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gpu: remove Backend.NilTexture
It serves no purpose other than paranoia. Perhaps buggy drivers exists that require unused texture slots cleared before drawing to a texture, but if so the workaround belongs in the GL backend. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -20,7 +20,6 @@ type Backend interface {
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IsTimeContinuous() bool
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NewTexture(format TextureFormat, width, height int, minFilter, magFilter TextureFilter) Texture
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DefaultFramebuffer() Framebuffer
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NilTexture() Texture
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NewFramebuffer() Framebuffer
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NewImmutableBuffer(typ BufferType, data []byte) Buffer
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NewBuffer(typ BufferType, size int) Buffer
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@@ -167,10 +167,6 @@ func (b *Backend) NewFramebuffer() gpu.Framebuffer {
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return &gpuFramebuffer{funcs: b.funcs, obj: fb}
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}
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func (b *Backend) NilTexture() gpu.Texture {
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return &gpuTexture{backend: b}
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}
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func (b *Backend) DefaultFramebuffer() gpu.Framebuffer {
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return b.defFBO
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}
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@@ -279,7 +279,6 @@ func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.
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}
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func (s *stenciler) beginIntersect(sizes []image.Point) {
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s.ctx.NilTexture().Bind(1)
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s.ctx.BlendFunc(BlendFactorDstColor, BlendFactorZero)
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// 8 bit coverage is enough, but OpenGL ES only supports single channel
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// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
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@@ -304,7 +303,6 @@ func (s *stenciler) cover(idx int) stencilFBO {
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}
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func (s *stenciler) begin(sizes []image.Point) {
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s.ctx.NilTexture().Bind(1)
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s.ctx.BlendFunc(BlendFactorOne, BlendFactorOne)
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s.fbos.resize(s.ctx, sizes)
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s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
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