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internal/mipmap: refactoring: add a fast path
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@ -83,38 +83,49 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, verti
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return
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}
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level := 0
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if !canSkipMipmap && srcs[0] != nil && canUseMipmap(srcs[0].imageType) {
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level = math.MaxInt32
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for i := 0; i < len(indices); i += 3 {
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idx0 := indices[i]
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idx1 := indices[i+1]
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idx2 := indices[i+2]
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dx0 := vertices[graphics.VertexFloatCount*idx0]
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dy0 := vertices[graphics.VertexFloatCount*idx0+1]
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sx0 := vertices[graphics.VertexFloatCount*idx0+2]
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sy0 := vertices[graphics.VertexFloatCount*idx0+3]
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dx1 := vertices[graphics.VertexFloatCount*idx1]
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dy1 := vertices[graphics.VertexFloatCount*idx1+1]
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sx1 := vertices[graphics.VertexFloatCount*idx1+2]
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sy1 := vertices[graphics.VertexFloatCount*idx1+3]
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dx2 := vertices[graphics.VertexFloatCount*idx2]
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dy2 := vertices[graphics.VertexFloatCount*idx2+1]
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sx2 := vertices[graphics.VertexFloatCount*idx2+2]
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sy2 := vertices[graphics.VertexFloatCount*idx2+3]
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if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx2, dy2, dx0, dy0, sx2, sy2, sx0, sy0); level > l {
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level = l
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// Use the fast path if mipmap is not used.
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if canSkipMipmap || srcs[0] == nil || !canUseMipmap(srcs[0].imageType) {
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var imgs [graphics.ShaderSrcImageCount]*buffered.Image
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for i, src := range srcs {
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if src == nil {
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continue
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}
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imgs[i] = src.orig
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}
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if level == math.MaxInt32 {
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panic("mipmap: level must be calculated at least once but not")
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m.orig.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule, hint)
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m.markDirty()
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return
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}
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level := math.MaxInt32
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for i := 0; i < len(indices); i += 3 {
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idx0 := indices[i]
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idx1 := indices[i+1]
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idx2 := indices[i+2]
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dx0 := vertices[graphics.VertexFloatCount*idx0]
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dy0 := vertices[graphics.VertexFloatCount*idx0+1]
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sx0 := vertices[graphics.VertexFloatCount*idx0+2]
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sy0 := vertices[graphics.VertexFloatCount*idx0+3]
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dx1 := vertices[graphics.VertexFloatCount*idx1]
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dy1 := vertices[graphics.VertexFloatCount*idx1+1]
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sx1 := vertices[graphics.VertexFloatCount*idx1+2]
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sy1 := vertices[graphics.VertexFloatCount*idx1+3]
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dx2 := vertices[graphics.VertexFloatCount*idx2]
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dy2 := vertices[graphics.VertexFloatCount*idx2+1]
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sx2 := vertices[graphics.VertexFloatCount*idx2+2]
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sy2 := vertices[graphics.VertexFloatCount*idx2+3]
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if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx2, dy2, dx0, dy0, sx2, sy2, sx0, sy0); level > l {
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level = l
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}
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}
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if level == math.MaxInt32 {
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panic("mipmap: level must be calculated at least once but not")
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}
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var imgs [graphics.ShaderSrcImageCount]*buffered.Image
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