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Reduce division operators
It looks like runtime.wasmDiv takes account for a big part at CPU usages with examples/sprites.
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@ -192,7 +192,8 @@ func (q *commandQueue) Flush() {
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const dstAdjustmentFactor = 1.0 / 256.0
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const dstAdjustmentFactor = 1.0 / 256.0
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const texelAdjustmentFactor = 1.0 / 512.0
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const texelAdjustmentFactor = 1.0 / 512.0
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for i := 0; i < q.nvertices/graphics.VertexFloatNum; i++ {
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n := q.nvertices / graphics.VertexFloatNum
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for i := 0; i < n; i++ {
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s := q.srcSizes[i]
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s := q.srcSizes[i]
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// Convert pixels to texels.
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// Convert pixels to texels.
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@ -303,7 +303,8 @@ func (i *Image) DrawTriangles(img *Image, vertices []float32, indices []uint16,
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ox, oy, _, _ := img.region()
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ox, oy, _, _ := img.region()
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oxf, oyf := float32(ox), float32(oy)
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oxf, oyf := float32(ox), float32(oy)
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for i := 0; i < len(vertices)/graphics.VertexFloatNum; i++ {
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n := len(vertices) / graphics.VertexFloatNum
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for i := 0; i < n; i++ {
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vertices[i*graphics.VertexFloatNum+2] += oxf
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vertices[i*graphics.VertexFloatNum+2] += oxf
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vertices[i*graphics.VertexFloatNum+3] += oyf
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vertices[i*graphics.VertexFloatNum+3] += oyf
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vertices[i*graphics.VertexFloatNum+4] += oxf
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vertices[i*graphics.VertexFloatNum+4] += oxf
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