Remove source-region information from vertices

Fixes #1210
This commit is contained in:
Hajime Hoshi 2020-07-02 23:06:58 +09:00
parent 71c9e7ac40
commit b83f0acc4d
14 changed files with 85 additions and 145 deletions

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@ -309,30 +309,21 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
filter = driver.Filter(img.filter)
}
b := img.Bounds()
bx0 := float32(b.Min.X)
by0 := float32(b.Min.Y)
bx1 := float32(b.Max.X)
by1 := float32(b.Max.Y)
vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
for i, v := range vertices {
vs[i*graphics.VertexFloatNum] = v.DstX
vs[i*graphics.VertexFloatNum+1] = v.DstY
vs[i*graphics.VertexFloatNum+2] = v.SrcX
vs[i*graphics.VertexFloatNum+3] = v.SrcY
vs[i*graphics.VertexFloatNum+4] = bx0
vs[i*graphics.VertexFloatNum+5] = by0
vs[i*graphics.VertexFloatNum+6] = bx1
vs[i*graphics.VertexFloatNum+7] = by1
vs[i*graphics.VertexFloatNum+8] = v.ColorR
vs[i*graphics.VertexFloatNum+9] = v.ColorG
vs[i*graphics.VertexFloatNum+10] = v.ColorB
vs[i*graphics.VertexFloatNum+11] = v.ColorA
vs[i*graphics.VertexFloatNum+4] = v.ColorR
vs[i*graphics.VertexFloatNum+5] = v.ColorG
vs[i*graphics.VertexFloatNum+6] = v.ColorB
vs[i*graphics.VertexFloatNum+7] = v.ColorA
}
is := make([]uint16, len(indices))
copy(is, indices)
b := img.Bounds()
sr := driver.Region{
X: float32(b.Min.X),
Y: float32(b.Min.Y),
@ -396,15 +387,10 @@ func (i *Image) DrawTrianglesWithShader(vertices []Vertex, indices []uint16, sha
vs[i*graphics.VertexFloatNum+1] = v.DstY
vs[i*graphics.VertexFloatNum+2] = v.SrcX
vs[i*graphics.VertexFloatNum+3] = v.SrcY
// TODO: Remove these values for the source region.
vs[i*graphics.VertexFloatNum+4] = 0
vs[i*graphics.VertexFloatNum+5] = 0
vs[i*graphics.VertexFloatNum+6] = 0
vs[i*graphics.VertexFloatNum+7] = 0
vs[i*graphics.VertexFloatNum+8] = v.ColorR
vs[i*graphics.VertexFloatNum+9] = v.ColorG
vs[i*graphics.VertexFloatNum+10] = v.ColorB
vs[i*graphics.VertexFloatNum+11] = v.ColorA
vs[i*graphics.VertexFloatNum+4] = v.ColorR
vs[i*graphics.VertexFloatNum+5] = v.ColorG
vs[i*graphics.VertexFloatNum+6] = v.ColorB
vs[i*graphics.VertexFloatNum+7] = v.ColorA
}
is := make([]uint16, len(indices))
copy(is, indices)

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@ -16,7 +16,7 @@ package graphics
const (
IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
VertexFloatNum = 12
VertexFloatNum = 8
)
var (

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@ -232,10 +232,6 @@ func (q *commandQueue) Flush() error {
// Convert pixels to texels.
vs[i*graphics.VertexFloatNum+2] /= s.width
vs[i*graphics.VertexFloatNum+3] /= s.height
vs[i*graphics.VertexFloatNum+4] /= s.width
vs[i*graphics.VertexFloatNum+5] /= s.height
vs[i*graphics.VertexFloatNum+6] /= s.width
vs[i*graphics.VertexFloatNum+7] /= s.height
// Avoid the center of the pixel, which is problematic (#929, #1171).
// Instead, align the vertices with about 1/3 pixels.
@ -263,10 +259,6 @@ func (q *commandQueue) Flush() error {
// Convert pixels to texels.
vs[i*graphics.VertexFloatNum+2] /= s.width
vs[i*graphics.VertexFloatNum+3] /= s.height
vs[i*graphics.VertexFloatNum+4] /= s.width
vs[i*graphics.VertexFloatNum+5] /= s.height
vs[i*graphics.VertexFloatNum+6] /= s.width
vs[i*graphics.VertexFloatNum+7] /= s.height
}
}

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@ -141,14 +141,10 @@ func processSrc(src *Image) {
// 1: Destination Y in pixels
// 2: Source X in pixels (not texels!)
// 3: Source Y in pixels
// 4: Bounds of the source min X in pixels
// 5: Bounds of the source min Y in pixels
// 6: Bounds of the source max X in pixels
// 7: Bounds of the source max Y in pixels
// 8: Color R [0.0-1.0]
// 9: Color G
// 10: Color B
// 11: Color Y
// 4: Color R [0.0-1.0]
// 5: Color G
// 6: Color B
// 7: Color Y
//
// src and shader are exclusive and only either is non-nil.
//

