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https://github.com/hajimehoshi/ebiten.git
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ebiten: Bug fix: Stencil buffers should not be cleared until all the vertices are rendered
Updates #1684
This commit is contained in:
parent
b466a0cbd7
commit
daa883d799
127
image_test.go
127
image_test.go
@ -2240,3 +2240,130 @@ func TestImageSubImageFill(t *testing.T) {
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}
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}
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}
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}
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}
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}
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func TestImageEvenOdd(t *testing.T) {
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emptyImage := NewImage(3, 3)
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emptyImage.Fill(color.White)
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emptySubImage := emptyImage.SubImage(image.Rect(1, 1, 2, 2)).(*Image)
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vs0 := []Vertex{
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{
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DstX: 1, DstY: 1, SrcX: 1, SrcY: 1,
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ColorR: 1, ColorG: 0, ColorB: 0, ColorA: 1,
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},
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{
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DstX: 15, DstY: 1, SrcX: 1, SrcY: 1,
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ColorR: 1, ColorG: 0, ColorB: 0, ColorA: 1,
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},
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{
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DstX: 1, DstY: 15, SrcX: 1, SrcY: 1,
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ColorR: 1, ColorG: 0, ColorB: 0, ColorA: 1,
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},
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{
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DstX: 15, DstY: 15, SrcX: 1, SrcY: 1,
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ColorR: 1, ColorG: 0, ColorB: 0, ColorA: 1,
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},
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}
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is0 := []uint16{0, 1, 2, 1, 2, 3}
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vs1 := []Vertex{
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{
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DstX: 2, DstY: 2, SrcX: 1, SrcY: 1,
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ColorR: 0, ColorG: 1, ColorB: 0, ColorA: 1,
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},
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{
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DstX: 14, DstY: 2, SrcX: 1, SrcY: 1,
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ColorR: 0, ColorG: 1, ColorB: 0, ColorA: 1,
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},
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{
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DstX: 2, DstY: 14, SrcX: 1, SrcY: 1,
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ColorR: 0, ColorG: 1, ColorB: 0, ColorA: 1,
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},
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{
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DstX: 14, DstY: 14, SrcX: 1, SrcY: 1,
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ColorR: 0, ColorG: 1, ColorB: 0, ColorA: 1,
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},
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}
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is1 := []uint16{4, 5, 6, 5, 6, 7}
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vs2 := []Vertex{
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{
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DstX: 3, DstY: 3, SrcX: 1, SrcY: 1,
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ColorR: 0, ColorG: 0, ColorB: 1, ColorA: 1,
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},
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{
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DstX: 13, DstY: 3, SrcX: 1, SrcY: 1,
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ColorR: 0, ColorG: 0, ColorB: 1, ColorA: 1,
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},
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{
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DstX: 3, DstY: 13, SrcX: 1, SrcY: 1,
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ColorR: 0, ColorG: 0, ColorB: 1, ColorA: 1,
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},
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{
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DstX: 13, DstY: 13, SrcX: 1, SrcY: 1,
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ColorR: 0, ColorG: 0, ColorB: 1, ColorA: 1,
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},
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}
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is2 := []uint16{8, 9, 10, 9, 10, 11}
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// Draw all the vertices once. The even-odd rule is applied for all the vertices once.
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dst := NewImage(16, 16)
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op := &DrawTrianglesOptions{
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EvenOdd: true,
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}
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dst.DrawTriangles(append(append(vs0, vs1...), vs2...), append(append(is0, is1...), is2...), emptySubImage, op)
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for j := 0; j < 16; j++ {
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for i := 0; i < 16; i++ {
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got := dst.At(i, j)
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var want color.RGBA
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switch {
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case 3 <= i && i < 13 && 3 <= j && j < 13:
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want = color.RGBA{0, 0, 0xff, 0xff}
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case 2 <= i && i < 14 && 2 <= j && j < 14:
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want = color.RGBA{0, 0, 0, 0}
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case 1 <= i && i < 15 && 1 <= j && j < 15:
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want = color.RGBA{0xff, 0, 0, 0xff}
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default:
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want = color.RGBA{0, 0, 0, 0}
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}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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// Do the same thing with a little shift. This confirms that the underlying stencil buffer is cleared correctly.
