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internal/graphicsdriver/opengl: Refactoring: Unify two drawTriangles* functions
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parent
e9b6237f61
commit
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@ -142,16 +142,8 @@ func (g *Graphics) SetVertices(vertices []float32, indices []uint16) {
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g.context.elementArrayBufferSubData(indices)
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}
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func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
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if shader == driver.InvalidShaderID {
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return g.drawTrianglesWithDefaultShader(dstID, srcIDs[0], indexLen, indexOffset, mode, colorM, filter, address, dstRegion, srcRegion)
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}
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return g.drawTrianglesWithShader(dstID, srcIDs, offsets, shader, indexLen, indexOffset, mode, dstRegion, srcRegion, uniforms)
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}
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func (g *Graphics) drawTrianglesWithDefaultShader(dst, src driver.ImageID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region) error {
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destination := g.images[dst]
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source := g.images[src]
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func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shaderID driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
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destination := g.images[dstID]
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if !destination.pbo.equal(*new(buffer)) {
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g.context.deleteBuffer(destination.pbo)
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@ -171,81 +163,152 @@ func (g *Graphics) drawTrianglesWithDefaultShader(dst, src driver.ImageID, index
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)
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g.context.blendFunc(mode)
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program := g.state.programs[programKey{
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useColorM: colorM != nil,
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filter: filter,
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address: address,
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}]
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var program program
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var uniformVars []uniformVariable
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if shaderID == driver.InvalidShaderID {
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program = g.state.programs[programKey{
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useColorM: colorM != nil,
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filter: filter,
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address: address,
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}]
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uniforms := []uniformVariable{}
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vw := destination.framebuffer.width
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vh := destination.framebuffer.height
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uniforms = append(uniforms, uniformVariable{
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name: "viewport_size",
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value: []float32{float32(vw), float32(vh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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}, uniformVariable{
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name: "source_region",
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value: []float32{
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srcRegion.X,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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},
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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if colorM != nil {
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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esBody, esTranslate := colorM.UnsafeElements()
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uniforms = append(uniforms, uniformVariable{
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name: "color_matrix_body",
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value: esBody,
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typ: shaderir.Type{Main: shaderir.Mat4},
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}, uniformVariable{
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name: "color_matrix_translation",
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value: esTranslate,
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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}
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if filter != driver.FilterNearest {
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sw, sh := source.framebufferSize()
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uniforms = append(uniforms, uniformVariable{
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name: "source_size",
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value: []float32{float32(sw), float32(sh)},
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dw, dh := destination.framebufferSize()
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uniformVars = append(uniformVars, uniformVariable{
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name: "viewport_size",
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value: []float32{float32(dw), float32(dh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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}, uniformVariable{
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name: "source_region",
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value: []float32{
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srcRegion.X,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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},
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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}
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if filter == driver.FilterScreen {
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scale := float32(destination.width) / float32(source.width)
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uniforms = append(uniforms, uniformVariable{
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name: "scale",
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value: scale,
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typ: shaderir.Type{Main: shaderir.Float},
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})
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}
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if colorM != nil {
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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esBody, esTranslate := colorM.UnsafeElements()
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uniformVars = append(uniformVars, uniformVariable{
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name: "color_matrix_body",
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value: esBody,
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typ: shaderir.Type{Main: shaderir.Mat4},
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}, uniformVariable{
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name: "color_matrix_translation",
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value: esTranslate,
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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}
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var imgs [graphics.ShaderImageNum]textureVariable
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for i := range imgs {
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if i == 0 {
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imgs[i].valid = true
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imgs[i].native = source.textureNative
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if filter != driver.FilterNearest {
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sw, sh := g.images[srcIDs[0]].framebufferSize()
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uniformVars = append(uniformVars, uniformVariable{
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name: "source_size",
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value: []float32{float32(sw), float32(sh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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})
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}
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if filter == driver.FilterScreen {
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scale := float32(destination.width) / float32(g.images[srcIDs[0]].width)
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uniformVars = append(uniformVars, uniformVariable{
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name: "scale",
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value: scale,
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typ: shaderir.Type{Main: shaderir.Float},
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})
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}
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} else {
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shader := g.shaders[shaderID]
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program = shader.p
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uniformVars = make([]uniformVariable, graphics.PreservedUniformVariablesNum+len(uniforms))
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{
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const idx = graphics.DestinationTextureSizeUniformVariableIndex
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w, h := destination.framebufferSize()
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uniformVars[idx].name = "U0"
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uniformVars[idx].value = []float32{float32(w), float32(h)}
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uniformVars[idx].typ = shader.ir.Uniforms[0]
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}
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{
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sizes := make([]float32, 2*len(srcIDs))
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for i, srcID := range srcIDs {
