ebiten/internal/restorable/image.go

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// Copyright 2016 The Ebiten Authors
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//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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package restorable
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import (
"fmt"
"image"
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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type Pixels struct {
pixelsRecords *pixelsRecords
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}
// Apply applies the Pixels state to the given image especially for restoring.
func (p *Pixels) Apply(img *graphicscommand.Image) {
// Pixels doesn't clear the image. This is a caller's responsibility.
if p.pixelsRecords == nil {
return
}
p.pixelsRecords.apply(img)
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}
func (p *Pixels) AddOrReplace(pix []byte, x, y, width, height int) {
if p.pixelsRecords == nil {
p.pixelsRecords = &pixelsRecords{}
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}
p.pixelsRecords.addOrReplace(pix, x, y, width, height)
}
func (p *Pixels) Clear(x, y, width, height int) {
// Note that we don't care whether the region is actually removed or not here. There is an actual case that
// the region is allocated but nothing is rendered. See TestDisposeImmediately at shareable package.
if p.pixelsRecords == nil {
return
}
p.pixelsRecords.clear(x, y, width, height)
}
func (p *Pixels) At(i, j int) (byte, byte, byte, byte) {
if p.pixelsRecords != nil {
if r, g, b, a, ok := p.pixelsRecords.at(i, j); ok {
return r, g, b, a
}
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}
return 0, 0, 0, 0
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}
// drawTrianglesHistoryItem is an item for history of draw-image commands.
type drawTrianglesHistoryItem struct {
images [graphics.ShaderImageCount]*Image
offsets [graphics.ShaderImageCount - 1][2]float32
vertices []float32
indices []uint16
colorm affine.ColorM
mode graphicsdriver.CompositeMode
filter graphicsdriver.Filter
address graphicsdriver.Address
dstRegion graphicsdriver.Region
srcRegion graphicsdriver.Region
shader *Shader
uniforms [][]float32
evenOdd bool
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}
type ImageType int
const (
// ImageTypeRegular indicates the image is a regular image.
ImageTypeRegular ImageType = iota
// ImageTypeScreen indicates the image is used as an actual screen.
ImageTypeScreen
// ImageTypeVolatile indicates the image is cleared whenever a frame starts.
//
// Regular non-volatile images need to record drawing history or read its pixels from GPU if necessary so that all
// the images can be restored automatically from the context lost. However, such recording the drawing history or
// reading pixels from GPU are expensive operations. Volatile images can skip such oprations, but the image content
// is cleared every frame instead.
ImageTypeVolatile
)
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// Image represents an image that can be restored when GL context is lost.
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type Image struct {
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image *graphicscommand.Image
width int
height int
basePixels Pixels
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// drawTrianglesHistory is a set of draw-image commands.
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// TODO: This should be merged with the similar command queue in package graphics (#433).
drawTrianglesHistory []*drawTrianglesHistoryItem
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// stale indicates whether the image needs to be synced with GPU as soon as possible.
stale bool
imageType ImageType
// priority indicates whether the image is restored in high priority when context-lost happens.
priority bool
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}
var emptyImage *Image
func ensureEmptyImage() *Image {
if emptyImage != nil {
return emptyImage
}
// Initialize the empty image lazily. Some functions like needsRestoring might not work at the initial phase.
// w and h are the empty image's size. They indicate the 1x1 image with 1px padding around.
const w, h = 3, 3
emptyImage = &Image{
image: graphicscommand.NewImage(w, h, false),
width: w,
height: h,
priority: true,
}
pix := make([]byte, 4*w*h)
for i := range pix {
pix[i] = 0xff
}
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// As emptyImage is the source at clearImage, initialize this with ReplacePixels, not clearImage.
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// This operation is also important when restoring emptyImage.
emptyImage.ReplacePixels(pix, 0, 0, w, h)
theImages.add(emptyImage)
return emptyImage
}
// NewImage creates an empty image with the given size.
//
// The returned image is cleared.
