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5 Commits

Author SHA1 Message Date
Hajime Hoshi
b121468991 ebiten: add FillRuleFillAll, FillRuleEvenOdd, and FillRuleNonZero
This change also deprecates the existing constants.

Closes #3006
2024-06-08 17:58:33 +09:00
Hajime Hoshi
d37301eeeb .github/workflow: disable wasm tests on Windows temporarily
Updates #2982
2024-06-08 14:34:04 +09:00
Hajime Hoshi
e5d10c47e7 internal/graphicsdriver: reland: rename FillRule constants
Updates #3006
2024-06-08 12:16:20 +09:00
Hajime Hoshi
6ac1270cb0 Revert "internal/graphicsdriver: rename FillRule constants"
This reverts commit ab4a3af1b5.

Reason: compile error on Windows
2024-06-08 12:10:27 +09:00
Hajime Hoshi
ab4a3af1b5 internal/graphicsdriver: rename FillRule constants
Updates #3006
2024-06-08 11:54:46 +09:00
22 changed files with 135 additions and 115 deletions

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@ -165,9 +165,10 @@ jobs:
env GOARCH=386 EBITENGINE_DIRECTX=version=12 go test -shuffle=on -v ./... env GOARCH=386 EBITENGINE_DIRECTX=version=12 go test -shuffle=on -v ./...
- name: go test (Wasm) - name: go test (Wasm)
if: runner.os != 'macOS' if: ${{ runner.os != 'macOS' && runner.os != 'Windows' }}
run: | run: |
# Wasm tests don't work on macOS with the headless mode, and the headless mode doesn't work in GitHub Actions (#2972). # Wasm tests don't work on macOS with the headless mode, and the headless mode doesn't work in GitHub Actions (#2972).
# Wasm tests don't work on Windows well due to mysterious timeouts (#2982).
env GOOS=js GOARCH=wasm cleanenv -remove-prefix GITHUB_ -remove-prefix JAVA_ -remove-prefix PSModulePath -remove-prefix STATS_ -remove-prefix RUNNER_ -- go test -shuffle=on -v ./... env GOOS=js GOARCH=wasm cleanenv -remove-prefix GITHUB_ -remove-prefix JAVA_ -remove-prefix PSModulePath -remove-prefix STATS_ -remove-prefix RUNNER_ -- go test -shuffle=on -v ./...
- name: Install ebitenmobile - name: Install ebitenmobile

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@ -72,11 +72,11 @@ type DrawTrianglesOptions struct {
// FillRule indicates the rule how an overlapped region is rendered. // FillRule indicates the rule how an overlapped region is rendered.
// //
// The rules NonZero and EvenOdd are useful when you want to render a complex polygon. // The rules FileRuleNonZero and FillRuleEvenOdd are useful when you want to render a complex polygon.
// A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon. // A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
// See examples/vector for actual usages. // See examples/vector for actual usages.
// //
// The default (zero) value is ebiten.FillAll. // The default (zero) value is ebiten.FillRuleFillAll.
FillRule ebiten.FillRule FillRule ebiten.FillRule
// AntiAlias indicates whether the rendering uses anti-alias or not. // AntiAlias indicates whether the rendering uses anti-alias or not.

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@ -141,14 +141,14 @@ func drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
op := &ebiten.DrawTrianglesOptions{} op := &ebiten.DrawTrianglesOptions{}
op.AntiAlias = aa op.AntiAlias = aa
// For strokes (AppendVerticesAndIndicesForStroke), FillAll and NonZero work. // For strokes (AppendVerticesAndIndicesForStroke), FillRuleFillAll and FillRuleNonZero work.
// //
// For filling (AppendVerticesAndIndicesForFilling), NonZero and EvenOdd work. // For filling (AppendVerticesAndIndicesForFilling), FillRuleNonZero and FillRuleEvenOdd work.
// NonZero and EvenOdd differ when rendering a complex polygons with self-intersections and/or holes. // FillRuleNonZero and FillRuleEvenOdd differ when rendering a complex polygons with self-intersections and/or holes.
// See https://en.wikipedia.org/wiki/Nonzero-rule and https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule . // See https://en.wikipedia.org/wiki/Nonzero-rule and https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule .
// //
// For simplicity, this example always uses NonZero, whichever strokes or filling is done. // For simplicity, this example always uses FillRuleNonZero, whichever strokes or filling is done.
op.FillRule = ebiten.NonZero op.FillRule = ebiten.FillRuleNonZero
screen.DrawTriangles(vs, is, whiteSubImage, op) screen.DrawTriangles(vs, is, whiteSubImage, op)
} }
@ -203,7 +203,7 @@ func drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
op := &ebiten.DrawTrianglesOptions{} op := &ebiten.DrawTrianglesOptions{}
op.AntiAlias = aa op.AntiAlias = aa
op.FillRule = ebiten.NonZero op.FillRule = ebiten.FillRuleNonZero
screen.DrawTriangles(vs, is, whiteSubImage, op) screen.DrawTriangles(vs, is, whiteSubImage, op)
} }
@ -245,7 +245,7 @@ func drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
op := &ebiten.DrawTrianglesOptions{} op := &ebiten.DrawTrianglesOptions{}
op.AntiAlias = aa op.AntiAlias = aa
op.FillRule = ebiten.NonZero op.FillRule = ebiten.FillRuleNonZero
screen.DrawTriangles(vs, is, whiteSubImage, op) screen.DrawTriangles(vs, is, whiteSubImage, op)
} }
@ -300,7 +300,7 @@ func drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
op := &ebiten.DrawTrianglesOptions{} op := &ebiten.DrawTrianglesOptions{}
op.AntiAlias = aa op.AntiAlias = aa
op.FillRule = ebiten.NonZero op.FillRule = ebiten.FillRuleNonZero
screen.DrawTriangles(vs, is, whiteSubImage, op) screen.DrawTriangles(vs, is, whiteSubImage, op)
} }

