internal/atlas: reduce for-loops

This commit is contained in:
Hajime Hoshi 2024-10-26 13:14:55 +09:00
parent ecc42d4042
commit c7880a5ad6

View File

@ -421,6 +421,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
}
}
var imgs [graphics.ShaderSrcImageCount]*restorable.Image
for i, src := range srcs {
if src == nil {
continue
@ -429,33 +430,18 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
// A source region can be deliberately empty when this is not needed in order to avoid unexpected
// performance issue (#1293).
// TODO: This should no longer be needed but is kept just in case. Remove this later.
if srcRegions[i].Empty() {
continue
}
if !srcRegions[i].Empty() {
r := src.regionWithPadding()
srcRegions[i] = srcRegions[i].Add(r.Min)
}
var imgs [graphics.ShaderSrcImageCount]*restorable.Image
for i, src := range srcs {
if src == nil {
continue
}
imgs[i] = src.backend.restorable
}
i.backend.restorable.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, fillRule, hint)
for _, src := range srcs {
if src == nil {
continue
}
if !src.isOnSourceBackend() && src.canBePutOnAtlas() {
// src might already registered, but assigning it again is not harmful.
imagesToPutOnSourceBackend.add(src)
}
}
i.backend.restorable.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, fillRule, hint)
}
// WritePixels replaces the pixels on the image.