mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
graphicsdriver/opengl: Remove theContext
This commit is contained in:
parent
2f692d98c7
commit
734aeabc8d
@ -67,8 +67,6 @@ type context struct {
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contextImpl
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}
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var theContext context
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func (c *context) bindTexture(t textureNative) {
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if c.lastTexture == t {
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return
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@ -15,6 +15,8 @@
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package opengl
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/internal/affine"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/graphicsdriver"
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@ -28,7 +30,24 @@ func GetDriver() *Driver {
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}
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type Driver struct {
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state openGLState
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state openGLState
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context context
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}
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func (d *Driver) checkSize(width, height int) {
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if width < 1 {
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panic(fmt.Sprintf("opengl: width (%d) must be equal or more than 1.", width))
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}
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if height < 1 {
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panic(fmt.Sprintf("opengl: height (%d) must be equal or more than 1.", height))
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}
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m := d.context.getMaxTextureSize()
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if width > m {
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panic(fmt.Sprintf("opengl: width (%d) must be less than or equal to %d", width, m))
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}
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if height > m {
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panic(fmt.Sprintf("opengl: height (%d) must be less than or equal to %d", height, m))
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}
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}
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func (d *Driver) NewImage(width, height int) (graphicsdriver.Image, error) {
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@ -39,8 +58,8 @@ func (d *Driver) NewImage(width, height int) (graphicsdriver.Image, error) {
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}
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w := math.NextPowerOf2Int(width)
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h := math.NextPowerOf2Int(height)
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checkSize(w, h)
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t, err := theContext.newTexture(w, h)
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d.checkSize(w, h)
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t, err := d.context.newTexture(w, h)
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if err != nil {
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return nil, err
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}
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@ -49,7 +68,7 @@ func (d *Driver) NewImage(width, height int) (graphicsdriver.Image, error) {
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}
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func (d *Driver) NewScreenFramebufferImage(width, height int) graphicsdriver.Image {
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checkSize(width, height)
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d.checkSize(width, height)
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i := &Image{
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driver: d,
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width: width,
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@ -58,25 +77,25 @@ func (d *Driver) NewScreenFramebufferImage(width, height int) graphicsdriver.Ima
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// The (default) framebuffer size can't be converted to a power of 2.
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// On browsers, c.width and c.height are used as viewport size and
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// Edge can't treat a bigger viewport than the drawing area (#71).
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i.framebuffer = newScreenFramebuffer(width, height)
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i.framebuffer = newScreenFramebuffer(&d.context, width, height)
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return i
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}
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// Reset resets or initializes the current OpenGL state.
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func (d *Driver) Reset() error {
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return d.state.reset()
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return d.state.reset(&d.context)
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}
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func (d *Driver) BufferSubData(vertices []float32, indices []uint16) {
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bufferSubData(vertices, indices)
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bufferSubData(&d.context, vertices, indices)
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}
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func (d *Driver) UseProgram(mode graphics.CompositeMode, colorM *affine.ColorM, filter graphics.Filter) error {
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return d.state.useProgram(mode, colorM, filter)
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return d.useProgram(mode, colorM, filter)
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}
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func (d *Driver) DrawElements(len int, offsetInBytes int) {
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theContext.drawElements(len, offsetInBytes)
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d.context.drawElements(len, offsetInBytes)
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// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
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// but basically this pass the tests (esp. TestImageTooManyFill).
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// As glFlush() causes performance problems, this should be avoided as much as possible.
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@ -84,9 +103,9 @@ func (d *Driver) DrawElements(len int, offsetInBytes int) {
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}
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func (d *Driver) Flush() {
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theContext.flush()
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d.context.flush()
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}
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func (d *Driver) MaxImageSize() int {
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return theContext.getMaxTextureSize()
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return d.context.getMaxTextureSize()
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}
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@ -16,6 +16,7 @@ package opengl
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// framebuffer is a wrapper of OpenGL's framebuffer.
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type framebuffer struct {
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driver *Driver
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native framebufferNative
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proMatrix []float32
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width int
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@ -23,8 +24,8 @@ type framebuffer struct {
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}
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// newFramebufferFromTexture creates a framebuffer from the given texture.
