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https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 19:28:57 +01:00
parent
5a36b4bb48
commit
afe3f7a8ff
@ -77,19 +77,6 @@ func (p *Pixels) Dispose() {
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p.pixelsRecords.dispose()
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p.pixelsRecords.dispose()
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}
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}
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// drawTrianglesHistoryItem is an item for history of draw-image commands.
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type drawTrianglesHistoryItem struct {
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images [graphics.ShaderImageCount]*Image
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vertices []float32
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indices []uint32
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blend graphicsdriver.Blend
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dstRegion image.Rectangle
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srcRegions [graphics.ShaderImageCount]image.Rectangle
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shader *Shader
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uniforms []uint32
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fillRule graphicsdriver.FillRule
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}
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type ImageType int
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type ImageType int
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const (
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const (
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@ -117,10 +104,6 @@ type Image struct {
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basePixels Pixels
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basePixels Pixels
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// drawTrianglesHistory is a set of draw-image commands.
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// TODO: This should be merged with the similar command queue in package graphics (#433).
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drawTrianglesHistory []*drawTrianglesHistoryItem
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// stale indicates whether the image needs to be synced with GPU as soon as possible.
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// stale indicates whether the image needs to be synced with GPU as soon as possible.
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stale bool
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stale bool
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@ -209,11 +192,6 @@ func clearImage(i *graphicscommand.Image, region image.Rectangle) {
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i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.shader, nil, graphicsdriver.FillAll)
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i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.shader, nil, graphicsdriver.FillAll)
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}
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}
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// BasePixelsForTesting returns the image's basePixels for testing.
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func (i *Image) BasePixelsForTesting() *Pixels {
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return &i.basePixels
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}
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// makeStale makes the image stale.
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// makeStale makes the image stale.
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func (i *Image) makeStale(rect image.Rectangle) {
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func (i *Image) makeStale(rect image.Rectangle) {
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i.stale = true
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i.stale = true
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@ -224,7 +202,6 @@ func (i *Image) makeStale(rect image.Rectangle) {
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}
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}
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var addedRegions []image.Rectangle
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var addedRegions []image.Rectangle
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i.appendRegionsForDrawTriangles(&addedRegions)
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if !rect.Empty() {
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if !rect.Empty() {
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appendRegionRemovingDuplicates(&addedRegions, rect)
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appendRegionRemovingDuplicates(&addedRegions, rect)
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}
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}
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@ -233,8 +210,6 @@ func (i *Image) makeStale(rect image.Rectangle) {
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appendRegionRemovingDuplicates(&i.staleRegions, rect)
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appendRegionRemovingDuplicates(&i.staleRegions, rect)
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}
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}
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i.clearDrawTrianglesHistory()
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// Clear pixels to save memory.
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// Clear pixels to save memory.
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for _, r := range addedRegions {
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for _, r := range addedRegions {
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i.basePixels.Clear(r)
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i.basePixels.Clear(r)
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@ -312,49 +287,8 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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i.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule)
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i.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule)
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}
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}
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// appendDrawTrianglesHistory appends a draw-image history item to the image.
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func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
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if i.stale || !i.needsRestoring() {
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panic("restorable: an image must not be stale or need restoring at appendDrawTrianglesHistory")
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}
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if alwaysReadPixelsFromGPU() {
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panic("restorable: appendDrawTrianglesHistory must not be called when AlwaysReadPixelsFromGPU() returns true")
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}
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// TODO: Would it be possible to merge draw image history items?
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const maxDrawTrianglesHistoryCount = 1024
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if len(i.drawTrianglesHistory)+1 > maxDrawTrianglesHistoryCount {
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i.makeStale(dstRegion)
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return
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}
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// All images must be resolved and not stale each after frame.
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// So we don't have to care if image is stale or not here.
