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Author SHA1 Message Date
Barış
edd98da621
Merge 97c669853f into a113687d56 2024-09-16 15:07:01 +09:00
SolarLune
a113687d56
ebiten: don't create a vertex copy in DrawTriangles() / DrawTrianglesShader() (#3104)
Closes #3103
2024-09-16 14:45:16 +09:00

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@ -554,30 +554,32 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
vs := i.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount)
dst := i
if options.ColorScaleMode == ColorScaleModeStraightAlpha {
for i, v := range vertices {
dx, dy := dst.adjustPositionF32(v.DstX, v.DstY)
// Avoid using `for i, v := range vertices` as adding `v` creates a copy from `vertices` unnecessarily on each loop (#3103).
for i := range vertices {
dx, dy := dst.adjustPositionF32(vertices[i].DstX, vertices[i].DstY)
vs[i*graphics.VertexFloatCount] = dx
vs[i*graphics.VertexFloatCount+1] = dy
sx, sy := img.adjustPositionF32(v.SrcX, v.SrcY)
sx, sy := img.adjustPositionF32(vertices[i].SrcX, vertices[i].SrcY)
vs[i*graphics.VertexFloatCount+2] = sx
vs[i*graphics.VertexFloatCount+3] = sy
vs[i*graphics.VertexFloatCount+4] = v.ColorR * v.ColorA * cr
vs[i*graphics.VertexFloatCount+5] = v.ColorG * v.ColorA * cg
vs[i*graphics.VertexFloatCount+6] = v.ColorB * v.ColorA * cb
vs[i*graphics.VertexFloatCount+7] = v.ColorA * ca
vs[i*graphics.VertexFloatCount+4] = vertices[i].ColorR * vertices[i].ColorA * cr
vs[i*graphics.VertexFloatCount+5] = vertices[i].ColorG * vertices[i].ColorA * cg
vs[i*graphics.VertexFloatCount+6] = vertices[i].ColorB * vertices[i].ColorA * cb
vs[i*graphics.VertexFloatCount+7] = vertices[i].ColorA * ca
}
} else {
for i, v := range vertices {
dx, dy := dst.adjustPositionF32(v.DstX, v.DstY)
// See comment above (#3103).
for i := range vertices {
dx, dy := dst.adjustPositionF32(vertices[i].DstX, vertices[i].DstY)
vs[i*graphics.VertexFloatCount] = dx
vs[i*graphics.VertexFloatCount+1] = dy
sx, sy := img.adjustPositionF32(v.SrcX, v.SrcY)
sx, sy := img.adjustPositionF32(vertices[i].SrcX, vertices[i].SrcY)
vs[i*graphics.VertexFloatCount+2] = sx
vs[i*graphics.VertexFloatCount+3] = sy
vs[i*graphics.VertexFloatCount+4] = v.ColorR * cr
vs[i*graphics.VertexFloatCount+5] = v.ColorG * cg
vs[i*graphics.VertexFloatCount+6] = v.ColorB * cb
vs[i*graphics.VertexFloatCount+7] = v.ColorA * ca
vs[i*graphics.VertexFloatCount+4] = vertices[i].ColorR * cr
vs[i*graphics.VertexFloatCount+5] = vertices[i].ColorG * cg
vs[i*graphics.VertexFloatCount+6] = vertices[i].ColorB * cb
vs[i*graphics.VertexFloatCount+7] = vertices[i].ColorA * ca
}
}
is := i.ensureTmpIndices(len(indices))
@ -718,24 +720,25 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
vs := i.ensureTmpVertices(len(vertices) * graphics.VertexFloatCount)
dst := i
src := options.Images[0]
for i, v := range vertices {
dx, dy := dst.adjustPositionF32(v.DstX, v.DstY)
// Avoid using `for i, v := range vertices` as adding `v` creates a copy from `vertices` unnecessarily on each loop (#3103).
for i := range vertices {
dx, dy := dst.adjustPositionF32(vertices[i].DstX, vertices[i].DstY)
vs[i*graphics.VertexFloatCount] = dx
vs[i*graphics.VertexFloatCount+1] = dy
sx, sy := v.SrcX, v.SrcY
sx, sy := vertices[i].SrcX, vertices[i].SrcY
if src != nil {
sx, sy = src.adjustPositionF32(sx, sy)
}
vs[i*graphics.VertexFloatCount+2] = sx
vs[i*graphics.VertexFloatCount+3] = sy
vs[i*graphics.VertexFloatCount+4] = v.ColorR
vs[i*graphics.VertexFloatCount+5] = v.ColorG
vs[i*graphics.VertexFloatCount+6] = v.ColorB
vs[i*graphics.VertexFloatCount+7] = v.ColorA
vs[i*graphics.VertexFloatCount+8] = v.Custom0
vs[i*graphics.VertexFloatCount+9] = v.Custom1
vs[i*graphics.VertexFloatCount+10] = v.Custom2
vs[i*graphics.VertexFloatCount+11] = v.Custom3
vs[i*graphics.VertexFloatCount+4] = vertices[i].ColorR
vs[i*graphics.VertexFloatCount+5] = vertices[i].ColorG
vs[i*graphics.VertexFloatCount+6] = vertices[i].ColorB
vs[i*graphics.VertexFloatCount+7] = vertices[i].ColorA
vs[i*graphics.VertexFloatCount+8] = vertices[i].Custom0
vs[i*graphics.VertexFloatCount+9] = vertices[i].Custom1
vs[i*graphics.VertexFloatCount+10] = vertices[i].Custom2
vs[i*graphics.VertexFloatCount+11] = vertices[i].Custom3
}
is := i.ensureTmpIndices(len(indices))