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graphics: Refactoring: remove unnecessary empty slices
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parent
c19b233ec6
commit
e1b5c992b4
@ -37,10 +37,7 @@ type commandQueue struct {
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m sync.Mutex
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m sync.Mutex
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}
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}
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var theCommandQueue = &commandQueue{
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var theCommandQueue = &commandQueue{}
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commands: []command{},
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vertices: []float32{},
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}
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func (q *commandQueue) appendVertices(vertices []float32) {
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func (q *commandQueue) appendVertices(vertices []float32) {
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if len(q.vertices) < q.verticesNum+len(vertices) {
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if len(q.vertices) < q.verticesNum+len(vertices) {
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@ -84,7 +81,7 @@ func (q *commandQueue) Enqueue(command command) {
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// its limit (maxQuads).
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// its limit (maxQuads).
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func (q *commandQueue) commandGroups() [][]command {
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func (q *commandQueue) commandGroups() [][]command {
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cs := q.commands
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cs := q.commands
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gs := [][]command{}
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var gs [][]command
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quads := 0
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quads := 0
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for 0 < len(cs) {
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for 0 < len(cs) {
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if len(gs) == 0 {
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if len(gs) == 0 {
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@ -149,7 +146,7 @@ func (q *commandQueue) Flush(context *opengl.Context) error {
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}
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}
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lastN = n
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lastN = n
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}
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}
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q.commands = []command{}
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q.commands = nil
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q.verticesNum = 0
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q.verticesNum = 0
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return nil
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return nil
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}
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}
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