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if img := g.images[srcID]; img != nil {
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w, h := img.framebufferSize()
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sizes[2*i] = float32(w)
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sizes[2*i+1] = float32(h)
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}
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}
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const idx = graphics.TextureSizesUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = sizes
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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dw, dh := destination.framebufferSize()
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{
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origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = origin
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = size
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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voffsets := make([]float32, 2*len(offsets))
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for i, o := range offsets {
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voffsets[2*i] = o[0]
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voffsets[2*i+1] = o[1]
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}
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const idx = graphics.TextureSourceOffsetsUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = voffsets
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = origin
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
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uniformVars[idx].name = fmt.Sprintf("U%d", idx)
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uniformVars[idx].value = size
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uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesNum
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uniformVars[i+offset].name = fmt.Sprintf("U%d", i+offset)
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uniformVars[i+offset].value = v
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uniformVars[i+offset].typ = shader.ir.Uniforms[i+offset]
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}
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}
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if err := g.useProgram(program, uniforms, imgs); err != nil {
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var imgs [graphics.ShaderImageNum]textureVariable
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for i, srcID := range srcIDs {
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if srcID == driver.InvalidImageID {
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continue
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}
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imgs[i].valid = true
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imgs[i].native = g.images[srcID].textureNative
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}
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if err := g.useProgram(program, uniformVars, imgs); err != nil {
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return err
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}
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g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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// glFlush() might be necessary at least on MacBook Pro (a smilar problem at #419),
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// but basically this pass the tests (esp. TestImageTooManyFill).
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// As glFlush() causes performance problems, this should be avoided as much as possible.
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// Let's wait and see, and file a new issue when this problem is newly foung.
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return nil
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}
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@ -295,114 +358,3 @@ func (g *Graphics) addShader(shader *Shader) {
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func (g *Graphics) removeShader(shader *Shader) {
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delete(g.shaders, shader.id)
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}
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func (g *Graphics) drawTrianglesWithShader(dst driver.ImageID, srcs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, mode driver.CompositeMode, dstRegion, srcRegion driver.Region, uniforms []interface{}) error {
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d := g.images[dst]
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s := g.shaders[shader]
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if !d.pbo.equal(*new(buffer)) {
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g.context.deleteBuffer(d.pbo)
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d.pbo = *new(buffer)
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}
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g.drawCalled = true
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if err := d.setViewport(); err != nil {
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return err
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}
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g.context.scissor(
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int(dstRegion.X),
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int(dstRegion.Y),
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int(dstRegion.Width),
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int(dstRegion.Height),
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)
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g.context.blendFunc(mode)
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us := make([]uniformVariable, graphics.PreservedUniformVariablesNum+len(uniforms))
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{
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const idx = graphics.DestinationTextureSizeUniformVariableIndex
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w, h := d.framebufferSize()
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us[idx].name = "U0"
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us[idx].value = []float32{float32(w), float32(h)}
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us[idx].typ = s.ir.Uniforms[0]
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}
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{
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sizes := make([]float32, 2*len(srcs))
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for i, src := range srcs {
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if img := g.images[src]; img != nil {
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w, h := img.framebufferSize()
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sizes[2*i] = float32(w)
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sizes[2*i+1] = float32(h)
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}
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}
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const idx = graphics.TextureSizesUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = sizes
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us[idx].typ = s.ir.Uniforms[idx]
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}
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dw, dh := d.framebufferSize()
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{
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origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = origin
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us[idx].typ = s.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = size
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us[idx].typ = s.ir.Uniforms[idx]
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}
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{
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voffsets := make([]float32, 2*len(offsets))
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for i, o := range offsets {
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voffsets[2*i] = o[0]
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voffsets[2*i+1] = o[1]
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}
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const idx = graphics.TextureSourceOffsetsUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = voffsets
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us[idx].typ = s.ir.Uniforms[idx]
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}
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{
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origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = origin
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us[idx].typ = s.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
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us[idx].name = fmt.Sprintf("U%d", idx)
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us[idx].value = size
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us[idx].typ = s.ir.Uniforms[idx]
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}
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesNum
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us[i+offset].name = fmt.Sprintf("U%d", i+offset)
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us[i+offset].value = v
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us[i+offset].typ = s.ir.Uniforms[i+offset]
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}
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var ts [graphics.ShaderImageNum]textureVariable
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for i, src := range srcs {
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if src == driver.InvalidImageID {
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continue
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}
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ts[i].valid = true
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ts[i].native = g.images[src].textureNative
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}
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if err := g.useProgram(s.p, us, ts); err != nil {
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return err
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}
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g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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return nil
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}
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