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for i := range vs0 {
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vs0[i].DstX++
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vs0[i].DstY++
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}
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for i := range vs1 {
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vs1[i].DstX++
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vs1[i].DstY++
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}
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for i := range vs2 {
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vs2[i].DstX++
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vs2[i].DstY++
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}
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dst.Clear()
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dst.DrawTriangles(append(append(vs0, vs1...), vs2...), append(append(is0, is1...), is2...), emptySubImage, op)
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for j := 0; j < 16; j++ {
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for i := 0; i < 16; i++ {
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got := dst.At(i, j)
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var want color.RGBA
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switch {
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case 4 <= i && i < 14 && 4 <= j && j < 14:
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want = color.RGBA{0, 0, 0xff, 0xff}
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case 3 <= i && i < 15 && 3 <= j && j < 15:
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want = color.RGBA{0, 0, 0, 0}
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case 2 <= i && i < 16 && 2 <= j && j < 16:
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want = color.RGBA{0xff, 0, 0, 0xff}
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default:
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want = color.RGBA{0, 0, 0, 0}
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}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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@ -745,15 +745,15 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion drive
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case drawWithStencil:
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case drawWithStencil:
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desc := mtl.DepthStencilDescriptor{
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desc := mtl.DepthStencilDescriptor{
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BackFaceStencil: mtl.StencilDescriptor{
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BackFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationZero,
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationZero,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationZero,
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DepthStencilPassOperation: mtl.StencilOperationKeep,
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StencilCompareFunction: mtl.CompareFunctionNotEqual,
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StencilCompareFunction: mtl.CompareFunctionNotEqual,
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},
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},
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FrontFaceStencil: mtl.StencilDescriptor{
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FrontFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationZero,
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationZero,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationZero,
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DepthStencilPassOperation: mtl.StencilOperationKeep,
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StencilCompareFunction: mtl.CompareFunctionNotEqual,
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StencilCompareFunction: mtl.CompareFunctionNotEqual,
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},
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},
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}
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}
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@ -264,7 +264,6 @@ func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) e
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if s := gl.CheckFramebufferStatusEXT(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
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if s := gl.CheckFramebufferStatusEXT(gl.FRAMEBUFFER); s != gl.FRAMEBUFFER_COMPLETE {
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return errors.New(fmt.Sprintf("opengl: glFramebufferRenderbuffer failed: %d", s))
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return errors.New(fmt.Sprintf("opengl: glFramebufferRenderbuffer failed: %d", s))
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}
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}
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gl.Clear(gl.STENCIL_BUFFER_BIT)
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return nil
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return nil
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}
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}
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@ -550,6 +549,7 @@ func (c *context) disableStencilTest() {
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}
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}
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func (c *context) beginStencilWithEvenOddRule() {
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func (c *context) beginStencilWithEvenOddRule() {
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gl.Clear(gl.STENCIL_BUFFER_BIT)
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gl.StencilFunc(gl.ALWAYS, 0x00, 0xff)
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gl.StencilFunc(gl.ALWAYS, 0x00, 0xff)
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gl.StencilOp(gl.KEEP, gl.KEEP, gl.INVERT)
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gl.StencilOp(gl.KEEP, gl.KEEP, gl.INVERT)
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gl.ColorMask(false, false, false, false)
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gl.ColorMask(false, false, false, false)
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@ -557,6 +557,6 @@ func (c *context) beginStencilWithEvenOddRule() {
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func (c *context) endStencilWithEvenOddRule() {
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func (c *context) endStencilWithEvenOddRule() {
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gl.StencilFunc(gl.NOTEQUAL, 0x00, 0xff)
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gl.StencilFunc(gl.NOTEQUAL, 0x00, 0xff)
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gl.StencilOp(gl.ZERO, gl.ZERO, gl.ZERO)
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gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
