// Copyright 2019 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package mipmap import ( "sync" "github.com/hajimehoshi/ebiten/internal/graphics" ) var ( theVerticesBackend = &verticesBackend{ backend: make([]float32, graphics.VertexFloatNum*1024), } ) type verticesBackend struct { backend []float32 head int m sync.Mutex } func (v *verticesBackend) slice(n int, last bool) []float32 { v.m.Lock() need := n * graphics.VertexFloatNum if l := len(v.backend); v.head+need > l { for v.head+need > l { l *= 2 } v.backend = make([]float32, l) v.head = 0 } s := v.backend[v.head : v.head+need] if last { // If last is true, the vertices backend is sent to GPU and it is fine to reuse the slice. v.head = 0 } else { v.head += need } v.m.Unlock() return s } func vertexSlice(n int, last bool) []float32 { return theVerticesBackend.slice(n, last) } func quadVertices(sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32, last bool) []float32 { x := float32(sx1 - sx0) y := float32(sy1 - sy0) ax, by, cx, dy := a*x, b*y, c*x, d*y u0, v0, u1, v1 := float32(sx0), float32(sy0), float32(sx1), float32(sy1) // This function is very performance-sensitive and implement in a very dumb way. vs := vertexSlice(4, last) _ = vs[:48] vs[0] = tx vs[1] = ty vs[2] = u0 vs[3] = v0 vs[4] = u0 vs[5] = v0 vs[6] = u1 vs[7] = v1 vs[8] = cr vs[9] = cg vs[10] = cb vs[11] = ca vs[12] = ax + tx vs[13] = cx + ty vs[14] = u1 vs[15] = v0 vs[16] = u0 vs[17] = v0 vs[18] = u1 vs[19] = v1 vs[20] = cr vs[21] = cg vs[22] = cb vs[23] = ca vs[24] = by + tx vs[25] = dy + ty vs[26] = u0 vs[27] = v1 vs[28] = u0 vs[29] = v0 vs[30] = u1 vs[31] = v1 vs[32] = cr vs[33] = cg vs[34] = cb vs[35] = ca vs[36] = ax + by + tx vs[37] = cx + dy + ty vs[38] = u1 vs[39] = v1 vs[40] = u0 vs[41] = v0 vs[42] = u1 vs[43] = v1 vs[44] = cr vs[45] = cg vs[46] = cb vs[47] = ca return vs }