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4 Commits
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d334db8291
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d334db8291 | ||
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0da99e2c37 | ||
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9449e0a8a6 | ||
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d5c6fd174f |
@ -337,24 +337,39 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
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return
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}
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// Use the fast path when this package is not enabled.
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if !needsRestoration() || !i.needsRestoration() {
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var srcImages [graphics.ShaderSrcImageCount]*graphicscommand.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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srcImages[i] = src.image
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}
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i.makeStale(dstRegion)
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i.image.DrawTriangles(srcImages, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule)
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return
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}
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// makeStaleIfDependingOnAtRegion is not available here.
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// This might create cyclic dependency.
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theImages.makeStaleIfDependingOn(i)
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// TODO: Add tests to confirm this logic.
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var srcstale bool
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for _, src := range srcs {
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var srcImages [graphics.ShaderSrcImageCount]*graphicscommand.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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srcImages[i] = src.image
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if src.stale || src.imageType == ImageTypeVolatile {
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srcstale = true
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break
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}
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}
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// Even if the image is already stale, call makeStale to extend the stale region.
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if srcstale || !needsRestoration() || !i.needsRestoration() {
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if srcstale {
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i.makeStale(dstRegion)
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} else if i.stale {
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var overwrite bool
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@ -376,14 +391,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
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i.appendDrawTrianglesHistory(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule, hint)
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}
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var imgs [graphics.ShaderSrcImageCount]*graphicscommand.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.image
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}
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i.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule)
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i.image.DrawTriangles(srcImages, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule)
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}
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func (i *Image) areStaleRegionsIncludedIn(r image.Rectangle) bool {
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@ -255,6 +255,9 @@ func Measure(text string, face Face, lineSpacingInPixels float64) (width, height
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// Draw and AppendGlyphs automatically create and cache necessary glyphs, so usually you don't have to call CacheGlyphs explicitly.
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// If you really care about the performance, CacheGlyphs might be useful.
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//
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// CacheGlyphs is pretty heavy since it creates all the possible variations of glyphs.
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// Call CacheGlyphs only when you really need it.
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//
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// CacheGlyphs is concurrent-safe.
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func CacheGlyphs(text string, face Face) {
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var x, y float64
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