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vs := make([]float32, len(vertices))
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copy(vs, vertices)
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is := make([]uint32, len(indices))
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copy(is, indices)
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us := make([]uint32, len(uniforms))
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copy(us, uniforms)
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item := &drawTrianglesHistoryItem{
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images: srcs,
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vertices: vs,
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indices: is,
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blend: blend,
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dstRegion: dstRegion,
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srcRegions: srcRegions,
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shader: shader,
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uniforms: us,
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fillRule: fillRule,
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}
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i.drawTrianglesHistory = append(i.drawTrianglesHistory, item)
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}
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func (i *Image) readPixelsFromGPUIfNeeded(graphicsDriver graphicsdriver.Graphics) error {
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func (i *Image) readPixelsFromGPUIfNeeded(graphicsDriver graphicsdriver.Graphics) error {
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if len(i.drawTrianglesHistory) > 0 || i.stale {
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if i.stale {
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if err := i.readPixelsFromGPU(graphicsDriver); err != nil {
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if err := i.readPixelsFromGPU(graphicsDriver); err != nil {
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return err
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return err
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}
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}
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@ -413,7 +347,6 @@ func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error
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if i.stale {
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if i.stale {
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rs = i.staleRegions
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rs = i.staleRegions
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} else {
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} else {
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i.appendRegionsForDrawTriangles(&i.regionsCache)
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defer func() {
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defer func() {
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i.regionsCache = i.regionsCache[:0]
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i.regionsCache = i.regionsCache[:0]
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}()
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}()
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@ -453,7 +386,6 @@ func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error
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i.basePixels.AddOrReplace(bs, a.Region)
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i.basePixels.AddOrReplace(bs, a.Region)
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}
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}
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i.clearDrawTrianglesHistory()
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i.stale = false
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i.stale = false
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i.staleRegions = i.staleRegions[:0]
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i.staleRegions = i.staleRegions[:0]
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return nil
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return nil
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@ -461,49 +393,23 @@ func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error
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// dependsOn reports whether the image depends on target.
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// dependsOn reports whether the image depends on target.
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func (i *Image) dependsOn(target *Image) bool {
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func (i *Image) dependsOn(target *Image) bool {
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for _, c := range i.drawTrianglesHistory {
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for _, img := range c.images {
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if img == nil {
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continue
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}
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if img == target {
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return true
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}
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}
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}
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return false
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return false
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}
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}
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// dependsOnShader reports whether the image depends on shader.
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// dependsOnShader reports whether the image depends on shader.
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func (i *Image) dependsOnShader(shader *Shader) bool {
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func (i *Image) dependsOnShader(shader *Shader) bool {
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for _, c := range i.drawTrianglesHistory {
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if c.shader == shader {
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return true
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}
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}
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return false
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return false
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}
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}
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// dependingImages returns all images that is depended on the image.
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// dependingImages returns all images that is depended on the image.
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func (i *Image) dependingImages() map[*Image]struct{} {
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func (i *Image) dependingImages() map[*Image]struct{} {
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r := map[*Image]struct{}{}
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r := map[*Image]struct{}{}
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for _, c := range i.drawTrianglesHistory {
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for _, img := range c.images {
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if img == nil {
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continue
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}
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r[img] = struct{}{}
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}
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}
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return r
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return r
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}
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}
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// hasDependency returns a boolean value indicating whether the image depends on another image.
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// hasDependency returns a boolean value indicating whether the image depends on another image.
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func (i *Image) hasDependency() bool {
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func (i *Image) hasDependency() bool {
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if i.stale {
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return false
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return false
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}
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return len(i.drawTrianglesHistory) > 0
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}
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}
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// Restore restores *graphicscommand.Image from the pixels using its state.
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// Restore restores *graphicscommand.Image from the pixels using its state.