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func newFramebufferFromTexture(texture textureNative, width, height int) (*framebuffer, error) {
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native, err := theContext.newFramebuffer(texture)
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func newFramebufferFromTexture(context *context, texture textureNative, width, height int) (*framebuffer, error) {
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native, err := context.newFramebuffer(texture)
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if err != nil {
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return nil, err
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}
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@ -36,9 +37,9 @@ func newFramebufferFromTexture(texture textureNative, width, height int) (*frame
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}
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// newScreenFramebuffer creates a framebuffer for the screen.
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func newScreenFramebuffer(width, height int) *framebuffer {
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func newScreenFramebuffer(context *context, width, height int) *framebuffer {
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return &framebuffer{
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native: theContext.getScreenFramebuffer(),
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native: context.getScreenFramebuffer(),
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width: width,
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height: height,
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}
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@ -57,8 +58,8 @@ func (f *framebuffer) projectionMatrix() []float32 {
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return f.proMatrix
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}
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func (f *framebuffer) delete() {
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if f.native != theContext.getScreenFramebuffer() {
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theContext.deleteFramebuffer(f.native)
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func (f *framebuffer) delete(context *context) {
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if f.native != context.getScreenFramebuffer() {
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context.deleteFramebuffer(f.native)
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}
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}
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@ -15,27 +15,9 @@
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package opengl
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/internal/math"
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)
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func checkSize(width, height int) {
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if width < 1 {
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panic(fmt.Sprintf("opengl: width (%d) must be equal or more than 1.", width))
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}
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if height < 1 {
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panic(fmt.Sprintf("opengl: height (%d) must be equal or more than 1.", height))
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}
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m := theContext.getMaxTextureSize()
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if width > m {
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panic(fmt.Sprintf("opengl: width (%d) must be less than or equal to %d", width, m))
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}
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if height > m {
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panic(fmt.Sprintf("opengl: height (%d) must be less than or equal to %d", height, m))
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}
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}
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type Image struct {
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driver *Driver
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textureNative textureNative
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@ -45,15 +27,15 @@ type Image struct {
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}
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func (i *Image) IsInvalidated() bool {
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return !theContext.isTexture(i.textureNative)
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return !i.driver.context.isTexture(i.textureNative)
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}
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func (i *Image) Delete() {
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if i.framebuffer != nil {
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i.framebuffer.delete()
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i.framebuffer.delete(&i.driver.context)
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}
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if i.textureNative != *new(textureNative) {
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theContext.deleteTexture(i.textureNative)
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i.driver.context.deleteTexture(i.textureNative)
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}
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}
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@ -65,7 +47,7 @@ func (i *Image) setViewport() error {
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if err := i.ensureFramebuffer(); err != nil {
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return err
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}
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theContext.setViewport(i.framebuffer)
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i.driver.context.setViewport(i.framebuffer)
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return nil
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}
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@ -73,7 +55,7 @@ func (i *Image) Pixels() ([]byte, error) {
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if err := i.ensureFramebuffer(); err != nil {
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return nil, err
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}
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p, err := theContext.framebufferPixels(i.framebuffer, i.width, i.height)
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p, err := i.driver.context.framebufferPixels(i.framebuffer, i.width, i.height)
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if err != nil {
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return nil, err
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}
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@ -92,7 +74,7 @@ func (i *Image) ensureFramebuffer() error {
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return nil
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}
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w, h := i.width, i.height
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f, err := newFramebufferFromTexture(i.textureNative, math.NextPowerOf2Int(w), math.NextPowerOf2Int(h))
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f, err := newFramebufferFromTexture(&i.driver.context, i.textureNative, math.NextPowerOf2Int(w), math.NextPowerOf2Int(h))
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if err != nil {
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return err
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}
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@ -103,8 +85,8 @@ func (i *Image) ensureFramebuffer() error {
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func (i *Image) ReplacePixels(p []byte, x, y, width, height int) {
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// glFlush is necessary on Android.
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// glTexSubImage2D didn't work without this hack at least on Nexus 5x and NuAns NEO [Reloaded] (#211).
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theContext.flush()
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theContext.texSubImage2D(i.textureNative, p, x, y, width, height)
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i.driver.context.flush()
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i.driver.context.texSubImage2D(i.textureNative, p, x, y, width, height)
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}
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func (i *Image) SetAsSource() {
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@ -53,28 +53,28 @@ func (a *arrayBufferLayout) totalBytes() int {
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}
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// newArrayBuffer creates OpenGL's buffer object for the array buffer.