//
// Note that Dispose is not called automatically.
func NewImage(width, height int, imageType ImageType) *Image {
if !graphicsDriverInitialized {
panic("restorable: graphics driver must be ready at NewImage but not")
}
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i := &Image{
image: graphicscommand.NewImage(width, height, imageType == ImageTypeScreen),
width: width,
height: height,
imageType: imageType,
}
clearImage(i.image)
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theImages.add(i)
return i
}
// Extend extends the image by the given size.
// Extend creates a new image with the given size and copies the pixels of the given source image.
// Extend disposes itself after its call.
//
// If the given size (width and height) is smaller than the source image, ExtendImage panics.
//
// The image must be ReplacePixels-only image. Extend panics when Fill or DrawTriangles are applied on the image.
//
// Extend panics when the image is stale.
func (i *Image) Extend(width, height int) *Image {
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if i.width > width || i.height > height {
panic(fmt.Sprintf("restorable: the original size (%d, %d) cannot be extended to (%d, %d)", i.width, i.height, width, height))
}
newImg := NewImage(width, height, i.imageType)
// Use DrawTriangles instead of ReplacePixels because the image i might be stale and not have its pixels
// information.
srcs := [graphics.ShaderImageCount]*Image{i}
var offsets [graphics.ShaderImageCount - 1][2]float32
sw, sh := i.image.InternalSize()
vs := quadVertices(i, 0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(sw),
Height: float32(sh),
}
newImg.DrawTriangles(srcs, offsets, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dr, graphicsdriver.Region{}, nil, nil, false)
// Overwrite the history as if the image newImg is created only by ReplacePixels. Now drawTrianglesHistory
// and basePixels cannot be mixed.
newImg.clearDrawTrianglesHistory()
newImg.basePixels = i.basePixels
newImg.stale = i.stale
i.Dispose()
return newImg
}
// quadVertices returns vertices to render a quad. These values are passed to graphicscommand.Image.
func quadVertices(src *Image, dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32) []float32 {
sw, sh := src.InternalSize()
swf, shf := float32(sw), float32(sh)
return []float32{
dx0, dy0, sx0 / swf, sy0 / shf, cr, cg, cb, ca,
dx1, dy0, sx1 / swf, sy0 / shf, cr, cg, cb, ca,
dx0, dy1, sx0 / swf, sy1 / shf, cr, cg, cb, ca,
dx1, dy1, sx1 / swf, sy1 / shf, cr, cg, cb, ca,
}
}
func clearImage(i *graphicscommand.Image) {
emptyImage := ensureEmptyImage()
if i == emptyImage.image {
panic("restorable: fillImage cannot be called on emptyImage")
}
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// This needs to use 'InternalSize' to render the whole region, or edges are unexpectedly cleared on some
// devices.
dw, dh := i.InternalSize()
sw, sh := emptyImage.width, emptyImage.height
vs := quadVertices(emptyImage, 0, 0, float32(dw), float32(dh), 1, 1, float32(sw-1), float32(sh-1), 0, 0, 0, 0)
is := graphics.QuadIndices()
srcs := [graphics.ShaderImageCount]*graphicscommand.Image{emptyImage.image}
var offsets [graphics.ShaderImageCount - 1][2]float32
dstRegion := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(dw),
Height: float32(dh),
}
i.DrawTriangles(srcs, offsets, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeClear, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, nil, nil, false)
}
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// BasePixelsForTesting returns the image's basePixels for testing.
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func (i *Image) BasePixelsForTesting() *Pixels {
return &i.basePixels
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}
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// makeStale makes the image stale.
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func (i *Image) makeStale() {
i.basePixels = Pixels{}
i.clearDrawTrianglesHistory()
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i.stale = true
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// Don't have to call makeStale recursively here.
// Restoring is done after topological sorting is done.
// If an image depends on another stale image, this means that
// the former image can be restored from the latest state of the latter image.
