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https://github.com/ppy/osu
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Merge pull request #26636 from EVAST9919/triangles-batch
Remove local vertex batching from triangles backgrounds
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commit
1e44ba6d23
@ -15,7 +15,6 @@ using osu.Framework.Graphics.Primitives;
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using osu.Framework.Allocation;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Rendering.Vertices;
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using osu.Framework.Lists;
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using osu.Framework.Bindables;
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@ -264,7 +263,6 @@ namespace osu.Game.Graphics.Backgrounds
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private readonly Vector2 triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size;
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private Vector2 size;
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private IVertexBatch<TexturedVertex2D> vertexBatch;
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public TrianglesDrawNode(Triangles source)
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: base(source)
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@ -290,12 +288,6 @@ namespace osu.Game.Graphics.Backgrounds
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{
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base.Draw(renderer);
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if (Source.AimCount > 0 && (vertexBatch == null || vertexBatch.Size != Source.AimCount))
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{
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vertexBatch?.Dispose();
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vertexBatch = renderer.CreateQuadBatch<TexturedVertex2D>(Source.AimCount, 1);
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}
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borderDataBuffer ??= renderer.CreateUniformBuffer<TriangleBorderData>();
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borderDataBuffer.Data = borderDataBuffer.Data with
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{
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@ -333,7 +325,7 @@ namespace osu.Game.Graphics.Backgrounds
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triangleQuad.Height
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) / relativeSize;
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renderer.DrawQuad(texture, drawQuad, colourInfo, new RectangleF(0, 0, 1, 1), vertexBatch.AddAction, textureCoords: textureCoords);
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renderer.DrawQuad(texture, drawQuad, colourInfo, new RectangleF(0, 0, 1, 1), textureCoords: textureCoords);
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}
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shader.Unbind();
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@ -356,7 +348,6 @@ namespace osu.Game.Graphics.Backgrounds
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{
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base.Dispose(isDisposing);
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vertexBatch?.Dispose();
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borderDataBuffer?.Dispose();
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}
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}
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@ -10,7 +10,6 @@ using osu.Framework.Graphics.Primitives;
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using osu.Framework.Allocation;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Rendering.Vertices;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -196,8 +195,6 @@ namespace osu.Game.Graphics.Backgrounds
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private float texelSize;
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private bool masking;
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private IVertexBatch<TexturedVertex2D>? vertexBatch;
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public TrianglesDrawNode(TrianglesV2 source)
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: base(source)
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{
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@ -235,12 +232,6 @@ namespace osu.Game.Graphics.Backgrounds
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if (Source.AimCount == 0 || thickness == 0)
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return;
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if (vertexBatch == null || vertexBatch.Size != Source.AimCount)
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{
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vertexBatch?.Dispose();
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vertexBatch = renderer.CreateQuadBatch<TexturedVertex2D>(Source.AimCount, 1);
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}
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borderDataBuffer ??= renderer.CreateUniformBuffer<TriangleBorderData>();
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borderDataBuffer.Data = borderDataBuffer.Data with
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{
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@ -273,7 +264,7 @@ namespace osu.Game.Graphics.Backgrounds
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triangleQuad.Height
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) / relativeSize;
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renderer.DrawQuad(texture, drawQuad, DrawColourInfo.Colour.Interpolate(triangleQuad), new RectangleF(0, 0, 1, 1), vertexBatch.AddAction, textureCoords: textureCoords);
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renderer.DrawQuad(texture, drawQuad, DrawColourInfo.Colour.Interpolate(triangleQuad), new RectangleF(0, 0, 1, 1), textureCoords: textureCoords);
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}
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shader.Unbind();
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@ -296,7 +287,6 @@ namespace osu.Game.Graphics.Backgrounds
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{
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base.Dispose(isDisposing);
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vertexBatch?.Dispose();
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borderDataBuffer?.Dispose();
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}
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}
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