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graphicsdriver/opengl: Refactoring
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@ -124,7 +124,8 @@ type openGLState struct {
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programScreen program
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lastProgram program
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lastViewportSize []float32
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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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@ -151,7 +152,8 @@ func (s *openGLState) reset(context *context) error {
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}
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s.lastProgram = zeroProgram
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s.lastViewportSize = nil
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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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@ -266,10 +268,6 @@ func (d *Driver) useProgram(mode graphics.CompositeMode, colorM *affine.ColorM,
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if err := destination.setViewport(); err != nil {
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return err
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}
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viewportSize := []float32{
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float32(destination.framebuffer.width),
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float32(destination.framebuffer.height),
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}
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dstW := destination.width
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srcW, srcH := source.width, source.height
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@ -301,36 +299,31 @@ func (d *Driver) useProgram(mode graphics.CompositeMode, colorM *affine.ColorM,
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}
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d.state.lastProgram = program
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d.state.lastViewportSize = nil
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d.state.lastViewportWidth = 0
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d.state.lastViewportHeight = 0
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d.state.lastColorMatrix = nil
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d.state.lastColorMatrixTranslation = nil
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d.state.lastSourceWidth = 0
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d.state.lastSourceHeight = 0
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}
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if !areSameFloat32Array(d.state.lastViewportSize, viewportSize) {
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d.context.uniformFloats(program, "viewport_size", viewportSize)
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if d.state.lastViewportSize == nil {
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d.state.lastViewportSize = make([]float32, 2)
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}
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d.state.lastViewportSize = viewportSize
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vw := destination.framebuffer.width
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vh := destination.framebuffer.height
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if d.state.lastViewportWidth != vw || d.state.lastSourceHeight != vh {
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d.context.uniformFloats(program, "viewport_size", []float32{float32(vw), float32(vh)})
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d.state.lastViewportWidth = vw
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d.state.lastViewportHeight = vh
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}
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esBody, esTranslate := colorM.UnsafeElements()
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if !areSameFloat32Array(d.state.lastColorMatrix, esBody) {
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d.context.uniformFloats(program, "color_matrix_body", esBody)
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if d.state.lastColorMatrix == nil {
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d.state.lastColorMatrix = make([]float32, 16)
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}
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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d.state.lastColorMatrix = esBody
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}
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if !areSameFloat32Array(d.state.lastColorMatrixTranslation, esTranslate) {
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d.context.uniformFloats(program, "color_matrix_translation", esTranslate)
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if d.state.lastColorMatrixTranslation == nil {
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d.state.lastColorMatrixTranslation = make([]float32, 4)
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}
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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d.state.lastColorMatrixTranslation = esTranslate
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}
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