View File

@ -262,7 +262,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
}) })
} }
i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillAll, canSkipMipmap(geoM, filter), false) i.image.DrawTriangles(srcs, vs, is, blend, i.adjustedBounds(), [graphics.ShaderImageCount]image.Rectangle{img.adjustedBounds()}, shader.shader, i.tmpUniforms, graphicsdriver.FillRuleFillAll, canSkipMipmap(geoM, filter), false)
} }
// Vertex represents a vertex passed to DrawTriangles. // Vertex represents a vertex passed to DrawTriangles.
@ -310,17 +310,36 @@ const (
// FillRule is the rule whether an overlapped region is rendered with DrawTriangles(Shader). // FillRule is the rule whether an overlapped region is rendered with DrawTriangles(Shader).
type FillRule int type FillRule int
const (
// FillRuleFillAll indicates all the triangles are rendered regardless of overlaps.
FillRuleFillAll FillRule = FillRule(graphicsdriver.FillRuleFillAll)
// FillRuleNonZero means that triangles are rendered based on the non-zero rule.
// If and only if the number of overlaps is not 0, the region is rendered.
FillRuleNonZero FillRule = FillRule(graphicsdriver.FillRuleNonZero)
// FillRuleEvenOdd means that triangles are rendered based on the even-odd rule.
// If and only if the number of overlaps is odd, the region is rendered.
FillRuleEvenOdd FillRule = FillRule(graphicsdriver.FillRuleEvenOdd)
)
const ( const (
// FillAll indicates all the triangles are rendered regardless of overlaps. // FillAll indicates all the triangles are rendered regardless of overlaps.
FillAll FillRule = FillRule(graphicsdriver.FillAll) //
// Deprecated: as of v2.8. Use FillRuleFillAll instead.
FillAll = FillRuleFillAll
// NonZero means that triangles are rendered based on the non-zero rule. // NonZero means that triangles are rendered based on the non-zero rule.
// If and only if the number of overlaps is not 0, the region is rendered. // If and only if the number of overlaps is not 0, the region is rendered.
NonZero FillRule = FillRule(graphicsdriver.NonZero) //
// Deprecated: as of v2.8. Use FillRuleNonZero instead.
NonZero = FillRuleNonZero
// EvenOdd means that triangles are rendered based on the even-odd rule. // EvenOdd means that triangles are rendered based on the even-odd rule.
// If and only if the number of overlaps is odd, the region is rendered. // If and only if the number of overlaps is odd, the region is rendered.
EvenOdd FillRule = FillRule(graphicsdriver.EvenOdd) //
// Deprecated: as of v2.8. Use FillRuleEvenOdd instead.
EvenOdd = FillRuleEvenOdd
) )
// ColorScaleMode is the mode of color scales in vertices. // ColorScaleMode is the mode of color scales in vertices.
@ -371,11 +390,11 @@ type DrawTrianglesOptions struct {
// FillRule indicates the rule how an overlapped region is rendered. // FillRule indicates the rule how an overlapped region is rendered.
// //
// The rules NonZero and EvenOdd are useful when you want to render a complex polygon. // The rules FillRuleNonZero and FillRuleEvenOdd are useful when you want to render a complex polygon.
// A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon. // A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
// See examples/vector for actual usages. // See examples/vector for actual usages.
// //
// The default (zero) value is FillAll. // The default (zero) value is FillRuleFillAll.
FillRule FillRule FillRule FillRule
// AntiAlias indicates whether the rendering uses anti-alias or not. // AntiAlias indicates whether the rendering uses anti-alias or not.
@ -547,11 +566,11 @@ type DrawTrianglesShaderOptions struct {
// FillRule indicates the rule how an overlapped region is rendered. // FillRule indicates the rule how an overlapped region is rendered.
// //
// The rules NonZero and EvenOdd are useful when you want to render a complex polygon. // The rules FillRuleNonZero and FillRuleEvenOdd are useful when you want to render a complex polygon.
// A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon. // A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
// See examples/vector for actual usages. // See examples/vector for actual usages.
// //
// The default (zero) value is FillAll. // The default (zero) value is FillRuleFillAll.
FillRule FillRule FillRule FillRule
// AntiAlias indicates whether the rendering uses anti-alias or not. // AntiAlias indicates whether the rendering uses anti-alias or not.
@ -816,7 +835,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
i.tmpUniforms = i.tmpUniforms[:0] i.tmpUniforms = i.tmpUniforms[:0]
i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms) i.tmpUniforms = shader.appendUniforms(i.tmpUniforms, options.Uniforms)
i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, graphicsdriver.FillAll, true, false) i.image.DrawTriangles(imgs, vs, is, blend, i.adjustedBounds(), srcRegions, shader.shader, i.tmpUniforms, graphicsdriver.FillRuleFillAll, true, false)
} }
// SubImage returns an image representing the portion of the image p visible through r. // SubImage returns an image representing the portion of the image p visible through r.

