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99e777b0c5
Adjusting pixels is needed to avoid strainge rendering to avoid unexpected rendering (#1171). However, this adjustment caused unexpected holes especially in a thick stroke. This change moves the logic of adjusting pixels from atlas to graphics.QuadVertices so that adjusting works only for DrawImage and DrawRectShader. Updates #1171 Updates #1843
217 lines
5.3 KiB
Go
217 lines
5.3 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 graphics
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import (
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"sync"
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)
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const (
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ShaderImageCount = 4
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// PreservedUniformVariablesCount represents the number of preserved uniform variables.
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// Any shaders in Ebitengine must have these uniform variables.
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PreservedUniformVariablesCount = 1 + // the destination texture size
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1 + // the texture sizes array
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1 + // the texture destination region's origin
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1 + // the texture destination region's size
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1 + // the offsets array of the second and the following images
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1 + // the texture source region's origin
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1 + // the texture source region's size
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1 // the projection matrix
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TextureDestinationSizeUniformVariableIndex = 0
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TextureSourceSizesUniformVariableIndex = 1
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TextureDestinationRegionOriginUniformVariableIndex = 2
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TextureDestinationRegionSizeUniformVariableIndex = 3
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TextureSourceOffsetsUniformVariableIndex = 4
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TextureSourceRegionOriginUniformVariableIndex = 5
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TextureSourceRegionSizeUniformVariableIndex = 6
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ProjectionMatrixUniformVariableIndex = 7
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)
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const (
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IndicesCount = (1 << 16) / 3 * 3 // Adjust num for triangles.
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VertexFloatCount = 8
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)
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var (
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quadIndices = []uint16{0, 1, 2, 1, 2, 3}
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)
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func QuadIndices() []uint16 {
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return quadIndices
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}
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var (
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theVerticesBackend = &verticesBackend{}
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)
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// TODO: The logic is very similar to atlas.temporaryPixels. Unify them.
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type verticesBackend struct {
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backend []float32
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pos int
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notFullyUsedTime int
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m sync.Mutex
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}
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func verticesBackendFloat32Size(size int) int {
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l := 128 * VertexFloatCount
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for l < size {
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l *= 2
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}
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return l
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}
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func max(a, b int) int {
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if a > b {
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return a
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}
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return b
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}
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func (v *verticesBackend) slice(n int) []float32 {
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v.m.Lock()
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defer v.m.Unlock()
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need := n * VertexFloatCount
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if len(v.backend) < v.pos+need {
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v.backend = make([]float32, max(len(v.backend)*2, verticesBackendFloat32Size(need)))
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v.pos = 0
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}
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s := v.backend[v.pos : v.pos+need]
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v.pos += need
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return s
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}
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func (v *verticesBackend) lockAndReset(f func() error) error {
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v.m.Lock()
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defer v.m.Unlock()
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if err := f(); err != nil {
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return err
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}
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const maxNotFullyUsedTime = 60
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if verticesBackendFloat32Size(v.pos) < len(v.backend) {
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if v.notFullyUsedTime < maxNotFullyUsedTime {
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v.notFullyUsedTime++
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}
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} else {
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v.notFullyUsedTime = 0
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}
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if v.notFullyUsedTime == maxNotFullyUsedTime && len(v.backend) > 0 {
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v.backend = nil
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v.notFullyUsedTime = 0
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}
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v.pos = 0
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return nil
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}
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// Vertices returns a float32 slice for n vertices.
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// Vertices returns a slice that never overlaps with other slices returned this function,
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// and users can do optimization based on this fact.
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func Vertices(n int) []float32 {
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return theVerticesBackend.slice(n)
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}
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func LockAndResetVertices(f func() error) error {
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return theVerticesBackend.lockAndReset(f)
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}
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// QuadVertices returns a float32 slice for a quadrangle.
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// QuadVertices returns a slice that never overlaps with other slices returned this function,
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// and users can do optimization based on this fact.
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func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 {
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x := sx1 - sx0
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y := sy1 - sy0
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ax, by, cx, dy := a*x, b*y, c*x, d*y
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u0, v0, u1, v1 := float32(sx0), float32(sy0), float32(sx1), float32(sy1)
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// Use the vertex backend instead of calling make to reduce GCs (#1521).
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vs := theVerticesBackend.slice(4)
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// This function is very performance-sensitive and implement in a very dumb way.
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_ = vs[:4*VertexFloatCount]
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vs[0] = adjustDestinationPixel(tx)
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vs[1] = adjustDestinationPixel(ty)
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vs[2] = u0
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vs[3] = v0
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vs[4] = cr
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vs[5] = cg
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vs[6] = cb
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vs[7] = ca
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vs[8] = adjustDestinationPixel(ax + tx)
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vs[9] = adjustDestinationPixel(cx + ty)
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vs[10] = u1
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vs[11] = v0
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vs[12] = cr
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vs[13] = cg
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vs[14] = cb
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vs[15] = ca
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vs[16] = adjustDestinationPixel(by + tx)
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vs[17] = adjustDestinationPixel(dy + ty)
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vs[18] = u0
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vs[19] = v1
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vs[20] = cr
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vs[21] = cg
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vs[22] = cb
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vs[23] = ca
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vs[24] = adjustDestinationPixel(ax + by + tx)
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vs[25] = adjustDestinationPixel(cx + dy + ty)
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vs[26] = u1
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vs[27] = v1
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vs[28] = cr
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vs[29] = cg
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vs[30] = cb
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vs[31] = ca
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return vs
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}
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func adjustDestinationPixel(x float32) float32 {
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// Avoid the center of the pixel, which is problematic (#929, #1171).
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// Instead, align the vertices with about 1/3 pixels.
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//
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// The intention here is roughly this code:
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//
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// float32(math.Floor((float64(x)+1.0/6.0)*3) / 3)
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//
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// The actual implementation is more optimized than the above implementation.
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ix := float32(int(x))
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if x < 0 && x != ix {
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ix -= 1
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}
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frac := x - ix
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switch {
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case frac < 3.0/16.0:
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return ix
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case frac < 8.0/16.0:
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return ix + 5.0/16.0
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case frac < 13.0/16.0:
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return ix + 11.0/16.0
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default:
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return ix + 16.0/16.0
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}
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}
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