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internal/ui: reland: refactoring: improve anti-alias logic
* Remove the image extension. The image is always flushed when necessary. * Use a small offscreen image whichever the blend is. Updates #2399
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@ -339,30 +339,10 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
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}
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}
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i.blend = blend
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i.blend = blend
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// If the new region doesn't match with the current region, extend the buffer image.
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// If the new region doesn't match with the current region, remove the buffer image and recreate it later.
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if r := i.requiredRegion(vertices); i.region != r {
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if r := i.requiredRegion(vertices); i.region != r {
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if i.image != nil {
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i.flush()
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img := i.image
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i.image = nil
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i.image = NewImage(int(r.Width)*bigOffscreenScale, int(r.Height)*bigOffscreenScale, i.imageType)
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srcs := [graphics.ShaderImageCount]*Image{img}
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// TODO: Should we keep vertices like tmpVerticesForCopying?
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vertices := make([]float32, 4*graphics.VertexFloatCount)
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graphics.QuadVertices(
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vertices,
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0, 0, i.region.Width*bigOffscreenScale, i.region.Height*bigOffscreenScale,
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1, 0, 0, 1, (i.region.X-r.X)*bigOffscreenScale, (i.region.Y-r.Y)*bigOffscreenScale,
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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dstRegion := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: r.Width * bigOffscreenScale,
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Height: r.Height * bigOffscreenScale,
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}
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i.image.DrawTriangles(srcs, vertices, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
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img.MarkDisposed()
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}
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i.region = r
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i.region = r
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}
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}
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@ -379,15 +359,15 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
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// i.tmpVerticesForCopying can be resused as this is sent to DrawTriangles immediately.
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// i.tmpVerticesForCopying can be resused as this is sent to DrawTriangles immediately.
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graphics.QuadVertices(
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graphics.QuadVertices(
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i.tmpVerticesForCopying,
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i.tmpVerticesForCopying,
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0, 0, float32(i.orig.width), float32(i.orig.height),
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i.region.X, i.region.Y, i.region.X+i.region.Width, i.region.Y+i.region.Height,
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bigOffscreenScale, 0, 0, bigOffscreenScale, 0, 0,
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bigOffscreenScale, 0, 0, bigOffscreenScale, 0, 0,
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1, 1, 1, 1)
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1, 1, 1, 1)
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is := graphics.QuadIndices()
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is := graphics.QuadIndices()
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dstRegion := graphicsdriver.Region{
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dstRegion := graphicsdriver.Region{
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X: 0,
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X: 0,
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Y: 0,
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Y: 0,
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Width: float32(i.orig.width * bigOffscreenScale),
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Width: i.region.Width * bigOffscreenScale,
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Height: float32(i.orig.height * bigOffscreenScale),
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Height: i.region.Height * bigOffscreenScale,
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}
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}
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i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
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i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
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}
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}
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@ -441,15 +421,6 @@ func (i *bigOffscreenImage) flush() {
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}
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}
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func (i *bigOffscreenImage) requiredRegion(vertices []float32) graphicsdriver.Region {
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func (i *bigOffscreenImage) requiredRegion(vertices []float32) graphicsdriver.Region {
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if i.blend != graphicsdriver.BlendSourceOver {
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return graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(i.orig.width),
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Height: float32(i.orig.height),
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}
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}
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minX := float32(i.orig.width)
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minX := float32(i.orig.width)
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minY := float32(i.orig.height)
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minY := float32(i.orig.height)
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maxX := float32(0)
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maxX := float32(0)
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