View File

@ -2696,7 +2696,7 @@ func TestImageEvenOdd(t *testing.T) {
// Draw all the vertices once. The even-odd rule is applied for all the vertices once. // Draw all the vertices once. The even-odd rule is applied for all the vertices once.
dst := ebiten.NewImage(16, 16) dst := ebiten.NewImage(16, 16)
op := &ebiten.DrawTrianglesOptions{ op := &ebiten.DrawTrianglesOptions{
FillRule: ebiten.EvenOdd, FillRule: ebiten.FillRuleEvenOdd,
} }
dst.DrawTriangles(append(append(vs0, vs1...), vs2...), append(append(is0, is1...), is2...), emptySubImage, op) dst.DrawTriangles(append(append(vs0, vs1...), vs2...), append(append(is0, is1...), is2...), emptySubImage, op)
for j := 0; j < 16; j++ { for j := 0; j < 16; j++ {
@ -2794,15 +2794,15 @@ func TestImageEvenOdd(t *testing.T) {
} }
func TestImageFillRule(t *testing.T) { func TestImageFillRule(t *testing.T) {
for _, fillRule := range []ebiten.FillRule{ebiten.FillAll, ebiten.NonZero, ebiten.EvenOdd} { for _, fillRule := range []ebiten.FillRule{ebiten.FillRuleFillAll, ebiten.FillRuleNonZero, ebiten.FillRuleEvenOdd} {
fillRule := fillRule fillRule := fillRule
var name string var name string
switch fillRule { switch fillRule {
case ebiten.FillAll: case ebiten.FillRuleFillAll:
name = "FillAll" name = "FillAll"
case ebiten.NonZero: case ebiten.FillRuleNonZero:
name = "NonZero" name = "NonZero"
case ebiten.EvenOdd: case ebiten.FillRuleEvenOdd:
name = "EvenOdd" name = "EvenOdd"
} }
t.Run(name, func(t *testing.T) { t.Run(name, func(t *testing.T) {
@ -2885,11 +2885,11 @@ func TestImageFillRule(t *testing.T) {
var want color.RGBA var want color.RGBA
switch { switch {
case 2 <= i && i < 7 && 2 <= j && j < 7: case 2 <= i && i < 7 && 2 <= j && j < 7:
if fillRule != ebiten.EvenOdd { if fillRule != ebiten.FillRuleEvenOdd {
want = color.RGBA{G: 0xff, A: 0xff} want = color.RGBA{G: 0xff, A: 0xff}
} }
case 9 <= i && i < 14 && 9 <= j && j < 14: case 9 <= i && i < 14 && 9 <= j && j < 14:
if fillRule == ebiten.FillAll { if fillRule == ebiten.FillRuleFillAll {
want = color.RGBA{B: 0xff, A: 0xff} want = color.RGBA{B: 0xff, A: 0xff}
} }
case 1 <= i && i < 15 && 1 <= j && j < 15: case 1 <= i && i < 15 && 1 <= j && j < 15:
@ -2922,11 +2922,11 @@ func TestImageFillRule(t *testing.T) {
var want color.RGBA var want color.RGBA
switch { switch {
case 3 <= i && i < 8 && 3 <= j && j < 8: case 3 <= i && i < 8 && 3 <= j && j < 8:
if fillRule != ebiten.EvenOdd { if fillRule != ebiten.FillRuleEvenOdd {
want = color.RGBA{G: 0xff, A: 0xff} want = color.RGBA{G: 0xff, A: 0xff}
} }
case 10 <= i && i < 15 && 10 <= j && j < 15: case 10 <= i && i < 15 && 10 <= j && j < 15:
if fillRule == ebiten.FillAll { if fillRule == ebiten.FillRuleFillAll {
want = color.RGBA{B: 0xff, A: 0xff} want = color.RGBA{B: 0xff, A: 0xff}
} }
case 2 <= i && i < 16 && 2 <= j && j < 16: case 2 <= i && i < 16 && 2 <= j && j < 16:
@ -3726,7 +3726,7 @@ func TestImageTooManyConstantBuffersInDirectX(t *testing.T) {
dst0 := ebiten.NewImage(16, 16) dst0 := ebiten.NewImage(16, 16)
dst1 := ebiten.NewImage(16, 16) dst1 := ebiten.NewImage(16, 16)
op := &ebiten.DrawTrianglesOptions{ op := &ebiten.DrawTrianglesOptions{
FillRule: ebiten.EvenOdd, FillRule: ebiten.FillRuleEvenOdd,
} }
for i := 0; i < 100; i++ { for i := 0; i < 100; i++ {
dst0.DrawTriangles(vs, is, src, op) dst0.DrawTriangles(vs, is, src, op)

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@ -151,7 +151,7 @@ func (b *backend) extendIfNeeded(width, height int) {
vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1) vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, sw, sh) dr := image.Rect(0, 0, sw, sh)
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader.ensureShader(), nil, graphicsdriver.FillAll) newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
b.image.Dispose() b.image.Dispose()
b.image = newImg b.image = newImg
@ -175,7 +175,7 @@ func newClearedImage(width, height int, screen bool) *graphicscommand.Image {
func clearImage(i *graphicscommand.Image, region image.Rectangle) { func clearImage(i *graphicscommand.Image, region image.Rectangle) {
vs := quadVertices(float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0) vs := quadVertices(float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0)
is := graphics.QuadIndices() is := graphics.QuadIndices()
i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.ensureShader(), nil, graphicsdriver.FillAll) i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
} }
func (b *backend) clearPixels(region image.Rectangle) { func (b *backend) clearPixels(region image.Rectangle) {
@ -348,7 +348,7 @@ func (i *Image) ensureIsolatedFromSource(backends []*backend) {
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, i.width, i.height) dr := image.Rect(0, 0, i.width, i.height)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll) newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
newI.moveTo(i) newI.moveTo(i)
} }
@ -378,7 +378,7 @@ func (i *Image) putOnSourceBackend() {
graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1) graphics.QuadVertices(vs, 0, 0, w, h, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, i.width, i.height) dr := image.Rect(0, 0, i.width, i.height)
newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll) newI.drawTriangles([graphics.ShaderImageCount]*Image{i}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
newI.moveTo(i) newI.moveTo(i)
i.usedAsSourceCount = 0 i.usedAsSourceCount = 0

