colorM, filter, address, dstRegion, srcRegion)
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}
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return g.drawTrianglesWithShader(dstID, srcIDs, offsets, shader, indexLen, indexOffset, mode, dstRegion, srcRegion, uniforms)
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}
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func (g *Graphics) drawTrianglesWithDefaultShader(dstID, srcID driver.ImageID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region) error {
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dst := g.images[dstID]
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dst := g.images[dstID]
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srcs := [graphics.ShaderImageNum]*Image{g.images[srcID]}
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var srcs [graphics.ShaderImageNum]*Image
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for i, srcID := range srcIDs {
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srcs[i] = g.images[srcID]
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}
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var rps mtl.RenderPipelineState
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var rps mtl.RenderPipelineState
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var uniformVars []interface{}
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if shaderID == driver.InvalidShaderID {
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if dst.screen && filter == driver.FilterScreen {
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if dst.screen && filter == driver.FilterScreen {
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rps = g.screenRPS
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rps = g.screenRPS
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} else {
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} else {
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@ -721,7 +719,7 @@ func (g *Graphics) drawTrianglesWithDefaultShader(dstID, srcID driver.ImageID, i
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if filter == driver.FilterScreen {
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if filter == driver.FilterScreen {
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scale = float32(dst.width) / float32(srcs[0].width)
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scale = float32(dst.width) / float32(srcs[0].width)
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}
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}
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uniforms := []interface{}{
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uniformVars = []interface{}{
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[]float32{float32(w), float32(h)},
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[]float32{float32(w), float32(h)},
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sourceSize,
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sourceSize,
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esBody,
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esBody,
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@ -734,7 +732,62 @@ func (g *Graphics) drawTrianglesWithDefaultShader(dstID, srcID driver.ImageID, i
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srcRegion.Y + srcRegion.Height,
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srcRegion.Y + srcRegion.Height,
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},
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},
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}
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}
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if err := g.draw(rps, dst, dstRegion, srcs, indexLen, indexOffset, uniforms); err != nil {
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} else {
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var err error
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rps, err = g.shaders[shaderID].RenderPipelineState(g.view.getMTLDevice(), mode)
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if err != nil {
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return err
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}
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uniformVars = make([]interface{}, graphics.PreservedUniformVariablesNum+len(uniforms))
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// Set the destination texture size.
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dw, dh := dst.internalSize()
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uniformVars[graphics.DestinationTextureSizeUniformVariableIndex] = []float32{float32(dw), float32(dh)}
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// Set the source texture sizes.
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usizes := make([]float32, 2*len(srcs))
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for i, src := range srcs {
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if src != nil {
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w, h := src.internalSize()
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usizes[2*i] = float32(w)
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usizes[2*i+1] = float32(h)
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}
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}
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uniformVars[graphics.TextureSizesUniformVariableIndex] = usizes
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// Set the destination region's origin.
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udorigin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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uniformVars[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udorigin
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// Set the destination region's size.
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udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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uniformVars[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
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// Set the source offsets.
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uoffsets := make([]float32, 2*len(offsets))
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for i, offset := range offsets {
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uoffsets[2*i] = offset[0]
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uoffsets[2*i+1] = offset[1]
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}
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uniformVars[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
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// Set the source region's origin of texture0.
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usorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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uniformVars[graphics.TextureSourceRegionOriginUniformVariableIndex] = usorigin
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// Set the source region's size of texture0.
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ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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uniformVars[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
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// Set the additional uniform variables.
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesNum
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uniformVars[offset+i] = v
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}
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}
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if err := g.draw(rps, dst, dstRegion, srcs, indexLen, indexOffset, uniformVars); err != nil {
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return err
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return err
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}
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}
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return nil
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return nil
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@ -936,69 +989,3 @@ func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) {
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}
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}
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bce.EndEncoding()
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bce.EndEncoding()
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}
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}
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func (g *Graphics) drawTrianglesWithShader(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
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dst := g.images[dstID]
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var srcs [graphics.ShaderImageNum]*Image
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for i, srcID := range srcIDs {
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srcs[i] = g.images[srcID]
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}
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rps, err := g.shaders[shader].RenderPipelineState(g.view.getMTLDevice(), mode)
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if err != nil {
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return err
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}
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us := make([]interface{}, graphics.PreservedUniformVariablesNum+len(uniforms))
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// Set the destination texture size.
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dw, dh := dst.internalSize()
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us[graphics.DestinationTextureSizeUniformVariableIndex] = []float32{float32(dw), float32(dh)}
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// Set the source texture sizes.
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usizes := make([]float32, 2*len(srcs))
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for i, src := range srcs {
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if src != nil {
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w, h := src.internalSize()
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usizes[2*i] = float32(w)
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usizes[2*i+1] = float32(h)
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}
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}
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us[graphics.TextureSizesUniformVariableIndex] = usizes
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// Set the destination region's origin.
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udorigin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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us[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udorigin
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// Set the destination region's size.
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udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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us[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
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// Set the source offsets.
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uoffsets := make([]float32, 2*len(offsets))
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for i, offset := range offsets {
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uoffsets[2*i] = offset[0]
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uoffsets[2*i+1] = offset[1]
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}
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us[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
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// Set the source region's origin of texture0.
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usorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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us[graphics.TextureSourceRegionOriginUniformVariableIndex] = usorigin
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// Set the source region's size of texture0.
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ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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us[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
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// Set the additional uniform variables.
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesNum
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us[offset+i] = v
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}
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if err := g.draw(rps, dst, dstRegion, srcs, indexLen, indexOffset, us); err != nil {
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return err
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}
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return nil
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}
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