updated ebiten version from 2.7.9 to 2.9.9
This commit is contained in:
+99
-66
@@ -23,6 +23,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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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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"github.com/hajimehoshi/ebiten/v2/internal/restorable"
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)
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func canUseMipmap(imageType atlas.ImageType) bool {
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@@ -40,7 +41,12 @@ type Mipmap struct {
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height int
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imageType atlas.ImageType
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orig *buffered.Image
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imgs map[int]*buffered.Image
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imgs map[int]imageWithDirtyFlag
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}
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type imageWithDirtyFlag struct {
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img *buffered.Image
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dirty bool
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}
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func New(width, height int, imageType atlas.ImageType) *Mipmap {
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@@ -58,63 +64,81 @@ func (m *Mipmap) DumpScreenshot(graphicsDriver graphicsdriver.Graphics, name str
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func (m *Mipmap) WritePixels(pix []byte, region image.Rectangle) {
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m.orig.WritePixels(pix, region)
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m.deallocateMipmaps()
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m.markDirty()
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}
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func (m *Mipmap) markDirty() {
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for i, img := range m.imgs {
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img.dirty = true
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m.imgs[i] = img
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}
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}
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func (m *Mipmap) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte, region image.Rectangle) (ok bool, err error) {
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return m.orig.ReadPixels(graphicsDriver, pixels, region)
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}
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func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool) {
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func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *atlas.Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, canSkipMipmap bool, hint restorable.Hint) {
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if len(indices) == 0 {
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return
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}
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level := 0
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// TODO: Do we need to check all the sources' states of being volatile?
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if !canSkipMipmap && srcs[0] != nil && canUseMipmap(srcs[0].imageType) {
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level = math.MaxInt32
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for i := 0; i < len(indices)/3; i++ {
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const n = graphics.VertexFloatCount
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dx0 := vertices[n*indices[3*i]+0]
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dy0 := vertices[n*indices[3*i]+1]
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sx0 := vertices[n*indices[3*i]+2]
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sy0 := vertices[n*indices[3*i]+3]
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dx1 := vertices[n*indices[3*i+1]+0]
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dy1 := vertices[n*indices[3*i+1]+1]
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sx1 := vertices[n*indices[3*i+1]+2]
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sy1 := vertices[n*indices[3*i+1]+3]
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dx2 := vertices[n*indices[3*i+2]+0]
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dy2 := vertices[n*indices[3*i+2]+1]
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sx2 := vertices[n*indices[3*i+2]+2]
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sy2 := vertices[n*indices[3*i+2]+3]
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if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx2, dy2, dx0, dy0, sx2, sy2, sx0, sy0); level > l {
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level = l
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// Use the fast path if mipmap is not used.
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if canSkipMipmap || srcs[0] == nil || !canUseMipmap(srcs[0].imageType) {
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var imgs [graphics.ShaderSrcImageCount]*buffered.Image
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for i, src := range srcs {
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if src == nil {
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continue
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}
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imgs[i] = src.orig
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}
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if level == math.MaxInt32 {
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panic("mipmap: level must be calculated at least once but not")
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}
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m.orig.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule, hint)
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m.markDirty()
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return
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}
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var imgs [graphics.ShaderImageCount]*buffered.Image
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level := math.MaxInt32
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for i := 0; i < len(indices); i += 3 {
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idx0 := indices[i]
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idx1 := indices[i+1]
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idx2 := indices[i+2]
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dx0 := vertices[graphics.VertexFloatCount*idx0]
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dy0 := vertices[graphics.VertexFloatCount*idx0+1]
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sx0 := vertices[graphics.VertexFloatCount*idx0+2]
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sy0 := vertices[graphics.VertexFloatCount*idx0+3]
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dx1 := vertices[graphics.VertexFloatCount*idx1]
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dy1 := vertices[graphics.VertexFloatCount*idx1+1]
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sx1 := vertices[graphics.VertexFloatCount*idx1+2]
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sy1 := vertices[graphics.VertexFloatCount*idx1+3]
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dx2 := vertices[graphics.VertexFloatCount*idx2]
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dy2 := vertices[graphics.VertexFloatCount*idx2+1]
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sx2 := vertices[graphics.VertexFloatCount*idx2+2]
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sy2 := vertices[graphics.VertexFloatCount*idx2+3]
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if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx1, dy1, dx2, dy2, sx1, sy1, sx2, sy2); level > l {
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level = l
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}
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if l := mipmapLevelFromDistance(dx2, dy2, dx0, dy0, sx2, sy2, sx0, sy0); level > l {
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level = l
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}
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}
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if level == math.MaxInt32 {
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panic("mipmap: level must be calculated at least once but not")
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}
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var imgs [graphics.ShaderSrcImageCount]*buffered.Image
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for i, src := range srcs {
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if src == nil {
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continue
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}
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if level != 0 {
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if img := src.level(level); img != nil {
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const n = graphics.VertexFloatCount
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s := float32(pow2(level))
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for i := 0; i < len(vertices)/n; i++ {
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vertices[i*n+2] /= s
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vertices[i*n+3] /= s
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for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
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vertices[i+2] /= s
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vertices[i+3] /= s