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func (a *arrayBufferLayout) newArrayBuffer() buffer {
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return theContext.newArrayBuffer(a.totalBytes() * graphics.IndicesNum)
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func (a *arrayBufferLayout) newArrayBuffer(context *context) buffer {
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return context.newArrayBuffer(a.totalBytes() * graphics.IndicesNum)
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}
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// enable binds the array buffer the given program to use the array buffer.
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func (a *arrayBufferLayout) enable(program program) {
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func (a *arrayBufferLayout) enable(context *context, program program) {
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for _, p := range a.parts {
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theContext.enableVertexAttribArray(program, p.name)
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context.enableVertexAttribArray(program, p.name)
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}
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total := a.totalBytes()
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offset := 0
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for _, p := range a.parts {
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theContext.vertexAttribPointer(program, p.name, p.num, float, total, offset)
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context.vertexAttribPointer(program, p.name, p.num, float, total, offset)
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offset += float.SizeInBytes() * p.num
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}
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}
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// disable stops using the array buffer.
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func (a *arrayBufferLayout) disable(program program) {
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func (a *arrayBufferLayout) disable(context *context, program program) {
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// TODO: Disabling should be done in reversed order?
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for _, p := range a.parts {
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theContext.disableVertexAttribArray(program, p.name)
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context.disableVertexAttribArray(program, p.name)
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}
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}
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@ -146,8 +146,8 @@ const (
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)
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// reset resets or initializes the OpenGL state.
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func (s *openGLState) reset() error {
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if err := theContext.reset(); err != nil {
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func (s *openGLState) reset(context *context) error {
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if err := context.reset(); err != nil {
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return err
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}
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@ -162,51 +162,51 @@ func (s *openGLState) reset() error {
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// However, it is not assumed that reset is called only when context lost happens.
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// Let's delete them explicitly.
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if s.programNearest != zeroProgram {
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theContext.deleteProgram(s.programNearest)
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context.deleteProgram(s.programNearest)
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}
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if s.programLinear != zeroProgram {
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theContext.deleteProgram(s.programLinear)
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context.deleteProgram(s.programLinear)
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}
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if s.programScreen != zeroProgram {
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theContext.deleteProgram(s.programScreen)
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context.deleteProgram(s.programScreen)
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}
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// On browsers (at least Chrome), buffers are already detached from the context
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// and must not be deleted by DeleteBuffer.
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if !web.IsBrowser() {
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if s.arrayBuffer != zeroBuffer {
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theContext.deleteBuffer(s.arrayBuffer)
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context.deleteBuffer(s.arrayBuffer)
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}
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if s.elementArrayBuffer != zeroBuffer {
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theContext.deleteBuffer(s.elementArrayBuffer)
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context.deleteBuffer(s.elementArrayBuffer)
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}
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}
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shaderVertexModelviewNative, err := theContext.newShader(vertexShader, shaderStr(shaderVertexModelview))
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shaderVertexModelviewNative, err := context.newShader(vertexShader, shaderStr(shaderVertexModelview))
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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defer theContext.deleteShader(shaderVertexModelviewNative)
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defer context.deleteShader(shaderVertexModelviewNative)
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shaderFragmentNearestNative, err := theContext.newShader(fragmentShader, shaderStr(shaderFragmentNearest))
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shaderFragmentNearestNative, err := context.newShader(fragmentShader, shaderStr(shaderFragmentNearest))
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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defer theContext.deleteShader(shaderFragmentNearestNative)
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defer context.deleteShader(shaderFragmentNearestNative)
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shaderFragmentLinearNative, err := theContext.newShader(fragmentShader, shaderStr(shaderFragmentLinear))
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shaderFragmentLinearNative, err := context.newShader(fragmentShader, shaderStr(shaderFragmentLinear))
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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defer theContext.deleteShader(shaderFragmentLinearNative)
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defer context.deleteShader(shaderFragmentLinearNative)
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shaderFragmentScreenNative, err := theContext.newShader(fragmentShader, shaderStr(shaderFragmentScreen))
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shaderFragmentScreenNative, err := context.newShader(fragmentShader, shaderStr(shaderFragmentScreen))
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if err != nil {
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panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
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}
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defer theContext.deleteShader(shaderFragmentScreenNative)
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defer context.deleteShader(shaderFragmentScreenNative)
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s.programNearest, err = theContext.newProgram([]shader{
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s.programNearest, err = context.newProgram([]shader{
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shaderVertexModelviewNative,
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shaderFragmentNearestNative,
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})
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@ -214,7 +214,7 @@ func (s *openGLState) reset() error {
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return err
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}
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s.programLinear, err = theContext.newProgram([]shader{
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s.programLinear, err = context.newProgram([]shader{
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shaderVertexModelviewNative,
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shaderFragmentLinearNative,
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})
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@ -222,7 +222,7 @@ func (s *openGLState) reset() error {
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return err
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}
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s.programScreen, err = theContext.newProgram([]shader{
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s.programScreen, err = context.newProgram([]shader{
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shaderVertexModelviewNative,
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shaderFragmentScreenNative,
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})
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@ -230,12 +230,12 @@ func (s *openGLState) reset() error {
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return err
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}
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s.arrayBuffer = theArrayBufferLayout.newArrayBuffer()
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s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)
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// Note that the indices passed to NewElementArrayBuffer is not under GC management
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// in opengl package due to unsafe-way.
