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graphicsdriver/opengl: Integrate last uniform values
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@ -133,13 +133,8 @@ type openGLState struct {
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// programs is OpenGL's program for rendering a texture.
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programs map[programKey]program
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lastProgram program
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lastViewportWidth int
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lastViewportHeight int
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lastColorMatrix []float32
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lastColorMatrixTranslation []float32
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lastSourceWidth int
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lastSourceHeight int
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lastProgram program
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lastUniforms map[string][]float32
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source *Image
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destination *Image
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@ -157,12 +152,7 @@ func (s *openGLState) reset(context *context) error {
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}
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s.lastProgram = zeroProgram
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s.lastViewportWidth = 0
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s.lastViewportHeight = 0
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s.lastColorMatrix = nil
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s.lastColorMatrixTranslation = nil
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s.lastSourceWidth = 0
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s.lastSourceHeight = 0
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s.lastUniforms = map[string][]float32{}
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// When context lost happens, deleting programs or buffers is not necessary.
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// However, it is not assumed that reset is called only when context lost happens.
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@ -284,43 +274,38 @@ func (g *Graphics) useProgram(mode driver.CompositeMode, colorM *affine.ColorM,
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}
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g.state.lastProgram = program
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g.state.lastViewportWidth = 0
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g.state.lastViewportHeight = 0
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g.state.lastColorMatrix = nil
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g.state.lastColorMatrixTranslation = nil
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g.state.lastSourceWidth = 0
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g.state.lastSourceHeight = 0
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g.state.lastUniforms = map[string][]float32{}
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}
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vw := destination.framebuffer.width
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vh := destination.framebuffer.height
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if g.state.lastViewportWidth != vw || g.state.lastViewportHeight != vh {
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g.context.uniformFloats(program, "viewport_size", []float32{float32(vw), float32(vh)})
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g.state.lastViewportWidth = vw
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g.state.lastViewportHeight = vh
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vs := []float32{float32(vw), float32(vh)}
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if !areSameFloat32Array(g.state.lastUniforms["viewport_size"], vs) {
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g.context.uniformFloats(program, "viewport_size", vs)
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g.state.lastUniforms["viewport_size"] = vs
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}
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if colorM != nil {
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esBody, esTranslate := colorM.UnsafeElements()
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if !areSameFloat32Array(g.state.lastColorMatrix, esBody) {
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if !areSameFloat32Array(g.state.lastUniforms["color_matrix_body"], esBody) {
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g.context.uniformFloats(program, "color_matrix_body", esBody)
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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g.state.lastColorMatrix = esBody
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g.state.lastUniforms["color_matrix_body"] = esBody
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}
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if !areSameFloat32Array(g.state.lastColorMatrixTranslation, esTranslate) {
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if !areSameFloat32Array(g.state.lastUniforms["color_matrix_translation"], esTranslate) {
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g.context.uniformFloats(program, "color_matrix_translation", esTranslate)
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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g.state.lastColorMatrixTranslation = esTranslate
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g.state.lastUniforms["color_matrix_translation"] = esTranslate
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}
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}
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if filter != driver.FilterNearest {
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sw := graphics.InternalImageSize(srcW)
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sh := graphics.InternalImageSize(srcH)
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if g.state.lastSourceWidth != sw || g.state.lastSourceHeight != sh {
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g.context.uniformFloats(program, "source_size", []float32{float32(sw), float32(sh)})
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g.state.lastSourceWidth = sw
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g.state.lastSourceHeight = sh
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s := []float32{float32(sw), float32(sh)}
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if !areSameFloat32Array(g.state.lastUniforms["source_size"], s) {
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g.context.uniformFloats(program, "source_size", s)
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g.state.lastUniforms["source_size"] = s
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}
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}
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