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@ -30,10 +30,10 @@ func TestMain(m *testing.M) {
func quadVertices(w, h float32) []float32 {
return []float32{
0, 0, 0, 0, 0, 0, w, h, 1, 1, 1, 1,
w, 0, w, 0, 0, 0, w, h, 1, 1, 1, 1,
0, w, 0, h, 0, 0, w, h, 1, 1, 1, 1,
w, h, w, h, 0, 0, w, h, 1, 1, 1, 1,
0, 0, 0, 0, 1, 1, 1, 1,
w, 0, w, 0, 1, 1, 1, 1,
0, w, 0, h, 1, 1, 1, 1,
w, h, w, h, 1, 1, 1, 1,
}
}

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@ -60,7 +60,6 @@ using namespace metal;
struct VertexIn {
packed_float2 position;
packed_float2 tex;
packed_float4 tex_region;
packed_float4 color;
};

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@ -111,7 +111,6 @@ const (
uniform vec2 viewport_size;
attribute vec2 vertex;
attribute vec2 tex;
attribute vec4 tex_region;
attribute vec4 color_scale;
varying vec2 varying_tex;
varying vec4 varying_color_scale;
@ -164,14 +163,14 @@ highp float floorMod(highp float x, highp float y) {
return x - y * floor(x/y);
}
highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 tex_region) {
highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 source_region) {
#if defined(ADDRESS_CLAMP_TO_ZERO)
return p;
#endif
#if defined(ADDRESS_REPEAT)
highp vec2 o = vec2(tex_region[0], tex_region[1]);
highp vec2 size = vec2(tex_region[2] - tex_region[0], tex_region[3] - tex_region[1]);
highp vec2 o = vec2(source_region[0], source_region[1]);
highp vec2 size = vec2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
return vec2(floorMod((p.x - o.x), size.x) + o.x, floorMod((p.y - o.y), size.y) + o.y);
#endif

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@ -97,10 +97,6 @@ var theArrayBufferLayout = arrayBufferLayout{
name: "tex",
num: 2,
},
{
name: "tex_region",
num: 4,
},
{
name: "color_scale",
num: 4,

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@ -178,10 +178,10 @@ func (m *Mipmap) DrawTriangles(src *Mipmap, vertices []float32, indices []uint16
colorm = nil
const n = graphics.VertexFloatNum
for i := 0; i < len(vertices)/n; i++ {
vertices[i*n+8] *= cr
vertices[i*n+9] *= cg
vertices[i*n+10] *= cb
vertices[i*n+11] *= ca
vertices[i*n+4] *= cr
vertices[i*n+5] *= cg
vertices[i*n+6] *= cb
vertices[i*n+7] *= ca
}
}

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@ -68,59 +68,43 @@ func quadVertices(sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty float32, cr, cg, cb
// This function is very performance-sensitive and implement in a very dumb way.
vs := vertexSlice(4, last)
_ = vs[:48]
_ = vs[:32]
vs[0] = tx
vs[1] = ty
vs[2] = u0
vs[3] = v0
vs[4] = u0
vs[5] = v0
vs[6] = u1
vs[7] = v1
vs[8] = cr
vs[9] = cg
vs[10] = cb
vs[11] = ca
vs[4] = cr
vs[5] = cg
vs[6] = cb
vs[7] = ca
vs[12] = ax + tx
vs[13] = cx + ty
vs[14] = u1
vs[15] = v0
vs[16] = u0
vs[17] = v0
vs[18] = u1
vs[8] = ax + tx
vs[9] = cx + ty
vs[10] = u1
vs[11] = v0
vs[12] = cr
vs[13] = cg
vs[14] = cb
vs[15] = ca
vs[16] = by + tx
vs[17] = dy + ty
vs[18] = u0
vs[19] = v1
vs[20] = cr
vs[21] = cg
vs[22] = cb
vs[23] = ca
vs[24] = by + tx
vs[25] = dy + ty
vs[26] = u0
vs[24] = ax + by + tx
vs[25] = cx + dy + ty
vs[26] = u1
vs[27] = v1
vs[28] = u0
vs[29] = v0
vs[30] = u1
vs[31] = v1
vs[32] = cr
vs[33] = cg
vs[34] = cb
vs[35] = ca
vs[36] = ax + by + tx
vs[37] = cx + dy + ty
vs[38] = u1
vs[39] = v1
vs[40] = u0
vs[41] = v0
vs[42] = u1
vs[43] = v1
vs[44] = cr
vs[45] = cg
vs[46] = cb
vs[47] = ca
vs[28] = cr
vs[29] = cg
vs[30] = cb
vs[31] = ca
return vs
}

