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22fd1f107e
This just specifies that the constant refers to the number of source images passed to a shader. This makes a distinction with the number of dst images, that could potentially be more than 1 in the future.
302 lines
9.2 KiB
Go
302 lines
9.2 KiB
Go
// Copyright 2019 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package buffered
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import (
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"fmt"
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"image"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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var whiteImage *Image
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func init() {
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whiteImage = NewImage(3, 3, atlas.ImageTypeRegular)
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pix := make([]byte, 4*3*3)
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for i := range pix {
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pix[i] = 0xff
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}
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whiteImage.WritePixels(pix, image.Rect(0, 0, 3, 3))
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}
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type Image struct {
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img *atlas.Image
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width int
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height int
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// dotsBuffer is a buffer for drawing a lot of dots.
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// An entry in this map is the primary data of pixels for ReadPixels.
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dotsBuffer map[image.Point][4]byte
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// pixels is cached pixels for ReadPixels.
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// pixels might be out of sync with GPU.
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// The data of pixels is the secondary data of pixels for ReadPixels.
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pixels []byte
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// pixelsUnsynced represents whether the pixels in CPU and GPU are not synced.
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pixelsUnsynced bool
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}
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func NewImage(width, height int, imageType atlas.ImageType) *Image {
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return &Image{
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img: atlas.NewImage(width, height, imageType),
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width: width,
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height: height,
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}
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}
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func (i *Image) Deallocate() {
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i.img.Deallocate()
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i.dotsBuffer = nil
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i.pixels = nil
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i.pixelsUnsynced = false
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}
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func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte, region image.Rectangle) (bool, error) {
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// Do not call flushDotsBufferIfNeeded here. This would slow (image/draw).Draw.
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// See ebiten.TestImageDrawOver.
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if region.Dx() == 1 && region.Dy() == 1 {
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if c, ok := i.dotsBuffer[region.Min]; ok {
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copy(pixels, c[:])
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return true, nil
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}
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}
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if i.pixels == nil {
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pix := make([]byte, 4*i.width*i.height)
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ok, err := i.img.ReadPixels(graphicsDriver, pix, image.Rect(0, 0, i.width, i.height))
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if err != nil {
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return false, err
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}
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if !ok {
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return false, nil
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}
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i.pixels = pix
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}
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if len(i.dotsBuffer) > 0 {
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for pos, clr := range i.dotsBuffer {
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idx := 4 * (pos.Y*i.width + pos.X)
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i.pixels[idx] = clr[0]
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i.pixels[idx+1] = clr[1]
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i.pixels[idx+2] = clr[2]
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i.pixels[idx+3] = clr[3]
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delete(i.dotsBuffer, pos)
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}
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i.pixelsUnsynced = true
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}
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lineWidth := 4 * region.Dx()
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for j := 0; j < region.Dy(); j++ {
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dstX := 4 * j * region.Dx()
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srcX := 4 * ((region.Min.Y+j)*i.width + region.Min.X)
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copy(pixels[dstX:dstX+lineWidth], i.pixels[srcX:srcX+lineWidth])
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}
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return true, nil
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}
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func (i *Image) DumpScreenshot(graphicsDriver graphicsdriver.Graphics, name string, blackbg bool) (string, error) {
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i.syncPixelsIfNeeded()
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return i.img.DumpScreenshot(graphicsDriver, name, blackbg)
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}
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// WritePixels replaces the pixels at the specified region.
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func (i *Image) WritePixels(pix []byte, region image.Rectangle) {
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if l := 4 * region.Dx() * region.Dy(); len(pix) != l {
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panic(fmt.Sprintf("buffered: len(pix) was %d but must be %d", len(pix), l))
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}
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// Writing one pixel is a special case.
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// Do not write pixels in GPU, as (image/draw).Image's functions might call WritePixels with pixels one by one.
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if region.Dx() == 1 && region.Dy() == 1 {
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// If i.pixels exists, update this instead of adding an entry to dotsBuffer.
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if i.pixels != nil {
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idx := 4 * (region.Min.Y*i.width + region.Min.X)
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i.pixels[idx] = pix[0]
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i.pixels[idx+1] = pix[1]
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i.pixels[idx+2] = pix[2]
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i.pixels[idx+3] = pix[3]
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i.pixelsUnsynced = true
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delete(i.dotsBuffer, region.Min)
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return
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}
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if i.dotsBuffer == nil {
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i.dotsBuffer = map[image.Point][4]byte{}
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}
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var clr [4]byte
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copy(clr[:], pix)
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i.dotsBuffer[region.Min] = clr
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if len(i.dotsBuffer) >= 10000 {
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i.syncPixelsIfNeeded()
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}
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return
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}
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// If i.pixels is not nil, this indicates ReadPixels is called and might be called again later.
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// Keep and update the pixels data in this case.
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if i.pixels != nil {
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lineWidth := 4 * region.Dx()
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for j := 0; j < region.Dy(); j++ {
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dstX := 4 * ((region.Min.Y+j)*i.width + region.Min.X)
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srcX := 4 * j * region.Dx()
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copy(i.pixels[dstX:dstX+lineWidth], pix[srcX:srcX+lineWidth])
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}
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// pixelsUnsynced can NOT be set false as the outside pixels of the region is not written by WritePixels here.
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// See the test TestUnsyncedPixels.
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}
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// Even if i.pixels is nil, do not create a pixel cache.
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// It is in theroy possible to copy the argument pixels, but this tends to consume a lot of memory.
