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internal/restorable: refactoring: unify NewScreenFramebufferImage and NewImage
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@@ -27,7 +27,7 @@ import (
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)
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func clearImage(img *restorable.Image, w, h int) {
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emptyImage := restorable.NewImage(3, 3)
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emptyImage := restorable.NewImage(3, 3, restorable.ImageTypeRegular)
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defer emptyImage.Dispose()
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dx0 := float32(0)
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@@ -55,7 +55,7 @@ func clearImage(img *restorable.Image, w, h int) {
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}
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func TestShader(t *testing.T) {
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img := restorable.NewImage(1, 1)
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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defer img.Dispose()
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s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
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@@ -85,7 +85,7 @@ func TestShaderChain(t *testing.T) {
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const num = 10
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imgs := []*restorable.Image{}
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for i := 0; i < num; i++ {
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img := restorable.NewImage(1, 1)
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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defer img.Dispose()
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imgs = append(imgs, img)
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}
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@@ -122,13 +122,13 @@ func TestShaderChain(t *testing.T) {
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func TestShaderMultipleSources(t *testing.T) {
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var srcs [graphics.ShaderImageNum]*restorable.Image
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for i := range srcs {
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srcs[i] = restorable.NewImage(1, 1)
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srcs[i] = restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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}
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srcs[0].ReplacePixels([]byte{0x40, 0, 0, 0xff}, nil, 0, 0, 1, 1)
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srcs[1].ReplacePixels([]byte{0, 0x80, 0, 0xff}, nil, 0, 0, 1, 1)
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srcs[2].ReplacePixels([]byte{0, 0, 0xc0, 0xff}, nil, 0, 0, 1, 1)
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dst := restorable.NewImage(1, 1)
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dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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s := restorable.NewShader(etesting.ShaderProgramImages(3))
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var offsets [graphics.ShaderImageNum - 1][2]float32
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@@ -158,7 +158,7 @@ func TestShaderMultipleSources(t *testing.T) {
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}
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func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
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src := restorable.NewImage(3, 1)
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src := restorable.NewImage(3, 1, restorable.ImageTypeRegular)
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src.ReplacePixels([]byte{
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0x40, 0, 0, 0xff,
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0, 0x80, 0, 0xff,
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@@ -166,7 +166,7 @@ func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
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}, nil, 0, 0, 3, 1)
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srcs := [graphics.ShaderImageNum]*restorable.Image{src, src, src}
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dst := restorable.NewImage(1, 1)
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dst := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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s := restorable.NewShader(etesting.ShaderProgramImages(3))
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offsets := [graphics.ShaderImageNum - 1][2]float32{
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@@ -199,7 +199,7 @@ func TestShaderMultipleSourcesOnOneTexture(t *testing.T) {
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}
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func TestShaderDispose(t *testing.T) {
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img := restorable.NewImage(1, 1)
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img := restorable.NewImage(1, 1, restorable.ImageTypeRegular)
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defer img.Dispose()
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s := restorable.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
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