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gl.ColorMask(true, true, true, true)
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gl.ColorMask(true, true, true, true)
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}
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}
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@ -298,7 +298,6 @@ func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) e
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if s := gl.checkFramebufferStatus.Invoke(gles.FRAMEBUFFER); s.Int() != gles.FRAMEBUFFER_COMPLETE {
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if s := gl.checkFramebufferStatus.Invoke(gles.FRAMEBUFFER); s.Int() != gles.FRAMEBUFFER_COMPLETE {
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return errors.New(fmt.Sprintf("opengl: framebufferRenderbuffer failed: %d", s.Int()))
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return errors.New(fmt.Sprintf("opengl: framebufferRenderbuffer failed: %d", s.Int()))
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}
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}
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gl.clear.Invoke(gles.STENCIL_BUFFER_BIT)
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return nil
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return nil
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}
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}
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@ -660,6 +659,7 @@ func (c *context) disableStencilTest() {
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func (c *context) beginStencilWithEvenOddRule() {
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func (c *context) beginStencilWithEvenOddRule() {
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gl := c.gl
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gl := c.gl
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gl.clear.Invoke(gles.STENCIL_BUFFER_BIT)
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gl.stencilFunc.Invoke(gles.ALWAYS, 0x00, 0xff)
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gl.stencilFunc.Invoke(gles.ALWAYS, 0x00, 0xff)
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gl.stencilOp.Invoke(gles.KEEP, gles.KEEP, gles.INVERT)
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gl.stencilOp.Invoke(gles.KEEP, gles.KEEP, gles.INVERT)
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gl.colorMask.Invoke(false, false, false, false)
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gl.colorMask.Invoke(false, false, false, false)
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@ -668,6 +668,6 @@ func (c *context) beginStencilWithEvenOddRule() {
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func (c *context) endStencilWithEvenOddRule() {
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func (c *context) endStencilWithEvenOddRule() {
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gl := c.gl
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gl := c.gl
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gl.stencilFunc.Invoke(gles.NOTEQUAL, 0x00, 0xff)
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gl.stencilFunc.Invoke(gles.NOTEQUAL, 0x00, 0xff)
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gl.stencilOp.Invoke(gles.ZERO, gles.ZERO, gles.ZERO)
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gl.stencilOp.Invoke(gles.KEEP, gles.KEEP, gles.KEEP)
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gl.colorMask.Invoke(true, true, true, true)
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gl.colorMask.Invoke(true, true, true, true)
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}
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}
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@ -246,7 +246,6 @@ func (c *context) bindStencilBuffer(f framebufferNative, r renderbufferNative) e
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if s := c.ctx.CheckFramebufferStatus(gles.FRAMEBUFFER); s != gles.FRAMEBUFFER_COMPLETE {
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if s := c.ctx.CheckFramebufferStatus(gles.FRAMEBUFFER); s != gles.FRAMEBUFFER_COMPLETE {
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return errors.New(fmt.Sprintf("opengl: glFramebufferRenderbuffer failed: %d", s))
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return errors.New(fmt.Sprintf("opengl: glFramebufferRenderbuffer failed: %d", s))
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}
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}
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c.ctx.Clear(gles.STENCIL_BUFFER_BIT)
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return nil
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return nil
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}
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}
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@ -511,6 +510,7 @@ func (c *context) disableStencilTest() {
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}
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}
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func (c *context) beginStencilWithEvenOddRule() {
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func (c *context) beginStencilWithEvenOddRule() {
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c.ctx.Clear(gles.STENCIL_BUFFER_BIT)
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c.ctx.StencilFunc(gles.ALWAYS, 0x00, 0xff)
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c.ctx.StencilFunc(gles.ALWAYS, 0x00, 0xff)
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c.ctx.StencilOp(gles.KEEP, gles.KEEP, gles.INVERT)
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c.ctx.StencilOp(gles.KEEP, gles.KEEP, gles.INVERT)
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c.ctx.ColorMask(false, false, false, false)
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c.ctx.ColorMask(false, false, false, false)
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@ -518,6 +518,6 @@ func (c *context) beginStencilWithEvenOddRule() {
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func (c *context) endStencilWithEvenOddRule() {
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func (c *context) endStencilWithEvenOddRule() {
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c.ctx.StencilFunc(gles.NOTEQUAL, 0x00, 0xff)
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c.ctx.StencilFunc(gles.NOTEQUAL, 0x00, 0xff)
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c.ctx.StencilOp(gles.ZERO, gles.ZERO, gles.ZERO)
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c.ctx.StencilOp(gles.KEEP, gles.KEEP, gles.KEEP)
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c.ctx.ColorMask(true, true, true, true)
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c.ctx.ColorMask(true, true, true, true)
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}
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}
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