本文整理匯總了Golang中github.com/hajimehoshi/ebiten/internal/opengl.Context.Flush方法的典型用法代碼示例。如果您正苦於以下問題:Golang Context.Flush方法的具體用法?Golang Context.Flush怎麽用?Golang Context.Flush使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類github.com/hajimehoshi/ebiten/internal/opengl.Context
的用法示例。
在下文中一共展示了Context.Flush方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。
示例1: Exec
func (c *replacePixelsCommand) Exec(context *opengl.Context, indexOffsetInBytes int) error {
f, err := c.dst.createFramebufferIfNeeded(context)
if err != nil {
return err
}
if err := f.setAsViewport(context); err != nil {
return err
}
// Filling with non black or white color is required here for glTexSubImage2D.
// Very mysterious but this actually works (Issue #186).
// This is needed even after fixing a shader bug at f537378f2a6a8ef56e1acf1c03034967b77c7b51.
if err := context.FillFramebuffer(0, 0, 0.5, 1); err != nil {
return err
}
// This is necessary on Android. We can't call glClear just before glTexSubImage2D without
// glFlush. glTexSubImage2D didn't work without this hack at least on Nexus 5x (#211).
// This also happens when a fillCommand precedes a replacePixelsCommand.
// TODO: Can we have a better way like optimizing commands?
context.Flush()
if err := context.BindTexture(c.dst.texture.native); err != nil {
return err
}
context.TexSubImage2D(c.pixels, c.dst.width, c.dst.height)
return nil
}
示例2: Flush
func (q *commandQueue) Flush(context *opengl.Context) error {
q.m.Lock()
defer q.m.Unlock()
// glViewport must be called at least at every frame on iOS.
context.ResetViewportSize()
for _, g := range q.commandGroups() {
n := 0
for _, c := range g {
switch c := c.(type) {
case *drawImageCommand:
n += len(c.vertices)
}
}
vertices := make([]float32, 0, n)
for _, c := range g {
switch c := c.(type) {
case *drawImageCommand:
vertices = append(vertices, c.vertices...)
}
}
if 0 < len(vertices) {
context.BufferSubData(opengl.ArrayBuffer, vertices)
}
// NOTE: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far.
// Let's use them to compare to len(quads) in the future.
if maxQuads < len(vertices)*opengl.Float.SizeInBytes()/QuadVertexSizeInBytes() {
return fmt.Errorf("len(quads) must be equal to or less than %d", maxQuads)
}
numc := len(g)
indexOffsetInBytes := 0
for _, c := range g {
if err := c.Exec(context, indexOffsetInBytes); err != nil {
return err
}
if c, ok := c.(*drawImageCommand); ok {
n := len(c.vertices) * opengl.Float.SizeInBytes() / QuadVertexSizeInBytes()
indexOffsetInBytes += 6 * n * 2
}
}
if 0 < numc {
// Call glFlush to prevent black flicking (especially on Android (#226) and iOS).
context.Flush()
}
}
q.commands = []command{}
return nil
}