Add texture batching with TDD coverage at enqueue and prepare seams.
Opt-in batch_group regrouping cuts texture binds; prepare_draw_batches and draw_list tests lock the contract so end_frame cannot silently drop regroup.
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+34
-5
@@ -82,7 +82,31 @@ to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
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}
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}
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// Axis-aligned quad: two unique x and y values, so scale once and reuse.
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sprite_quad_to_clip :: proc(x0, y0, x1, y1, sw, sh: f32) -> [4]Vec2 {
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sx := 2.0 / sw
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sy := 2.0 / sh
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left := x0 * sx - 1
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right := x1 * sx - 1
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top := 1 - y0 * sy
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bottom := 1 - y1 * sy
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return {
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{left, top},
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{right, top},
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{right, bottom},
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{left, bottom},
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}
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}
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draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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draw_sprite_batched(app, sprite, 0)
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}
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// Nonzero batch_group lets end_frame regroup consecutive same-group sprites by
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// texture. Group 0 keeps exact submission order for correct alpha overlap.
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draw_sprite_batched :: proc(app: ^App, sprite: ^Sprite, batch_group: u32) {
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if app.cmd == nil || app.swapchain_texture == nil {
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return
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}
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@@ -124,10 +148,8 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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sw := f32(app.swapchain_w)
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sh := f32(app.swapchain_h)
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p0 := to_clip(x0_px, y0_px, sw, sh)
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p1 := to_clip(x1_px, y0_px, sw, sh)
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p2 := to_clip(x1_px, y1_px, sw, sh)
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p3 := to_clip(x0_px, y1_px, sw, sh)
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points := sprite_quad_to_clip(x0_px, y0_px, x1_px, y1_px, sw, sh)
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p0, p1, p2, p3 := points[0], points[1], points[2], points[3]
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tex_w := f32(sprite.data.width)
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tex_h := f32(sprite.data.height)
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@@ -142,7 +164,14 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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{pos = p3, uv = {u0, v1}},
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}
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append(&app.draw_list, Queued_Sprite{texture = sprite.data.texture, verts = verts})
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append(
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&app.draw_list,
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Queued_Sprite {
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texture = sprite.data.texture,
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verts = verts,
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batch_group = batch_group,
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},
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)
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}
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set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
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