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}
// ClearPixels clears the specified region by ReplacePixels.
func (i *Image) ClearPixels(x, y, width, height int) {
i.ReplacePixels(nil, x, y, width, height)
}
func (i *Image) needsRestoring() bool {
return i.imageType == ImageTypeRegular
}
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// ReplacePixels replaces the image pixels with the given pixels slice.
//
// The specified region must not be overlapped with other regions by ReplacePixels.
func (i *Image) ReplacePixels(pixels []byte, x, y, width, height int) {
if width <= 0 || height <= 0 {
panic("restorable: width/height must be positive")
}
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w, h := i.width, i.height
if x < 0 || y < 0 || w <= x || h <= y || x+width <= 0 || y+height <= 0 || w < x+width || h < y+height {
panic(fmt.Sprintf("restorable: out of range x: %d, y: %d, width: %d, height: %d", x, y, width, height))
}
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// TODO: Avoid making other images stale if possible. (#514)
// For this purpuse, images should remember which part of that is used for DrawTriangles.
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theImages.makeStaleIfDependingOn(i)
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if pixels != nil {
i.image.ReplacePixels(pixels, x, y, width, height)
} else {
// TODO: When pixels == nil, we don't have to care the pixel state there. In such cases, the image
// accepts only ReplacePixels and not Fill or DrawTriangles.
// TODO: Separate Image struct into two: images for only-ReplacePixels, and the others.
i.image.ReplacePixels(make([]byte, 4*width*height), x, y, width, height)
}
if !needsRestoring() || !i.needsRestoring() {
i.makeStale()
return
}
if x == 0 && y == 0 && width == w && height == h {
if pixels != nil {
// pixels can point to a shared region.
// This function is responsible to copy this.
copiedPixels := make([]byte, len(pixels))
copy(copiedPixels, pixels)
i.basePixels.AddOrReplace(copiedPixels, 0, 0, w, h)
} else {
i.basePixels.Clear(0, 0, w, h)
}
i.clearDrawTrianglesHistory()
i.stale = false
return
}
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// drawTrianglesHistory and basePixels cannot be mixed.
if len(i.drawTrianglesHistory) > 0 {
panic("restorable: ReplacePixels for a part after DrawTriangles is forbidden")
}
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if i.stale {
// TODO: panic here?
return
}
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if pixels != nil {
// pixels can point to a shared region.
// This function is responsible to copy this.
copiedPixels := make([]byte, len(pixels))
copy(copiedPixels, pixels)
i.basePixels.AddOrReplace(copiedPixels, x, y, width, height)
} else {
i.basePixels.Clear(x, y, width, height)
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}
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}
// DrawTriangles draws triangles with the given image.
//
// The vertex floats are:
//
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// 0: Destination X in pixels
// 1: Destination Y in pixels
// 2: Source X in texels
// 3: Source Y in texels
// 4: Color R [0.0-1.0]
// 5: Color G
// 6: Color B
// 7: Color Y
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
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if i.priority {
panic("restorable: DrawTriangles cannot be called on a priority image")
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}
if len(vertices) == 0 {
return
}
theImages.makeStaleIfDependingOn(i)
// TODO: Add tests to confirm this logic.
var srcstale bool
for _, src := range srcs {
if src == nil {
continue
}
if src.stale || src.imageType == ImageTypeVolatile {
srcstale = true
break
}
}
if srcstale || !needsRestoring() || !i.needsRestoring() {
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i.makeStale()
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} else {
i.appendDrawTrianglesHistory(srcs, offsets, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, shader, uniforms, evenOdd)
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}
var s *graphicscommand.Shader
var imgs [graphics.ShaderImageCount]*graphicscommand.Image
if shader == nil {
// Fast path for rendering without a shader (#1355).
imgs[0] = srcs[0].image
} else {
for i, src := range srcs {
if src == nil {
continue
}
imgs[i] = src.image
}
s = shader.shader
}
i.image.DrawTriangles(imgs, offsets, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, s, uniforms, evenOdd)
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}
// appendDrawTrianglesHistory appends a draw-image history item to the image.