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}
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imgs[i] = img
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continue
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@@ -123,15 +147,18 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderImageCount]*Mipmap, vertices
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imgs[i] = src.orig
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}
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m.orig.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
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m.deallocateMipmaps()
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m.orig.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule, hint)
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m.markDirty()
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}
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func (m *Mipmap) setImg(level int, img *buffered.Image) {
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if m.imgs == nil {
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m.imgs = map[int]*buffered.Image{}
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m.imgs = map[int]imageWithDirtyFlag{}
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}
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m.imgs[level] = imageWithDirtyFlag{
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img: img,
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dirty: false,
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}
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m.imgs[level] = img
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}
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func (m *Mipmap) level(level int) *buffered.Image {
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@@ -140,57 +167,66 @@ func (m *Mipmap) level(level int) *buffered.Image {
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}
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if !canUseMipmap(m.imageType) {
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panic("mipmap: mipmap images for a volatile or a screen image is not implemented yet")
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panic("mipmap: mipmap images for a screen image is not implemented yet")
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}
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if img, ok := m.imgs[level]; ok {
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return img
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img, ok := m.imgs[level]
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if ok && !img.dirty {
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return img.img
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}
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var srcW, srcH int
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var src *buffered.Image
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vs := make([]float32, 4*graphics.VertexFloatCount)
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shader := atlas.NearestFilterShader
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switch {
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case level == 1:
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src = m.orig
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graphics.QuadVertices(vs, 0, 0, float32(m.width), float32(m.height), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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shader = atlas.LinearFilterShader
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srcW = m.width
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srcH = m.height
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case level > 1:
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src = m.level(level - 1)
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if src == nil {
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m.setImg(level, nil)
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return nil
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}
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w := sizeForLevel(m.width, level-1)
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h := sizeForLevel(m.height, level-1)
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graphics.QuadVertices(vs, 0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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shader = atlas.LinearFilterShader
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srcW = sizeForLevel(m.width, level-1)
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srcH = sizeForLevel(m.height, level-1)
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default:
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panic(fmt.Sprintf("mipmap: invalid level: %d", level))
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}
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graphics.QuadVerticesFromSrcAndMatrix(vs, 0, 0, float32(srcW), float32(srcH), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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is := graphics.QuadIndices()
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w2 := sizeForLevel(m.width, level)
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h2 := sizeForLevel(m.height, level)
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if w2 == 0 || h2 == 0 {
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dstW := sizeForLevel(m.width, level)
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dstH := sizeForLevel(m.height, level)
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if dstW == 0 || dstH == 0 {
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m.setImg(level, nil)
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return nil
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}
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// buffered.NewImage panics with a too big size when actual allocation happens.
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// 4096 should be a safe size in most environments (#1399).
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// Unfortunately a precise max image size cannot be obtained here since this requires GPU access.
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if w2 > 4096 || h2 > 4096 {
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if dstW > 4096 || dstH > 4096 {
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m.setImg(level, nil)
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return nil
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}
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s := buffered.NewImage(w2, h2, m.imageType)
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var s *buffered.Image
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if img.img != nil {
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// As s is overwritten, this doesn't have to be cleared.
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s = img.img
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} else {
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s = buffered.NewImage(dstW, dstH, m.imageType)
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}
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dstRegion := image.Rect(0, 0, w2, h2)
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s.DrawTriangles([graphics.ShaderImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderImageCount]image.Rectangle{}, shader, nil, graphicsdriver.FillAll)
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dstRegion := image.Rect(0, 0, dstW, dstH)
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srcRegion := image.Rect(0, 0, srcW, srcH)
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s.DrawTriangles([graphics.ShaderSrcImageCount]*buffered.Image{src}, vs, is, graphicsdriver.BlendCopy, dstRegion, [graphics.ShaderSrcImageCount]image.Rectangle{srcRegion}, atlas.LinearFilterShader, nil, graphicsdriver.FillRuleFillAll, restorable.HintOverwriteDstRegion)
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m.setImg(level, s)
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return m.imgs[level]
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return m.imgs[level].img
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}
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func sizeForLevel(x int, level int) int {
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@@ -204,19 +240,16 @@ func sizeForLevel(x int, level int) int {
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}
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func (m *Mipmap) Deallocate() {
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m.deallocateMipmaps()
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m.orig.Deallocate()
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}
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func (m *Mipmap) deallocateMipmaps() {
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for _, img := range m.imgs {
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if img != nil {
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img.Deallocate()
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if img.img == nil {
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continue
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}
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img.img.Deallocate()
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}
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for k := range m.imgs {
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delete(m.imgs, k)
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}
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m.orig.Deallocate()
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}
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// mipmapLevel returns an appropriate mipmap level for the given distance.
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