vendor dependencies, make some changes to how input is done
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+118
@@ -0,0 +1,118 @@
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// Copyright 2022 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 ui
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import (
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"fmt"
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"math"
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"reflect"
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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/shaderir"
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)
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type Shader struct {
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shader *atlas.Shader
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uniformNames []string
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uniformTypes []shaderir.Type
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uniformUint32Count int
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}
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func NewShader(ir *shaderir.Program) *Shader {
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return &Shader{
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shader: atlas.NewShader(ir),
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uniformNames: ir.UniformNames[graphics.PreservedUniformVariablesCount:],
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uniformTypes: ir.Uniforms[graphics.PreservedUniformVariablesCount:],
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}
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}
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func (s *Shader) Deallocate() {
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s.shader.Deallocate()
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}
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func (s *Shader) AppendUniforms(dst []uint32, uniforms map[string]any) []uint32 {
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if s.uniformUint32Count == 0 {
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for _, typ := range s.uniformTypes {
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s.uniformUint32Count += typ.Uint32Count()
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}
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}
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origLen := len(dst)
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if cap(dst)-len(dst) >= s.uniformUint32Count {
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dst = dst[:len(dst)+s.uniformUint32Count]
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for i := origLen; i < len(dst); i++ {
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dst[i] = 0
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}
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} else {
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dst = append(dst, make([]uint32, s.uniformUint32Count)...)
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}
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idx := origLen
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for i, name := range s.uniformNames {
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typ := s.uniformTypes[i]
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// Ignore if an unused name is specified (#2710).
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if uv, ok := uniforms[name]; ok {
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v := reflect.ValueOf(uv)
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t := v.Type()
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switch t.Kind() {
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case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
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if typ.Uint32Count() != 1 {
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panic(fmt.Sprintf("ui: unexpected uniform value for %s (%s)", name, typ.String()))
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}
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dst[idx] = uint32(v.Int())
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case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Uintptr:
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if typ.Uint32Count() != 1 {
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panic(fmt.Sprintf("ui: unexpected uniform value for %s (%s)", name, typ.String()))
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}
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dst[idx] = uint32(v.Uint())
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case reflect.Float32, reflect.Float64:
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if typ.Uint32Count() != 1 {
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panic(fmt.Sprintf("ui: unexpected uniform value for %s (%s)", name, typ.String()))
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}
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dst[idx] = math.Float32bits(float32(v.Float()))
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case reflect.Slice, reflect.Array:
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l := v.Len()
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if typ.Uint32Count() != l {
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panic(fmt.Sprintf("ui: unexpected uniform value for %s (%s)", name, typ.String()))
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}
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switch t.Elem().Kind() {
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case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
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for i := 0; i < l; i++ {
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dst[idx+i] = uint32(v.Index(i).Int())
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}
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case reflect.Uint, reflect.Uint8, reflect.Uint16, reflect.Uint32, reflect.Uint64, reflect.Uintptr:
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for i := 0; i < l; i++ {
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dst[idx+i] = uint32(v.Index(i).Uint())
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}
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case reflect.Float32, reflect.Float64:
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for i := 0; i < l; i++ {
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dst[idx+i] = math.Float32bits(float32(v.Index(i).Float()))
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}
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default:
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panic(fmt.Sprintf("ui: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
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}
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default:
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panic(fmt.Sprintf("ui: unexpected uniform value type: %s (%s)", name, v.Kind().String()))
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}
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}
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idx += typ.Uint32Count()
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}
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return dst
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}
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