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms [][]float32, evenOdd bool) {
if i.stale || !i.needsRestoring() {
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return
}
// TODO: Would it be possible to merge draw image history items?
const maxDrawTrianglesHistoryCount = 1024
if len(i.drawTrianglesHistory)+1 > maxDrawTrianglesHistoryCount {
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i.makeStale()
return
}
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// All images must be resolved and not stale each after frame.
// So we don't have to care if image is stale or not here.
vs := make([]float32, len(vertices))
copy(vs, vertices)
is := make([]uint16, len(indices))
copy(is, indices)
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item := &drawTrianglesHistoryItem{
images: srcs,
offsets: offsets,
vertices: vs,
indices: is,
colorm: colorm,
mode: mode,
filter: filter,
address: address,
dstRegion: dstRegion,
srcRegion: srcRegion,
shader: shader,
uniforms: uniforms,
evenOdd: evenOdd,
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}
i.drawTrianglesHistory = append(i.drawTrianglesHistory, item)
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}
func (i *Image) readPixelsFromGPUIfNeeded(graphicsDriver graphicsdriver.Graphics) error {
if len(i.drawTrianglesHistory) > 0 || i.stale {
if err := graphicscommand.FlushCommands(graphicsDriver); err != nil {
return err
}
if err := i.readPixelsFromGPU(graphicsDriver); err != nil {
return err
}
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}
return nil
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}
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// At returns a color value at (x, y).
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//
// Note that this must not be called until context is available.
func (i *Image) At(graphicsDriver graphicsdriver.Graphics, x, y int) (byte, byte, byte, byte, error) {
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if x < 0 || y < 0 || i.width <= x || i.height <= y {
return 0, 0, 0, 0, nil
}
if err := i.readPixelsFromGPUIfNeeded(graphicsDriver); err != nil {
return 0, 0, 0, 0, err
}
r, g, b, a := i.basePixels.At(x, y)
return r, g, b, a, nil
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}
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// makeStaleIfDependingOn makes the image stale if the image depends on target.
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func (i *Image) makeStaleIfDependingOn(target *Image) {
if i.stale {
return
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}
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if i.dependsOn(target) {
i.makeStale()
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}
}
// makeStaleIfDependingOnShader makes the image stale if the image depends on shader.
func (i *Image) makeStaleIfDependingOnShader(shader *Shader) {
if i.stale {
return
}
if i.dependsOnShader(shader) {
i.makeStale()
}
}
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// readPixelsFromGPU reads the pixels from GPU and resolves the image's 'stale' state.
func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error {
pix := make([]byte, 4*i.width*i.height)
if err := i.image.ReadPixels(graphicsDriver, pix); err != nil {
return err
}
i.basePixels = Pixels{}
i.basePixels.AddOrReplace(pix, 0, 0, i.width, i.height)
i.clearDrawTrianglesHistory()
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i.stale = false
return nil
}
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// resolveStale resolves the image's 'stale' state.
func (i *Image) resolveStale(graphicsDriver graphicsdriver.Graphics) error {
if !needsRestoring() {
return nil
}
if !i.needsRestoring() {
return nil
}
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if !i.stale {
return nil
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}
return i.readPixelsFromGPU(graphicsDriver)
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}
// dependsOn reports whether the image depends on target.
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func (i *Image) dependsOn(target *Image) bool {
for _, c := range i.drawTrianglesHistory {
for _, img := range c.images {
if img == nil {
continue
}
if img == target {
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return true
}
}
}
return false
}
// dependsOnShader reports whether the image depends on shader.
func (i *Image) dependsOnShader(shader *Shader) bool {
for _, c := range i.drawTrianglesHistory {
if c.shader == shader {
return true
}
}
return false
}
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// dependingImages returns all images that is depended by the image.