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@ -105,7 +105,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
vs := quadVertices(size/2, size/2, size/4, size/4, 1) vs := quadVertices(size/2, size/2, size/4, size/4, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, size, size) dr := image.Rect(0, 0, size, size)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img4.IsOnSourceBackendForTesting(), false; got != want { if got, want := img4.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -113,7 +113,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
// img5 is not allocated now, but is allocated at DrawTriangles. // img5 is not allocated now, but is allocated at DrawTriangles.
vs = quadVertices(0, 0, size/2, size/2, 1) vs = quadVertices(0, 0, size/2, size/2, 1)
dr = image.Rect(0, 0, size/2, size/2) dr = image.Rect(0, 0, size/2, size/2)
img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img3.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img5}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img3.IsOnSourceBackendForTesting(), false; got != want { if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -147,7 +147,7 @@ func TestEnsureIsolatedFromSourceBackend(t *testing.T) {
// Check further drawing doesn't cause panic. // Check further drawing doesn't cause panic.
// This bug was fixed by 03dcd948. // This bug was fixed by 03dcd948.
vs = quadVertices(0, 0, size/2, size/2, 1) vs = quadVertices(0, 0, size/2, size/2, 1)
img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img4.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
} }
func TestReputOnSourceBackend(t *testing.T) { func TestReputOnSourceBackend(t *testing.T) {
@ -191,7 +191,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Render onto img1. The count should not matter. // Render onto img1. The count should not matter.
for i := 0; i < 5; i++ { for i := 0; i < 5; i++ {
vs := quadVertices(size, size, 0, 0, 1) vs := quadVertices(size, size, 0, 0, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want { if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -203,7 +203,7 @@ func TestReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ { for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
vs := quadVertices(size, size, 0, 0, 1) vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want { if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -211,7 +211,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Finally, img1 is on a source backend. // Finally, img1 is on a source backend.
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
vs := quadVertices(size, size, 0, 0, 1) vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img1.IsOnSourceBackendForTesting(), true; got != want { if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -240,7 +240,7 @@ func TestReputOnSourceBackend(t *testing.T) {
} }
vs = quadVertices(size, size, 0, 0, 1) vs = quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img1.IsOnSourceBackendForTesting(), true; got != want { if got, want := img1.IsOnSourceBackendForTesting(), true; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -270,7 +270,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// Use img1 as a render target again. The count should not matter. // Use img1 as a render target again. The count should not matter.
for i := 0; i < 5; i++ { for i := 0; i < 5; i++ {
vs := quadVertices(size, size, 0, 0, 1) vs := quadVertices(size, size, 0, 0, 1)
img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want { if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -282,7 +282,7 @@ func TestReputOnSourceBackend(t *testing.T) {
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
img1.WritePixels(make([]byte, 4*size*size), image.Rect(0, 0, size, size)) img1.WritePixels(make([]byte, 4*size*size), image.Rect(0, 0, size, size))
vs := quadVertices(size, size, 0, 0, 1) vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want { if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -291,7 +291,7 @@ func TestReputOnSourceBackend(t *testing.T) {
// img1 is not on an atlas due to WritePixels. // img1 is not on an atlas due to WritePixels.
vs = quadVertices(size, size, 0, 0, 1) vs = quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img1.IsOnSourceBackendForTesting(), false; got != want { if got, want := img1.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -300,7 +300,7 @@ func TestReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ { for i := 0; i < atlas.BaseCountToPutOnSourceBackend*2; i++ {
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
vs := quadVertices(size, size, 0, 0, 1) vs := quadVertices(size, size, 0, 0, 1)
img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{img3}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := img3.IsOnSourceBackendForTesting(), false; got != want { if got, want := img3.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -403,7 +403,7 @@ func TestWritePixelsAfterDrawTriangles(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1) vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h) dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
dst.WritePixels(pix, image.Rect(0, 0, w, h)) dst.WritePixels(pix, image.Rect(0, 0, w, h))
pix = make([]byte, 4*w*h) pix = make([]byte, 4*w*h)
@ -450,7 +450,7 @@ func TestSmallImages(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1) vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h) dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
pix = make([]byte, 4*w*h) pix = make([]byte, 4*w*h)
ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h)) ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h))
@ -497,7 +497,7 @@ func TestLongImages(t *testing.T) {
vs := quadVertices(w, h, 0, 0, scale) vs := quadVertices(w, h, 0, 0, scale)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, dstW, dstH) dr := image.Rect(0, 0, dstW, dstH)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
pix = make([]byte, 4*dstW*dstH) pix = make([]byte, 4*dstW*dstH)
ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, dstW, dstH)) ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, dstW, dstH))
@ -613,7 +613,7 @@ func TestDeallocatedAndReputOnSourceBackend(t *testing.T) {
vs := quadVertices(size, size, 0, 0, 1) vs := quadVertices(size, size, 0, 0, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, size, size) dr := image.Rect(0, 0, size, size)
src.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) src.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := src.IsOnSourceBackendForTesting(), false; got != want { if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -622,7 +622,7 @@ func TestDeallocatedAndReputOnSourceBackend(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend/2; i++ { for i := 0; i < atlas.BaseCountToPutOnSourceBackend/2; i++ {
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
vs := quadVertices(size, size, 0, 0, 1) vs := quadVertices(size, size, 0, 0, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := src.IsOnSourceBackendForTesting(), false; got != want { if got, want := src.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -656,7 +656,7 @@ func TestImageIsNotReputOnSourceBackendWithoutUsingAsSource(t *testing.T) {
// Call DrawTriangles multiple times. // Call DrawTriangles multiple times.
// The number of DrawTriangles doesn't matter as long as these are called in one frame. // The number of DrawTriangles doesn't matter as long as these are called in one frame.
for i := 0; i < 2; i++ { for i := 0; i < 2; i++ {
src2.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) src2.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
} }
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want { if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
@ -675,7 +675,7 @@ func TestImageIsNotReputOnSourceBackendWithoutUsingAsSource(t *testing.T) {
for i := 0; i < atlas.BaseCountToPutOnSourceBackend; i++ { for i := 0; i < atlas.BaseCountToPutOnSourceBackend; i++ {
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
vs := quadVertices(size, size, 0, 0, 1) vs := quadVertices(size, size, 0, 0, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src2}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
if got, want := src2.IsOnSourceBackendForTesting(), false; got != want { if got, want := src2.IsOnSourceBackendForTesting(), false; got != want {
t.Errorf("got: %v, want: %v", got, want) t.Errorf("got: %v, want: %v", got, want)
} }
@ -801,14 +801,14 @@ func TestDestinationCountOverflow(t *testing.T) {
// Use dst0 as a destination for a while. // Use dst0 as a destination for a while.
for i := 0; i < 31; i++ { for i := 0; i < 31; i++ {
dst0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst0.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
} }
// Use dst0 as a source for a while. // Use dst0 as a source for a while.
// As dst0 is used as a destination too many times (31 is a maximum), dst0's backend should never be a source backend. // As dst0 is used as a destination too many times (31 is a maximum), dst0's backend should never be a source backend.
for i := 0; i < 100; i++ { for i := 0; i < 100; i++ {
dst1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{dst0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst1.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{dst0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
if dst0.IsOnSourceBackendForTesting() { if dst0.IsOnSourceBackendForTesting() {
t.Errorf("dst0 cannot be on a source backend: %d", i) t.Errorf("dst0 cannot be on a source backend: %d", i)
@ -834,7 +834,7 @@ func TestIteratingImagesToPutOnSourceBackend(t *testing.T) {
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h) dr := image.Rect(0, 0, w, h)
for _, img := range srcs { for _, img := range srcs {
img.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) img.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
} }
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
@ -842,7 +842,7 @@ func TestIteratingImagesToPutOnSourceBackend(t *testing.T) {
// Check iterating the registered image works correctly. // Check iterating the registered image works correctly.
for i := 0; i < 100; i++ { for i := 0; i < 100; i++ {
for _, src := range srcs { for _, src := range srcs {
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
} }
atlas.PutImagesOnSourceBackendForTesting() atlas.PutImagesOnSourceBackendForTesting()
} }