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// Avoid this unless ReadPixels is called.
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// Remove entries in the dots buffer that are overwritten by this WritePixels call.
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for pos := range i.dotsBuffer {
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if !pos.In(region) {
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continue
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}
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delete(i.dotsBuffer, pos)
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}
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i.img.WritePixels(pix, region)
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}
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// DrawTriangles draws the src image with the given vertices.
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//
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// Copying vertices and indices is the caller's responsibility.
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func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
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for _, src := range srcs {
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if i == src {
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panic("buffered: Image.DrawTriangles: source images must be different from the receiver")
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}
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if src != nil {
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// src's pixels have to be synced between CPU and GPU,
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// but doesn't have to be cleared since src is not modified in this function.
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src.syncPixelsIfNeeded()
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}
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}
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i.syncPixelsIfNeeded()
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var imgs [graphics.ShaderSrcImageCount]*atlas.Image
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for i, img := range srcs {
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if img == nil {
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continue
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}
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imgs[i] = img.img
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}
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i.img.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
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// After rendering, the pixel cache is no longer valid.
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i.pixels = nil
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}
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// syncPixelsIfNeeded syncs the pixels between CPU and GPU.
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// After syncPixelsIfNeeded, dotsBuffer is cleared, but pixels might remain.
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func (i *Image) syncPixelsIfNeeded() {
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if i.pixelsUnsynced {
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// If this image already has pixels, use WritePixels instead of DrawTriangles for efficiency.
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for pos, clr := range i.dotsBuffer {
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idx := 4 * (pos.Y*i.width + pos.X)
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i.pixels[idx] = clr[0]
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i.pixels[idx+1] = clr[1]
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i.pixels[idx+2] = clr[2]
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i.pixels[idx+3] = clr[3]
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delete(i.dotsBuffer, pos)
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}
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i.img.WritePixels(i.pixels, image.Rect(0, 0, i.width, i.height))
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i.pixelsUnsynced = false
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return
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}
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if len(i.dotsBuffer) == 0 {
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return
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}
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l := len(i.dotsBuffer)
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vs := make([]float32, l*4*graphics.VertexFloatCount)
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is := make([]uint32, l*6)
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sx, sy := float32(1), float32(1)
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var idx int
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for p, c := range i.dotsBuffer {
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dx := float32(p.X)
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dy := float32(p.Y)
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crf := float32(c[0]) / 0xff
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cgf := float32(c[1]) / 0xff
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cbf := float32(c[2]) / 0xff
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caf := float32(c[3]) / 0xff
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vs[graphics.VertexFloatCount*4*idx] = dx
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vs[graphics.VertexFloatCount*4*idx+1] = dy
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vs[graphics.VertexFloatCount*4*idx+2] = sx
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vs[graphics.VertexFloatCount*4*idx+3] = sy
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vs[graphics.VertexFloatCount*4*idx+4] = crf
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vs[graphics.VertexFloatCount*4*idx+5] = cgf
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vs[graphics.VertexFloatCount*4*idx+6] = cbf
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vs[graphics.VertexFloatCount*4*idx+7] = caf
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vs[graphics.VertexFloatCount*4*idx+8] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+9] = dy
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vs[graphics.VertexFloatCount*4*idx+10] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+11] = sy
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vs[graphics.VertexFloatCount*4*idx+12] = crf
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vs[graphics.VertexFloatCount*4*idx+13] = cgf
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vs[graphics.VertexFloatCount*4*idx+14] = cbf
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vs[graphics.VertexFloatCount*4*idx+15] = caf
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vs[graphics.VertexFloatCount*4*idx+16] = dx
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vs[graphics.VertexFloatCount*4*idx+17] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+18] = sx
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vs[graphics.VertexFloatCount*4*idx+19] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+20] = crf
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vs[graphics.VertexFloatCount*4*idx+21] = cgf
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vs[graphics.VertexFloatCount*4*idx+22] = cbf
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vs[graphics.VertexFloatCount*4*idx+23] = caf
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vs[graphics.VertexFloatCount*4*idx+24] = dx + 1
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vs[graphics.VertexFloatCount*4*idx+25] = dy + 1
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vs[graphics.VertexFloatCount*4*idx+26] = sx + 1
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vs[graphics.VertexFloatCount*4*idx+27] = sy + 1
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vs[graphics.VertexFloatCount*4*idx+28] = crf
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vs[graphics.VertexFloatCount*4*idx+29] = cgf
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vs[graphics.VertexFloatCount*4*idx+30] = cbf
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vs[graphics.VertexFloatCount*4*idx+31] = caf
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is[6*idx] = uint32(4 * idx)
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is[6*idx+1] = uint32(4*idx + 1)
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is[6*idx+2] = uint32(4*idx + 2)
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is[6*idx+3] = uint32(4*idx + 1)
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is[6*idx+4] = uint32(4*idx + 2)
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is[6*idx+5] = uint32(4*idx + 3)
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idx++
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}
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srcs := [graphics.ShaderSrcImageCount]*atlas.Image{whiteImage.img}
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dr := image.Rect(0, 0, i.width, i.height)
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blend := graphicsdriver.BlendCopy
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i.img.DrawTriangles(srcs, vs, is, blend, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, atlas.NearestFilterShader, nil, graphicsdriver.FillRuleFillAll)
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// TODO: Use clear if Go 1.21 is available.
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for pos := range i.dotsBuffer {
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delete(i.dotsBuffer, pos)
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}
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}
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