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func (i *Image) dependingImages() map[*Image]struct{} {
r := map[*Image]struct{}{}
for _, c := range i.drawTrianglesHistory {
for _, img := range c.images {
if img == nil {
continue
}
r[img] = struct{}{}
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}
}
return r
}
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// hasDependency returns a boolean value indicating whether the image depends on another image.
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func (i *Image) hasDependency() bool {
if i.stale {
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return false
}
return len(i.drawTrianglesHistory) > 0
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}
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// Restore restores *graphicscommand.Image from the pixels using its state.
func (i *Image) restore(graphicsDriver graphicsdriver.Graphics) error {
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w, h := i.width, i.height
// Do not dispose the image here. The image should be already disposed.
switch i.imageType {
case ImageTypeScreen:
// The screen image should also be recreated because framebuffer might
// be changed.
i.image = graphicscommand.NewImage(w, h, true)
i.basePixels = Pixels{}
i.clearDrawTrianglesHistory()
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i.stale = false
return nil
case ImageTypeVolatile:
i.image = graphicscommand.NewImage(w, h, false)
clearImage(i.image)
return nil
}
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if i.stale {
panic("restorable: pixels must not be stale when restoring")
}
gimg := graphicscommand.NewImage(w, h, false)
// Clear the image explicitly.
if i != ensureEmptyImage() {
// As clearImage uses emptyImage, clearImage cannot be called on emptyImage.
// It is OK to skip this since emptyImage has its entire pixel information.
clearImage(gimg)
}
i.basePixels.Apply(gimg)
for _, c := range i.drawTrianglesHistory {
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var s *graphicscommand.Shader
if c.shader != nil {
s = c.shader.shader
}
var imgs [graphics.ShaderImageCount]*graphicscommand.Image
for i, img := range c.images {
if img == nil {
continue
}
if img.hasDependency() {
panic("restorable: all dependencies must be already resolved but not")
}
imgs[i] = img.image
}
gimg.DrawTriangles(imgs, c.offsets, c.vertices, c.indices, c.colorm, c.mode, c.filter, c.address, c.dstRegion, c.srcRegion, s, c.uniforms, c.evenOdd)
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}
if len(i.drawTrianglesHistory) > 0 {
i.basePixels = Pixels{}
pix := make([]byte, 4*w*h)
if err := gimg.ReadPixels(graphicsDriver, pix); err != nil {
return err
}
i.basePixels.AddOrReplace(pix, 0, 0, w, h)
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}
i.image = gimg
i.clearDrawTrianglesHistory()
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i.stale = false
return nil
}
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// Dispose disposes the image.
//
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// After disposing, calling the function of the image causes unexpected results.
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func (i *Image) Dispose() {
theImages.remove(i)
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i.image.Dispose()
i.image = nil
i.basePixels = Pixels{}
i.clearDrawTrianglesHistory()
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i.stale = false
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}
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// isInvalidated returns a boolean value indicating whether the image is invalidated.
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//
// If an image is invalidated, GL context is lost and all the images should be restored asap.
func (i *Image) isInvalidated(graphicsDriver graphicsdriver.Graphics) (bool, error) {
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// FlushCommands is required because c.offscreen.impl might not have an actual texture.
if err := graphicscommand.FlushCommands(graphicsDriver); err != nil {
return false, err
}
return i.image.IsInvalidated(), nil
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}
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func (i *Image) Dump(graphicsDriver graphicsdriver.Graphics, path string, blackbg bool, rect image.Rectangle) error {
return i.image.Dump(graphicsDriver, path, blackbg, rect)
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}
func (i *Image) clearDrawTrianglesHistory() {
// Clear the items explicitly, or the references might remain (#1803).
for idx := range i.drawTrianglesHistory {
i.drawTrianglesHistory[idx] = nil
}
i.drawTrianglesHistory = i.drawTrianglesHistory[:0]
}
func (i *Image) InternalSize() (int, int) {
return i.image.InternalSize()
}