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@ -518,7 +424,6 @@ func (i *Image) restore(graphicsDriver graphicsdriver.Graphics) error {
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i.image = graphicscommand.NewImage(w, h, true)
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i.image = graphicscommand.NewImage(w, h, true)
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i.basePixels.Dispose()
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i.basePixels.Dispose()
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i.basePixels = Pixels{}
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i.basePixels = Pixels{}
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i.clearDrawTrianglesHistory()
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i.stale = false
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i.stale = false
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i.staleRegions = i.staleRegions[:0]
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i.staleRegions = i.staleRegions[:0]
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return nil
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return nil
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@ -540,62 +445,7 @@ func (i *Image) restore(graphicsDriver graphicsdriver.Graphics) error {
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i.basePixels.Apply(gimg)
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i.basePixels.Apply(gimg)
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for _, c := range i.drawTrianglesHistory {
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var imgs [graphics.ShaderImageCount]*graphicscommand.Image
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for i, img := range c.images {
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if img == nil {
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continue
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}
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if img.hasDependency() {
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panic("restorable: all dependencies must be already resolved but not")
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}
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imgs[i] = img.image
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}
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gimg.DrawTriangles(imgs, c.vertices, c.indices, c.blend, c.dstRegion, c.srcRegions, c.shader.shader, c.uniforms, c.fillRule)
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}
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// In order to clear the draw-triangles history, read pixels from GPU.
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if len(i.drawTrianglesHistory) > 0 {
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i.appendRegionsForDrawTriangles(&i.regionsCache)
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defer func() {
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i.regionsCache = i.regionsCache[:0]
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}()
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args := make([]graphicsdriver.PixelsArgs, 0, len(i.regionsCache))
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for _, r := range i.regionsCache {
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if r.Empty() {
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continue
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}
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if i.pixelsCache == nil {
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i.pixelsCache = map[image.Rectangle][]byte{}
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}
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pix, ok := i.pixelsCache[r]
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if !ok {
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pix = make([]byte, 4*r.Dx()*r.Dy())
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i.pixelsCache[r] = pix
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}
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args = append(args, graphicsdriver.PixelsArgs{
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Pixels: pix,
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Region: r,
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})
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}
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if err := gimg.ReadPixels(graphicsDriver, args); err != nil {
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return err
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}
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for _, a := range args {
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bs := graphics.NewManagedBytes(len(a.Pixels), func(bs []byte) {
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copy(bs, a.Pixels)
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})
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i.basePixels.AddOrReplace(bs, a.Region)
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}
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}
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i.image = gimg
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i.image = gimg
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i.clearDrawTrianglesHistory()
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i.stale = false
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i.stale = false
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i.staleRegions = i.staleRegions[:0]
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i.staleRegions = i.staleRegions[:0]
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return nil
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return nil
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@ -611,7 +461,6 @@ func (i *Image) Dispose() {
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i.basePixels.Dispose()
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i.basePixels.Dispose()
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i.basePixels = Pixels{}
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i.basePixels = Pixels{}
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i.pixelsCache = nil
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i.pixelsCache = nil
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i.clearDrawTrianglesHistory()
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i.stale = false
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i.stale = false
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i.staleRegions = i.staleRegions[:0]
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i.staleRegions = i.staleRegions[:0]
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}
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}
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@ -620,27 +469,10 @@ func (i *Image) Dump(graphicsDriver graphicsdriver.Graphics, path string, blackb
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return i.image.Dump(graphicsDriver, path, blackbg, rect)
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return i.image.Dump(graphicsDriver, path, blackbg, rect)
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}
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}
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func (i *Image) clearDrawTrianglesHistory() {
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// Clear the items explicitly, or the references might remain (#1803).
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for idx := range i.drawTrianglesHistory {
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i.drawTrianglesHistory[idx] = nil
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}
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i.drawTrianglesHistory = i.drawTrianglesHistory[:0]
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}
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func (i *Image) InternalSize() (int, int) {
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func (i *Image) InternalSize() (int, int) {
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return i.image.InternalSize()
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return i.image.InternalSize()
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}
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}
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func (i *Image) appendRegionsForDrawTriangles(regions *[]image.Rectangle) {
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for _, d := range i.drawTrianglesHistory {
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if d.dstRegion.Empty() {
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continue
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}
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appendRegionRemovingDuplicates(regions, d.dstRegion)
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}
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}
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// appendRegionRemovingDuplicates adds a region to a given list of regions,
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// appendRegionRemovingDuplicates adds a region to a given list of regions,
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// but removes any duplicate between the newly added region and any existing regions.
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// but removes any duplicate between the newly added region and any existing regions.
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//
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//
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Loading…
Reference in New Issue
Block a user