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// See NewElementArrayBuffer in context_mobile.go.
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s.elementArrayBuffer = theContext.newElementArrayBuffer(graphics.IndicesNum * 2)
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s.elementArrayBuffer = context.newElementArrayBuffer(graphics.IndicesNum * 2)
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return nil
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}
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@ -253,18 +253,18 @@ func areSameFloat32Array(a, b []float32) bool {
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return true
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}
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func bufferSubData(vertices []float32, indices []uint16) {
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theContext.arrayBufferSubData(vertices)
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theContext.elementArrayBufferSubData(indices)
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func bufferSubData(context *context, vertices []float32, indices []uint16) {
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context.arrayBufferSubData(vertices)
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context.elementArrayBufferSubData(indices)
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}
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// useProgram uses the program (programTexture).
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func (s *openGLState) useProgram(mode graphics.CompositeMode, colorM *affine.ColorM, filter graphics.Filter) error {
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destination := s.destination
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func (d *Driver) useProgram(mode graphics.CompositeMode, colorM *affine.ColorM, filter graphics.Filter) error {
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destination := d.state.destination
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if destination == nil {
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panic("destination image is not set")
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}
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source := s.source
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source := d.state.source
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if source == nil {
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panic("source image is not set")
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}
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@ -279,89 +279,89 @@ func (s *openGLState) useProgram(mode graphics.CompositeMode, colorM *affine.Col
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dstW := destination.width
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srcW, srcH := source.width, source.height
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theContext.blendFunc(mode)
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d.context.blendFunc(mode)
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var program program
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switch filter {
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case graphics.FilterNearest:
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program = s.programNearest
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program = d.state.programNearest
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case graphics.FilterLinear:
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program = s.programLinear
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program = d.state.programLinear
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case graphics.FilterScreen:
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program = s.programScreen
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program = d.state.programScreen
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default:
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panic("not reached")
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}
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if s.lastProgram != program {
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theContext.useProgram(program)
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if s.lastProgram != zeroProgram {
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theArrayBufferLayout.disable(s.lastProgram)
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if d.state.lastProgram != program {
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d.context.useProgram(program)
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if d.state.lastProgram != zeroProgram {
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theArrayBufferLayout.disable(&d.context, d.state.lastProgram)
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}
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theArrayBufferLayout.enable(program)
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theArrayBufferLayout.enable(&d.context, program)
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if s.lastProgram == zeroProgram {
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theContext.bindBuffer(arrayBuffer, s.arrayBuffer)
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theContext.bindBuffer(elementArrayBuffer, s.elementArrayBuffer)
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theContext.uniformInt(program, "texture", 0)
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if d.state.lastProgram == zeroProgram {
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d.context.bindBuffer(arrayBuffer, d.state.arrayBuffer)
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d.context.bindBuffer(elementArrayBuffer, d.state.elementArrayBuffer)
|
||||
d.context.uniformInt(program, "texture", 0)
|
||||
}
|
||||
|
||||
s.lastProgram = program
|
||||
s.lastProjectionMatrix = nil
|
||||
s.lastColorMatrix = nil
|
||||
s.lastColorMatrixTranslation = nil
|
||||
s.lastSourceWidth = 0
|
||||
s.lastSourceHeight = 0
|
||||
d.state.lastProgram = program
|
||||
d.state.lastProjectionMatrix = nil
|
||||
d.state.lastColorMatrix = nil
|
||||
d.state.lastColorMatrixTranslation = nil
|
||||
d.state.lastSourceWidth = 0
|
||||
d.state.lastSourceHeight = 0
|
||||
}
|
||||
|
||||
if !areSameFloat32Array(s.lastProjectionMatrix, proj) {
|
||||
theContext.uniformFloats(program, "projection_matrix", proj)
|
||||
if s.lastProjectionMatrix == nil {
|
||||
s.lastProjectionMatrix = make([]float32, 16)
|
||||
if !areSameFloat32Array(d.state.lastProjectionMatrix, proj) {
|
||||
d.context.uniformFloats(program, "projection_matrix", proj)
|
||||
if d.state.lastProjectionMatrix == nil {
|
||||
d.state.lastProjectionMatrix = make([]float32, 16)
|
||||
}
|
||||
// (*framebuffer).projectionMatrix is always same for the same framebuffer.