View File

@ -37,12 +37,12 @@ func TestShaderFillTwice(t *testing.T) {
dr := image.Rect(0, 0, w, h) dr := image.Rect(0, 0, w, h)
g := ui.Get().GraphicsDriverForTesting() g := ui.Get().GraphicsDriverForTesting()
s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff)) s0 := atlas.NewShader(etesting.ShaderProgramFill(0xff, 0xff, 0xff, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s0, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s0, nil, graphicsdriver.FillRuleFillAll)
// Vertices must be recreated (#1755) // Vertices must be recreated (#1755)
vs = quadVertices(w, h, 0, 0, 1) vs = quadVertices(w, h, 0, 0, 1)
s1 := atlas.NewShader(etesting.ShaderProgramFill(0x80, 0x80, 0x80, 0xff)) s1 := atlas.NewShader(etesting.ShaderProgramFill(0x80, 0x80, 0x80, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s1, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s1, nil, graphicsdriver.FillRuleFillAll)
pix := make([]byte, 4*w*h) pix := make([]byte, 4*w*h)
ok, err := dst.ReadPixels(g, pix, image.Rect(0, 0, w, h)) ok, err := dst.ReadPixels(g, pix, image.Rect(0, 0, w, h))
@ -69,11 +69,11 @@ func TestImageDrawTwice(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1) vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h) dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src0}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
// Vertices must be recreated (#1755) // Vertices must be recreated (#1755)
vs = quadVertices(w, h, 0, 0, 1) vs = quadVertices(w, h, 0, 0, 1)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{src1}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
pix := make([]byte, 4*w*h) pix := make([]byte, 4*w*h)
ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h)) ok, err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), pix, image.Rect(0, 0, w, h))
@ -97,7 +97,7 @@ func TestGCShader(t *testing.T) {
vs := quadVertices(w, h, 0, 0, 1) vs := quadVertices(w, h, 0, 0, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h) dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*atlas.Image{}, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
// Ensure other objects are GCed, as GC appends deferred functions for collected objects. // Ensure other objects are GCed, as GC appends deferred functions for collected objects.
ensureGC() ensureGC()

View File

@ -292,7 +292,7 @@ func (i *Image) syncPixelsIfNeeded() {
srcs := [graphics.ShaderImageCount]*atlas.Image{whiteImage.img} srcs := [graphics.ShaderImageCount]*atlas.Image{whiteImage.img}
dr := image.Rect(0, 0, i.width, i.height) dr := image.Rect(0, 0, i.width, i.height)
blend := graphicsdriver.BlendCopy blend := graphicsdriver.BlendCopy
i.img.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) i.img.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
// TODO: Use clear if Go 1.21 is available. // TODO: Use clear if Go 1.21 is available.
for pos := range i.dotsBuffer { for pos := range i.dotsBuffer {

View File

@ -56,7 +56,7 @@ func TestUnsyncedPixels(t *testing.T) {
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, 16, 16) dr := image.Rect(0, 0, 16, 16)
sr := [graphics.ShaderImageCount]image.Rectangle{image.Rect(0, 0, 16, 16)} sr := [graphics.ShaderImageCount]image.Rectangle{image.Rect(0, 0, 16, 16)}
dst.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, sr, atlas.NearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, sr, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
// Check the result is correct. // Check the result is correct.
var got [4]byte var got [4]byte

View File

@ -166,7 +166,7 @@ func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs
if c.fillRule != fillRule { if c.fillRule != fillRule {
return false return false
} }
if c.fillRule != graphicsdriver.FillAll && mightOverlapDstRegions(c.vertices, vertices) { if c.fillRule != graphicsdriver.FillRuleFillAll && mightOverlapDstRegions(c.vertices, vertices) {
return false return false
} }
return true return true

View File

@ -59,7 +59,7 @@ func TestClear(t *testing.T) {
vs := quadVertices(w/2, h/2) vs := quadVertices(w/2, h/2)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h) dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
pix := make([]byte, 4*w*h) pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), []graphicsdriver.PixelsArgs{ if err := dst.ReadPixels(ui.Get().GraphicsDriverForTesting(), []graphicsdriver.PixelsArgs{
@ -90,8 +90,8 @@ func TestWritePixelsPartAfterDrawTriangles(t *testing.T) {
vs := quadVertices(w/2, h/2) vs := quadVertices(w/2, h/2)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h) dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
bs := graphics.NewManagedBytes(4, func(bs []byte) { bs := graphics.NewManagedBytes(4, func(bs []byte) {
for i := range bs { for i := range bs {
bs[i] = 0 bs[i] = 0
@ -109,11 +109,11 @@ func TestShader(t *testing.T) {
vs := quadVertices(w, h) vs := quadVertices(w, h)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dr := image.Rect(0, 0, w, h) dr := image.Rect(0, 0, w, h)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, vs, is, graphicsdriver.BlendClear, dr, [graphics.ShaderImageCount]image.Rectangle{}, nearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
g := ui.Get().GraphicsDriverForTesting() g := ui.Get().GraphicsDriverForTesting()
s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff)) s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillAll) dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendSourceOver, dr, [graphics.ShaderImageCount]image.Rectangle{}, s, nil, graphicsdriver.FillRuleFillAll)
pix := make([]byte, 4*w*h) pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(g, []graphicsdriver.PixelsArgs{ if err := dst.ReadPixels(g, []graphicsdriver.PixelsArgs{

View File

@ -542,7 +542,7 @@ func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphic
}, },
}) })
if err := dst.setAsRenderTarget(fillRule != graphicsdriver.FillAll); err != nil { if err := dst.setAsRenderTarget(fillRule != graphicsdriver.FillRuleFillAll); err != nil {
return err return err
} }
@ -552,7 +552,7 @@ func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphic
return err return err
} }
if fillRule == graphicsdriver.FillAll { if fillRule == graphicsdriver.FillRuleFillAll {
bs, err := g.blendState(blend, noStencil) bs, err := g.blendState(blend, noStencil)
if err != nil { if err != nil {
return err return err
@ -577,9 +577,9 @@ func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphic
}) })
switch fillRule { switch fillRule {
case graphicsdriver.FillAll: case graphicsdriver.FillRuleFillAll:
g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0) g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0)
case graphicsdriver.NonZero: case graphicsdriver.FillRuleNonZero:
bs, err := g.blendState(blend, incrementStencil) bs, err := g.blendState(blend, incrementStencil)
if err != nil { if err != nil {
return err return err
@ -591,7 +591,7 @@ func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphic
} }
g.deviceContext.OMSetDepthStencilState(dss, 0) g.deviceContext.OMSetDepthStencilState(dss, 0)
g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0) g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0)
case graphicsdriver.EvenOdd: case graphicsdriver.FillRuleEvenOdd:
bs, err := g.blendState(blend, invertStencil) bs, err := g.blendState(blend, invertStencil)
if err != nil { if err != nil {
return err return err
@ -605,7 +605,7 @@ func (g *graphics11) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphic
g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0) g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0)
} }
if fillRule != graphicsdriver.FillAll { if fillRule != graphicsdriver.FillRuleFillAll {
bs, err := g.blendState(blend, drawWithStencil) bs, err := g.blendState(blend, drawWithStencil)
if err != nil { if err != nil {
return err return err