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@ -207,10 +207,10 @@ func NewScreenFramebufferImage(width, height int) *Image {
// quadVertices returns vertices to render a quad. These values are passed to graphicscommand.Image.
func quadVertices(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32) []float32 {
return []float32{
dx0, dy0, sx0, sy0, sx0, sy0, sx1, sy1, cr, cg, cb, ca,
dx1, dy0, sx1, sy0, sx0, sy0, sx1, sy1, cr, cg, cb, ca,
dx0, dy1, sx0, sy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca,
dx1, dy1, sx1, sy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca,
dx0, dy0, sx0, sy0, cr, cg, cb, ca,
dx1, dy0, sx1, sy0, cr, cg, cb, ca,
dx0, dy1, sx0, sy1, cr, cg, cb, ca,
dx1, dy1, sx1, sy1, cr, cg, cb, ca,
}
}
@ -361,14 +361,10 @@ func convertUniformVariables(uniforms []interface{}) []interface{} {
// 1: Destination Y in pixels
// 2: Source X in pixels (not texels!)
// 3: Source Y in pixels
// 4: Bounds of the source min X in pixels
// 5: Bounds of the source min Y in pixels
// 6: Bounds of the source max X in pixels
// 7: Bounds of the source max Y in pixels
// 8: Color R [0.0-1.0]
// 9: Color G
// 10: Color B
// 11: Color Y
// 4: Color R [0.0-1.0]
// 5: Color G
// 6: Color B
// 7: Color Y
func (i *Image) DrawTriangles(img *Image, vertices []float32, indices []uint16, colorm *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, sourceRegion driver.Region, shader *Shader, uniforms []interface{}) {
if i.priority {
panic("restorable: DrawTriangles cannot be called on a priority image")

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@ -107,10 +107,10 @@ func quadVertices(sw, sh, x, y int) []float32 {
sx1 := float32(sw)
sy1 := float32(sh)
return []float32{
dx0, dy0, sx0, sy0, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx1, dy0, sx1, sy0, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx0, dy1, sx0, sy1, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx1, dy1, sx1, sy1, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx0, dy0, sx0, sy0, 1, 1, 1, 1,
dx1, dy0, sx1, sy0, 1, 1, 1, 1,
dx0, dy1, sx0, sy1, 1, 1, 1, 1,
dx1, dy1, sx1, sy1, 1, 1, 1, 1,
}
}

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@ -214,10 +214,10 @@ func (i *Image) ensureNotShared() {
sy1 := float32(oy + h)
newImg := restorable.NewImage(w, h, i.volatile)
vs := []float32{
dx0, dy0, sx0, sy0, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx1, dy0, sx1, sy0, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx0, dy1, sx0, sy1, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx1, dy1, sx1, sy1, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx0, dy0, sx0, sy0, 1, 1, 1, 1,
dx1, dy0, sx1, sy0, 1, 1, 1, 1,
dx0, dy1, sx0, sy1, 1, 1, 1, 1,
dx1, dy1, sx1, sy1, 1, 1, 1, 1,
}
is := graphics.QuadIndices()
newImg.DrawTriangles(i.backend.restorable, vs, is, nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressUnsafe, driver.Region{}, nil, nil)
@ -301,14 +301,10 @@ func makeSharedIfNeeded(src *Image) {
// 1: Destination Y in pixels
// 2: Source X in pixels (the upper-left is (0, 0))
// 3: Source Y in pixels
// 4: Bounds of the source min X in pixels
// 5: Bounds of the source min Y in pixels
// 6: Bounds of the source max X in pixels
// 7: Bounds of the source max Y in pixels
// 8: Color R [0.0-1.0]
// 9: Color G
// 10: Color B
// 11: Color Y
// 4: Color R [0.0-1.0]
// 5: Color G
// 6: Color B
// 7: Color Y
func (i *Image) DrawTriangles(img *Image, vertices []float32, indices []uint16, colorm *affine.ColorM, mode driver.CompositeMode, filter driver.Filter, address driver.Address, sourceRegion driver.Region, shader *Shader, uniforms []interface{}) {
backendsM.Lock()
// Do not use defer for performance.
@ -350,10 +346,6 @@ func (i *Image) DrawTriangles(img *Image, vertices []float32, indices []uint16,
vertices[i*graphics.VertexFloatNum+1] += dy
vertices[i*graphics.VertexFloatNum+2] += oxf
vertices[i*graphics.VertexFloatNum+3] += oyf
vertices[i*graphics.VertexFloatNum+4] += oxf
vertices[i*graphics.VertexFloatNum+5] += oyf
vertices[i*graphics.VertexFloatNum+6] += oxf
vertices[i*graphics.VertexFloatNum+7] += oyf
}
if address != driver.AddressUnsafe {
sourceRegion.X += oxf

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@ -46,10 +46,10 @@ func quadVertices(sw, sh, x, y int, scalex float32) []float32 {
sx1 := float32(sw)
sy1 := float32(sh)
return []float32{
dx0, dy0, sx0, sy0, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx1, dy0, sx1, sy0, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx0, dy1, sx0, sy1, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx1, dy1, sx1, sy1, sx0, sy0, sx1, sy1, 1, 1, 1, 1,
dx0, dy0, sx0, sy0, 1, 1, 1, 1,
dx1, dy0, sx1, sy0, 1, 1, 1, 1,
dx0, dy1, sx0, sy1, 1, 1, 1, 1,
dx1, dy1, sx1, sy1, 1, 1, 1, 1,
}
}