|
||||
// It's OK to hold the reference without copying.
|
||||
s.lastProjectionMatrix = proj
|
||||
d.state.lastProjectionMatrix = proj
|
||||
}
|
||||
|
||||
esBody, esTranslate := colorM.UnsafeElements()
|
||||
|
||||
if !areSameFloat32Array(s.lastColorMatrix, esBody) {
|
||||
theContext.uniformFloats(program, "color_matrix_body", esBody)
|
||||
if s.lastColorMatrix == nil {
|
||||
s.lastColorMatrix = make([]float32, 16)
|
||||
if !areSameFloat32Array(d.state.lastColorMatrix, esBody) {
|
||||
d.context.uniformFloats(program, "color_matrix_body", esBody)
|
||||
if d.state.lastColorMatrix == nil {
|
||||
d.state.lastColorMatrix = make([]float32, 16)
|
||||
}
|
||||
// ColorM's elements are immutable. It's OK to hold the reference without copying.
|
||||
s.lastColorMatrix = esBody
|
||||
d.state.lastColorMatrix = esBody
|
||||
}
|
||||
if !areSameFloat32Array(s.lastColorMatrixTranslation, esTranslate) {
|
||||
theContext.uniformFloats(program, "color_matrix_translation", esTranslate)
|
||||
if s.lastColorMatrixTranslation == nil {
|
||||
s.lastColorMatrixTranslation = make([]float32, 4)
|
||||
if !areSameFloat32Array(d.state.lastColorMatrixTranslation, esTranslate) {
|
||||
d.context.uniformFloats(program, "color_matrix_translation", esTranslate)
|
||||
if d.state.lastColorMatrixTranslation == nil {
|
||||
d.state.lastColorMatrixTranslation = make([]float32, 4)
|
||||
}
|
||||
// ColorM's elements are immutable. It's OK to hold the reference without copying.
|
||||
s.lastColorMatrixTranslation = esTranslate
|
||||
d.state.lastColorMatrixTranslation = esTranslate
|
||||
}
|
||||
|
||||
sw := emath.NextPowerOf2Int(srcW)
|
||||
sh := emath.NextPowerOf2Int(srcH)
|
||||
|
||||
if s.lastSourceWidth != sw || s.lastSourceHeight != sh {
|
||||
theContext.uniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
|
||||
s.lastSourceWidth = sw
|
||||
s.lastSourceHeight = sh
|
||||
if d.state.lastSourceWidth != sw || d.state.lastSourceHeight != sh {
|
||||
d.context.uniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
|
||||
d.state.lastSourceWidth = sw
|
||||
d.state.lastSourceHeight = sh
|
||||
}
|
||||
|
||||
if program == s.programScreen {
|
||||
if program == d.state.programScreen {
|
||||
scale := float32(dstW) / float32(srcW)
|
||||
theContext.uniformFloat(program, "scale", scale)
|
||||
d.context.uniformFloat(program, "scale", scale)
|
||||
}
|
||||
|
||||
// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
|
||||
// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
|
||||
theContext.bindTexture(source.textureNative)
|
||||
d.context.bindTexture(source.textureNative)
|
||||
|
||||
s.source = nil
|
||||
s.destination = nil
|
||||
d.state.source = nil
|
||||
d.state.destination = nil
|
||||
return nil
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user