View File

@ -1092,7 +1092,7 @@ func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.
// Release constant buffers when too many ones will be created. // Release constant buffers when too many ones will be created.
numPipelines := 1 numPipelines := 1
if fillRule != graphicsdriver.FillAll { if fillRule != graphicsdriver.FillRuleFillAll {
numPipelines = 2 numPipelines = 2
} }
if len(g.pipelineStates.constantBuffers[g.frameIndex])+numPipelines > numDescriptorsPerFrame { if len(g.pipelineStates.constantBuffers[g.frameIndex])+numPipelines > numDescriptorsPerFrame {
@ -1124,7 +1124,7 @@ func (g *graphics12) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.
g.drawCommandList.ResourceBarrier(resourceBarriers) g.drawCommandList.ResourceBarrier(resourceBarriers)
} }
if err := dst.setAsRenderTarget(g.drawCommandList, g.device, fillRule != graphicsdriver.FillAll); err != nil { if err := dst.setAsRenderTarget(g.drawCommandList, g.device, fillRule != graphicsdriver.FillRuleFillAll); err != nil {
return err return err
} }

View File

@ -289,7 +289,7 @@ func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D
} }
commandList.SetGraphicsRootDescriptorTable(2, sh) commandList.SetGraphicsRootDescriptorTable(2, sh)
if fillRule == graphicsdriver.FillAll { if fillRule == graphicsdriver.FillRuleFillAll {
s, err := shader.pipelineState(blend, noStencil, screen) s, err := shader.pipelineState(blend, noStencil, screen)
if err != nil { if err != nil {
return err return err
@ -307,16 +307,16 @@ func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D
}, },
}) })
switch fillRule { switch fillRule {
case graphicsdriver.FillAll: case graphicsdriver.FillRuleFillAll:
commandList.DrawIndexedInstanced(uint32(dstRegion.IndexCount), 1, uint32(indexOffset), 0, 0) commandList.DrawIndexedInstanced(uint32(dstRegion.IndexCount), 1, uint32(indexOffset), 0, 0)
case graphicsdriver.NonZero: case graphicsdriver.FillRuleNonZero:
s, err := shader.pipelineState(blend, incrementStencil, screen) s, err := shader.pipelineState(blend, incrementStencil, screen)
if err != nil { if err != nil {
return err return err
} }
commandList.SetPipelineState(s) commandList.SetPipelineState(s)
commandList.DrawIndexedInstanced(uint32(dstRegion.IndexCount), 1, uint32(indexOffset), 0, 0) commandList.DrawIndexedInstanced(uint32(dstRegion.IndexCount), 1, uint32(indexOffset), 0, 0)
case graphicsdriver.EvenOdd: case graphicsdriver.FillRuleEvenOdd:
s, err := shader.pipelineState(blend, invertStencil, screen) s, err := shader.pipelineState(blend, invertStencil, screen)
if err != nil { if err != nil {
return err return err
@ -325,7 +325,7 @@ func (p *pipelineStates) drawTriangles(device *_ID3D12Device, commandList *_ID3D
commandList.DrawIndexedInstanced(uint32(dstRegion.IndexCount), 1, uint32(indexOffset), 0, 0) commandList.DrawIndexedInstanced(uint32(dstRegion.IndexCount), 1, uint32(indexOffset), 0, 0)
} }
if fillRule != graphicsdriver.FillAll { if fillRule != graphicsdriver.FillRuleFillAll {
s, err := shader.pipelineState(blend, drawWithStencil, screen) s, err := shader.pipelineState(blend, drawWithStencil, screen)
if err != nil { if err != nil {
return err return err

View File

@ -30,19 +30,19 @@ type DstRegion struct {
type FillRule int type FillRule int
const ( const (
FillAll FillRule = iota FillRuleFillAll FillRule = iota
NonZero FillRuleNonZero
EvenOdd FillRuleEvenOdd
) )
func (f FillRule) String() string { func (f FillRule) String() string {
switch f { switch f {
case FillAll: case FillRuleFillAll:
return "FillAll" return "FillRuleFillAll"
case NonZero: case FillRuleNonZero:
return "NonZero" return "FillRuleNonZero"
case EvenOdd: case FillRuleEvenOdd:
return "EvenOdd" return "FillRuleEvenOdd"
default: default:
return fmt.Sprintf("FillRule(%d)", f) return fmt.Sprintf("FillRule(%d)", f)
} }

