internal/graphicscommand: reland: add graphics.MaxVertexFloatCount and use it instead of IndicesCount

This change is reland of 54e2790a06
but with a fix for WebGL. Also, this changes the logic when len(vertices)
exceeds the maximum: just remove the last part.

Updates #2460
This commit is contained in:
Hajime Hoshi 2023-03-23 13:43:47 +09:00
parent c59bcbdb5b
commit 81581df2b9
2 changed files with 21 additions and 2 deletions

View File

@ -14,6 +14,10 @@
package graphics
import (
"math"
)
const (
ShaderImageCount = 4
@ -48,8 +52,18 @@ const (
)
const (
IndicesCount = (1 << 16) / 3 * 3 // Adjust num for triangles. TODO: Remove this (#2460).
IndicesCount = (1 << 16) / 3 * 3 // Adjust num for triangles. TODO: Remove this (#2460).
)
const (
VertexFloatCount = 8
// MaxVertexCount is the maximum number of vertices for one draw call.
// This value is 2^16 - 1 = 65535, as the index type is uint16.
// This value cannot be exactly 2^16 == 65536 especially with WebGL 2, as 65536th vertex is not rendered correctly.
// See https://registry.khronos.org/webgl/specs/latest/2.0/#5.18 .
MaxVertexCount = math.MaxUint16
MaxVertexFloatCount = MaxVertexCount * VertexFloatCount
)
var (

View File

@ -86,11 +86,16 @@ func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
// mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used.
func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
return nextNumVertexFloats > graphics.IndicesCount*graphics.VertexFloatCount
return nextNumVertexFloats > graphics.MaxVertexFloatCount
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
if len(vertices) > graphics.MaxVertexFloatCount {
// The last part cannot be specified by indices. Just omit them.
vertices = vertices[:graphics.MaxVertexFloatCount]
}
split := false
if mustUseDifferentVertexBuffer(q.tmpNumVertexFloats + len(vertices)) {
q.tmpNumVertexFloats = 0