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internal/graphicscommand: refactoring: remove a hard-coded part for ShaderImageCount (#2895)
This change allows increasing ShaderImageCount without breaking the image display. Simply made the uniform processing dynamic based on ShaderImageCount.
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@ -333,40 +333,20 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
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dw, dh := dst.InternalSize()
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dw, dh := dst.InternalSize()
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uniforms[0] = math.Float32bits(float32(dw))
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uniforms[0] = math.Float32bits(float32(dw))
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uniforms[1] = math.Float32bits(float32(dh))
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uniforms[1] = math.Float32bits(float32(dh))
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uniformIndex := 2
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// Set the source texture sizes.
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for i := 0; i < graphics.ShaderImageCount; i++ {
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if srcs[0] != nil {
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var floatW, floatH uint32
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w, h := srcs[0].InternalSize()
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if srcs[i] != nil {
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uniforms[2] = math.Float32bits(float32(w))
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w, h := srcs[i].InternalSize()
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uniforms[3] = math.Float32bits(float32(h))
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floatW = math.Float32bits(float32(w))
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} else {
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floatH = math.Float32bits(float32(h))
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uniforms[2] = 0
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}
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uniforms[3] = 0
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}
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uniforms[uniformIndex+i*2] = floatW
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if srcs[1] != nil {
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uniforms[uniformIndex+1+i*2] = floatH
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w, h := srcs[1].InternalSize()
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uniforms[4] = math.Float32bits(float32(w))
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uniforms[5] = math.Float32bits(float32(h))
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} else {
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uniforms[4] = 0
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uniforms[5] = 0
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}
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if srcs[2] != nil {
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w, h := srcs[2].InternalSize()
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uniforms[6] = math.Float32bits(float32(w))
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uniforms[7] = math.Float32bits(float32(h))
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} else {
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uniforms[6] = 0
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uniforms[7] = 0
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}
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if srcs[3] != nil {
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w, h := srcs[3].InternalSize()
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uniforms[8] = math.Float32bits(float32(w))
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uniforms[9] = math.Float32bits(float32(h))
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} else {
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uniforms[8] = 0
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uniforms[9] = 0
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}
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}
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uniformIndex += graphics.ShaderImageCount * 2
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dr := imageRectangleToRectangleF32(dstRegion)
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dr := imageRectangleToRectangleF32(dstRegion)
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if shader.unit() == shaderir.Texels {
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if shader.unit() == shaderir.Texels {
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@ -377,12 +357,14 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
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}
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}
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// Set the destination region origin.
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// Set the destination region origin.
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uniforms[10] = math.Float32bits(dr.x)
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uniforms[uniformIndex] = math.Float32bits(dr.x)
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uniforms[11] = math.Float32bits(dr.y)
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uniforms[uniformIndex+1] = math.Float32bits(dr.y)
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uniformIndex += 2
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// Set the destination region size.
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// Set the destination region size.
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uniforms[12] = math.Float32bits(dr.width)
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uniforms[uniformIndex] = math.Float32bits(dr.width)
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uniforms[13] = math.Float32bits(dr.height)
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uniforms[uniformIndex+1] = math.Float32bits(dr.height)
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uniformIndex += 2
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var srs [graphics.ShaderImageCount]rectangleF32
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var srs [graphics.ShaderImageCount]rectangleF32
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for i, r := range srcRegions {
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for i, r := range srcRegions {
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@ -402,42 +384,36 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
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}
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}
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// Set the source region origins.
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// Set the source region origins.
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uniforms[14] = math.Float32bits(srs[0].x)
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for i := 0; i < graphics.ShaderImageCount; i++ {
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uniforms[15] = math.Float32bits(srs[0].y)
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uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].x)
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uniforms[16] = math.Float32bits(srs[1].x)
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uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].y)
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uniforms[17] = math.Float32bits(srs[1].y)
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}
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uniforms[18] = math.Float32bits(srs[2].x)
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uniformIndex += graphics.ShaderImageCount * 2
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uniforms[19] = math.Float32bits(srs[2].y)
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uniforms[20] = math.Float32bits(srs[3].x)
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uniforms[21] = math.Float32bits(srs[3].y)
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// Set the source region sizes.
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// Set the source region sizes.
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uniforms[22] = math.Float32bits(srs[0].width)
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for i := 0; i < graphics.ShaderImageCount; i++ {
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uniforms[23] = math.Float32bits(srs[0].height)
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uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].width)
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uniforms[24] = math.Float32bits(srs[1].width)
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uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].height)
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uniforms[25] = math.Float32bits(srs[1].height)
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}
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uniforms[26] = math.Float32bits(srs[2].width)
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uniformIndex += graphics.ShaderImageCount * 2
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uniforms[27] = math.Float32bits(srs[2].height)
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uniforms[28] = math.Float32bits(srs[3].width)
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uniforms[29] = math.Float32bits(srs[3].height)
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// Set the projection matrix.
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// Set the projection matrix.
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uniforms[30] = math.Float32bits(2 / float32(dw))
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uniforms[uniformIndex] = math.Float32bits(2 / float32(dw))
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uniforms[31] = 0
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uniforms[uniformIndex+1] = 0
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uniforms[32] = 0
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uniforms[uniformIndex+2] = 0
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uniforms[33] = 0
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uniforms[uniformIndex+3] = 0
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uniforms[34] = 0
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uniforms[uniformIndex+4] = 0
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uniforms[35] = math.Float32bits(2 / float32(dh))
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uniforms[uniformIndex+5] = math.Float32bits(2 / float32(dh))
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uniforms[36] = 0
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uniforms[uniformIndex+6] = 0
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uniforms[37] = 0
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uniforms[uniformIndex+7] = 0
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uniforms[38] = 0
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uniforms[uniformIndex+8] = 0
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uniforms[39] = 0
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uniforms[uniformIndex+9] = 0
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uniforms[40] = math.Float32bits(1)
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uniforms[uniformIndex+10] = math.Float32bits(1)
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uniforms[41] = 0
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uniforms[uniformIndex+11] = 0
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uniforms[42] = math.Float32bits(-1)
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uniforms[uniformIndex+12] = math.Float32bits(-1)
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uniforms[43] = math.Float32bits(-1)
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uniforms[uniformIndex+13] = math.Float32bits(-1)
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uniforms[44] = 0
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uniforms[uniformIndex+14] = 0
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uniforms[45] = math.Float32bits(1)
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uniforms[uniformIndex+15] = math.Float32bits(1)
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return uniforms
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return uniforms
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}
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}
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