View File

@ -471,7 +471,7 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
// When preparing a stencil buffer, flush the current render command encoder // When preparing a stencil buffer, flush the current render command encoder
// to make sure the stencil buffer is cleared when loading. // to make sure the stencil buffer is cleared when loading.
// TODO: What about clearing the stencil buffer by vertices? // TODO: What about clearing the stencil buffer by vertices?
if g.lastDst != dst || g.lastFillRule != fillRule || fillRule != graphicsdriver.FillAll { if g.lastDst != dst || g.lastFillRule != fillRule || fillRule != graphicsdriver.FillRuleFillAll {
g.flushRenderCommandEncoderIfNeeded() g.flushRenderCommandEncoderIfNeeded()
} }
g.lastDst = dst g.lastDst = dst
@ -497,7 +497,7 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
rpd.ColorAttachments[0].Texture = t rpd.ColorAttachments[0].Texture = t
rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{} rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{}
if fillRule != graphicsdriver.FillAll { if fillRule != graphicsdriver.FillRuleFillAll {
dst.ensureStencil() dst.ensureStencil()
rpd.StencilAttachment.LoadAction = mtl.LoadActionClear rpd.StencilAttachment.LoadAction = mtl.LoadActionClear
rpd.StencilAttachment.StoreAction = mtl.StoreActionDontCare rpd.StencilAttachment.StoreAction = mtl.StoreActionDontCare
@ -544,26 +544,26 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
drawWithStencilRpss mtl.RenderPipelineState drawWithStencilRpss mtl.RenderPipelineState
) )
switch fillRule { switch fillRule {
case graphicsdriver.FillAll: case graphicsdriver.FillRuleFillAll:
s, err := shader.RenderPipelineState(&g.view, blend, noStencil, dst.screen) s, err := shader.RenderPipelineState(&g.view, blend, noStencil, dst.screen)
if err != nil { if err != nil {
return err return err
} }
noStencilRpss = s noStencilRpss = s
case graphicsdriver.NonZero: case graphicsdriver.FillRuleNonZero:
s, err := shader.RenderPipelineState(&g.view, blend, incrementStencil, dst.screen) s, err := shader.RenderPipelineState(&g.view, blend, incrementStencil, dst.screen)
if err != nil { if err != nil {
return err return err
} }
incrementStencilRpss = s incrementStencilRpss = s
case graphicsdriver.EvenOdd: case graphicsdriver.FillRuleEvenOdd:
s, err := shader.RenderPipelineState(&g.view, blend, invertStencil, dst.screen) s, err := shader.RenderPipelineState(&g.view, blend, invertStencil, dst.screen)
if err != nil { if err != nil {
return err return err
} }
invertStencilRpss = s invertStencilRpss = s
} }
if fillRule != graphicsdriver.FillAll { if fillRule != graphicsdriver.FillRuleFillAll {
s, err := shader.RenderPipelineState(&g.view, blend, drawWithStencil, dst.screen) s, err := shader.RenderPipelineState(&g.view, blend, drawWithStencil, dst.screen)
if err != nil { if err != nil {
return err return err
@ -580,20 +580,20 @@ func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs
}) })
switch fillRule { switch fillRule {
case graphicsdriver.FillAll: case graphicsdriver.FillRuleFillAll:
g.rce.SetDepthStencilState(g.dsss[noStencil]) g.rce.SetDepthStencilState(g.dsss[noStencil])
g.rce.SetRenderPipelineState(noStencilRpss) g.rce.SetRenderPipelineState(noStencilRpss)
g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0)))) g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0))))
case graphicsdriver.NonZero: case graphicsdriver.FillRuleNonZero:
g.rce.SetDepthStencilState(g.dsss[incrementStencil]) g.rce.SetDepthStencilState(g.dsss[incrementStencil])
g.rce.SetRenderPipelineState(incrementStencilRpss) g.rce.SetRenderPipelineState(incrementStencilRpss)
g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0)))) g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0))))
case graphicsdriver.EvenOdd: case graphicsdriver.FillRuleEvenOdd:
g.rce.SetDepthStencilState(g.dsss[invertStencil]) g.rce.SetDepthStencilState(g.dsss[invertStencil])
g.rce.SetRenderPipelineState(invertStencilRpss) g.rce.SetRenderPipelineState(invertStencilRpss)
g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0)))) g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0))))
} }
if fillRule != graphicsdriver.FillAll { if fillRule != graphicsdriver.FillRuleFillAll {
g.rce.SetDepthStencilState(g.dsss[drawWithStencil]) g.rce.SetDepthStencilState(g.dsss[drawWithStencil])
g.rce.SetRenderPipelineState(drawWithStencilRpss) g.rce.SetRenderPipelineState(drawWithStencilRpss)
g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0)))) g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0))))

View File

@ -259,7 +259,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
} }
g.uniformVars = g.uniformVars[:0] g.uniformVars = g.uniformVars[:0]
if fillRule != graphicsdriver.FillAll { if fillRule != graphicsdriver.FillRuleFillAll {
if err := destination.ensureStencilBuffer(); err != nil { if err := destination.ensureStencilBuffer(); err != nil {
return err return err
} }
@ -274,14 +274,14 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
int32(dstRegion.Region.Dy()), int32(dstRegion.Region.Dy()),
) )
switch fillRule { switch fillRule {
case graphicsdriver.NonZero: case graphicsdriver.FillRuleNonZero:
g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT) g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT)
g.context.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff) g.context.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff)
g.context.ctx.StencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.INCR_WRAP) g.context.ctx.StencilOpSeparate(gl.FRONT, gl.KEEP, gl.KEEP, gl.INCR_WRAP)
g.context.ctx.StencilOpSeparate(gl.BACK, gl.KEEP, gl.KEEP, gl.DECR_WRAP) g.context.ctx.StencilOpSeparate(gl.BACK, gl.KEEP, gl.KEEP, gl.DECR_WRAP)
g.context.ctx.ColorMask(false, false, false, false) g.context.ctx.ColorMask(false, false, false, false)
g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_INT, indexOffset*int(unsafe.Sizeof(uint32(0)))) g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_INT, indexOffset*int(unsafe.Sizeof(uint32(0))))
case graphicsdriver.EvenOdd: case graphicsdriver.FillRuleEvenOdd:
g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT) g.context.ctx.Clear(gl.STENCIL_BUFFER_BIT)
g.context.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff) g.context.ctx.StencilFunc(gl.ALWAYS, 0x00, 0xff)
g.context.ctx.StencilOpSeparate(gl.FRONT_AND_BACK, gl.KEEP, gl.KEEP, gl.INVERT) g.context.ctx.StencilOpSeparate(gl.FRONT_AND_BACK, gl.KEEP, gl.KEEP, gl.INVERT)
@ -289,7 +289,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_INT, indexOffset*int(unsafe.Sizeof(uint32(0)))) g.context.ctx.DrawElements(gl.TRIANGLES, int32(dstRegion.IndexCount), gl.UNSIGNED_INT, indexOffset*int(unsafe.Sizeof(uint32(0))))
} }
if fillRule != graphicsdriver.FillAll { if fillRule != graphicsdriver.FillRuleFillAll {
g.context.ctx.StencilFunc(gl.NOTEQUAL, 0x00, 0xff) g.context.ctx.StencilFunc(gl.NOTEQUAL, 0x00, 0xff)
g.context.ctx.StencilOpSeparate(gl.FRONT_AND_BACK, gl.KEEP, gl.KEEP, gl.KEEP) g.context.ctx.StencilOpSeparate(gl.FRONT_AND_BACK, gl.KEEP, gl.KEEP, gl.KEEP)
g.context.ctx.ColorMask(true, true, true, true) g.context.ctx.ColorMask(true, true, true, true)
@ -298,7 +298,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
indexOffset += dstRegion.IndexCount indexOffset += dstRegion.IndexCount
} }
if fillRule != graphicsdriver.FillAll { if fillRule != graphicsdriver.FillRuleFillAll {
g.context.ctx.Disable(gl.STENCIL_TEST) g.context.ctx.Disable(gl.STENCIL_TEST)
} }

