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internal/mipmap: refactoring
This change replaces the member `volatile` with `imageType` to make the code more explicit. In the old code, it was not obvious whether a mipmap was used for a screen image. Actually a mipmap was not used since `canSkipMipmap` is always true for a screen image, but this was too tricky.
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@ -26,12 +26,20 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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func canUseMipmap(imageType atlas.ImageType) bool {
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switch imageType {
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case atlas.ImageTypeRegular, atlas.ImageTypeUnmanaged:
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return true
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}
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return false
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}
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// Mipmap is a set of buffered.Image sorted by the order of mipmap level.
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// The level 0 image is a regular image and higher-level images are used for mipmap.
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type Mipmap struct {
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width int
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height int
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volatile bool
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imageType atlas.ImageType
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orig *buffered.Image
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imgs map[int]*buffered.Image
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}
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@ -41,7 +49,7 @@ func New(width, height int, imageType atlas.ImageType) *Mipmap {
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width: width,
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height: height,
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orig: buffered.NewImage(width, height, imageType),
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volatile: imageType == atlas.ImageTypeVolatile,
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imageType: imageType,
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}
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}
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@ -65,7 +73,7 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices
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level := 0
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// TODO: Do we need to check all the sources' states of being volatile?
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if !canSkipMipmap && srcs[0] != nil && !srcs[0].volatile {
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if !canSkipMipmap && srcs[0] != nil && canUseMipmap(srcs[0].imageType) {
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level = math.MaxInt32
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for i := 0; i < len(indices)/3; i++ {
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const n = graphics.VertexFloatCount
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@ -137,8 +145,8 @@ func (m *Mipmap) level(level int) *buffered.Image {
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panic("mipmap: level must be non-zero at level")
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}
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if m.volatile {
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panic("mipmap: mipmap images for a volatile image is not implemented yet")
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if !canUseMipmap(m.imageType) {
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panic("mipmap: mipmap images for a volatile or a screen image is not implemented yet")
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}
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if img, ok := m.imgs[level]; ok {
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@ -182,11 +190,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
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return nil
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}
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t := atlas.ImageTypeRegular
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if m.volatile {
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t = atlas.ImageTypeVolatile
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}
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s := buffered.NewImage(w2, h2, t)
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s := buffered.NewImage(w2, h2, m.imageType)
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dstRegion := graphicsdriver.Region{
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X: 0,
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