View File

@ -187,7 +187,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
s := buffered.NewImage(w2, h2, m.imageType) s := buffered.NewImage(w2, h2, m.imageType)
dstRegion := image.Rect(0, 0, w2, h2) dstRegion := image.Rect(0, 0, w2, h2)
s.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, shader, nil, graphicsdriver.FillAll) s.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, shader, nil, graphicsdriver.FillRuleFillAll)
m.setImg(level, s) m.setImg(level, s)
return m.imgs[level] return m.imgs[level]

View File

@ -59,7 +59,7 @@ func (g *Game) Update() error {
} }
func (g *Game) Draw(screen *ebiten.Image) { func (g *Game) Draw(screen *ebiten.Image) {
// Before the fix, some complex renderings with EvenOdd might cause a DirectX error like this (#2138): // Before the fix, some complex renderings with FillRuleEvenOdd might cause a DirectX error like this (#2138):
// panic: directx: IDXGISwapChain4::Present failed: HRESULT(2289696773) // panic: directx: IDXGISwapChain4::Present failed: HRESULT(2289696773)
screen.DrawImage(debugCircleImage, nil) screen.DrawImage(debugCircleImage, nil)
@ -74,7 +74,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
p.Arc(100, 100, 6, 0, 2*math.Pi, vector.Clockwise) p.Arc(100, 100, 6, 0, 2*math.Pi, vector.Clockwise)
filling, indicies := p.AppendVerticesAndIndicesForFilling(nil, nil) filling, indicies := p.AppendVerticesAndIndicesForFilling(nil, nil)
screen.DrawTriangles(filling, indicies, whiteTextureImage, &ebiten.DrawTrianglesOptions{ screen.DrawTriangles(filling, indicies, whiteTextureImage, &ebiten.DrawTrianglesOptions{
FillRule: ebiten.EvenOdd, FillRule: ebiten.FillRuleEvenOdd,
}) })
} }

View File

@ -183,7 +183,7 @@ func (i *Image) Fill(r, g, b, a float32, region image.Rectangle) {
blend = graphicsdriver.BlendSourceOver blend = graphicsdriver.BlendSourceOver
} }
// i.lastBlend is updated in DrawTriangles. // i.lastBlend is updated in DrawTriangles.
i.DrawTriangles(srcs, i.tmpVerticesForFill, is, blend, region, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll, true, false) i.DrawTriangles(srcs, i.tmpVerticesForFill, is, blend, region, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll, true, false)
} }
type bigOffscreenImage struct { type bigOffscreenImage struct {
@ -252,7 +252,7 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
1, 1, 1, 1) 1, 1, 1, 1)
is := graphics.QuadIndices() is := graphics.QuadIndices()
dstRegion := image.Rect(0, 0, i.region.Dx()*bigOffscreenScale, i.region.Dy()*bigOffscreenScale) dstRegion := image.Rect(0, 0, i.region.Dx()*bigOffscreenScale, i.region.Dy()*bigOffscreenScale)
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll, true, false) i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll, true, false)
} }
for idx := 0; idx < len(vertices); idx += graphics.VertexFloatCount { for idx := 0; idx < len(vertices); idx += graphics.VertexFloatCount {
@ -300,7 +300,7 @@ func (i *bigOffscreenImage) flush() {
if i.blend != graphicsdriver.BlendSourceOver { if i.blend != graphicsdriver.BlendSourceOver {
blend = graphicsdriver.BlendCopy blend = graphicsdriver.BlendCopy
} }
i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, LinearFilterShader, nil, graphicsdriver.FillAll, true, false) i.orig.DrawTriangles(srcs, i.tmpVerticesForFlushing, is, blend, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, LinearFilterShader, nil, graphicsdriver.FillRuleFillAll, true, false)
i.image.clear() i.image.clear()
i.dirty = false i.dirty = false

View File

@ -396,7 +396,7 @@ func (p *Path) Close() {
// //
// The returned vertice's SrcX and SrcY are 0, and ColorR, ColorG, ColorB, and ColorA are 1. // The returned vertice's SrcX and SrcY are 0, and ColorR, ColorG, ColorB, and ColorA are 1.
// //
// The returned values are intended to be passed to DrawTriangles or DrawTrianglesShader with the fill rule NonZero or EvenOdd // The returned values are intended to be passed to DrawTriangles or DrawTrianglesShader with FileRuleNonZero or FillRuleEvenOdd
// in order to render a complex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon. // in order to render a complex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
// //
// The returned vertices and indices should be rendered with a solid (non-transparent) color with the default Blend (source-over). // The returned vertices and indices should be rendered with a solid (non-transparent) color with the default Blend (source-over).
@ -480,7 +480,7 @@ type StrokeOptions struct {
// The returned vertice's SrcX and SrcY are 0, and ColorR, ColorG, ColorB, and ColorA are 1. // The returned vertice's SrcX and SrcY are 0, and ColorR, ColorG, ColorB, and ColorA are 1.
// //
// The returned values are intended to be passed to DrawTriangles or DrawTrianglesShader with a solid (non-transparent) color // The returned values are intended to be passed to DrawTriangles or DrawTrianglesShader with a solid (non-transparent) color
// with FillAll or NonZero fill rule, not EvenOdd fill rule. // with FillRuleFillAll or FillRuleNonZero, not FileRuleEvenOdd.
func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indices []uint16, op *StrokeOptions) ([]ebiten.Vertex, []uint16) { func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indices []uint16, op *StrokeOptions) ([]ebiten.Vertex, []uint16) {
if op == nil { if op == nil {
return vertices, indices return vertices, indices
@ -536,7 +536,7 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
ColorA: 1, ColorA: 1,
}) })
} }
// All the triangles are rendered in clockwise order to enable NonZero filling rule (#2833). // All the triangles are rendered in clockwise order to enable FillRuleNonZero (#2833).
indices = append(indices, idx, idx+1, idx+2, idx+1, idx+3, idx+2) indices = append(indices, idx, idx+1, idx+2, idx+1, idx+3, idx+2)
// Add line joints. // Add line joints.