2017-05-03 16:11:43 +02:00
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// Copyright 2017 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package restorable
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import (
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2017-08-06 14:24:10 +02:00
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"github.com/hajimehoshi/ebiten/internal/graphics"
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2017-05-26 19:37:01 +02:00
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"github.com/hajimehoshi/ebiten/internal/sync"
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2017-05-03 16:11:43 +02:00
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)
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2017-07-02 08:58:00 +02:00
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// restoringEnabled indicates if restoring happens or not.
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//
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// This value is overridden at enabled_*.go.
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var restoringEnabled = true
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2017-09-11 20:12:17 +02:00
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// IsRestoringEnabled returns a boolean value indicating whether
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// restoring process works or not.
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func IsRestoringEnabled() bool {
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// This value is updated only at init or EnableRestoringForTesting.
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// No need to lock here.
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return restoringEnabled
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}
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2017-09-11 20:12:17 +02:00
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// EnableRestoringForTesting forces to enable restoring for testing.
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func EnableRestoringForTesting() {
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restoringEnabled = true
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}
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// images is a set of Image objects.
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type images struct {
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images map[*Image]struct{}
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lastTarget *Image
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m sync.Mutex
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}
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// theImages represents the images for the current process.
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var theImages = &images{
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images: map[*Image]struct{}{},
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}
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// ResolveStaleImages flushes the queued draw commands and resolves
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// all stale images.
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//
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// ResolveStaleImages is intended to be called at the end of a frame.
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func ResolveStaleImages() error {
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if err := graphics.FlushCommands(); err != nil {
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return err
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}
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return theImages.resolveStaleImages()
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}
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// Restore restores the images.
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//
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// Restoring means to make all *graphics.Image objects have their textures and framebuffers.
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func Restore() error {
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if err := graphics.ResetGLState(); err != nil {
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return err
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}
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return theImages.restore()
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}
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// ClearVolatileImages clears volatile images.
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//
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// ClearVolatileImages is intended to be called at the start of a frame.
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func ClearVolatileImages() {
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theImages.clearVolatileImages()
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}
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// add adds img to the images.
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func (i *images) add(img *Image) {
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i.m.Lock()
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defer i.m.Unlock()
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i.images[img] = struct{}{}
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}
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// remove removes img from the images.
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func (i *images) remove(img *Image) {
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i.m.Lock()
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defer i.m.Unlock()
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delete(i.images, img)
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}
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// resolveStaleImages resolves stale images.
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func (i *images) resolveStaleImages() error {
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i.m.Lock()
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defer i.m.Unlock()
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i.lastTarget = nil
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for img := range i.images {
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if err := img.resolveStale(); err != nil {
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return err
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}
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}
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return nil
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}
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// makeStaleIfDependingOn makes all the images stale that depend on target.
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//
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// When target is changed, all images depending on target can't be restored with target.
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// makeStaleIfDependingOn is called in such situation.
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func (i *images) makeStaleIfDependingOn(target *Image) {
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// Avoid defer for performance
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i.m.Lock()
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if target == nil {
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// disposed
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i.m.Unlock()
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return
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}
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if i.lastTarget == target {
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i.m.Unlock()
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return
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}
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i.lastTarget = target
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for img := range i.images {
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// TODO: This seems not enough: What if img becomes stale but what about
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// other images depend on img? (#357)
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img.makeStaleIfDependingOn(target)
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}
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i.m.Unlock()
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}
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// restore restores the images.
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//
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// Restoring means to make all *graphics.Image objects have their textures and framebuffers.
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func (i *images) restore() error {
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i.m.Lock()
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defer i.m.Unlock()
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if !IsRestoringEnabled() {
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panic("not reached")
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}
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// Framebuffers/textures cannot be disposed since framebuffers/textures that
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// don't belong to the current context.
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// Let's do topological sort based on dependencies of drawing history.
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// It is assured that there are not loops since cyclic drawing makes images stale.
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type edge struct {
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source *Image
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target *Image
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}
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images := map[*Image]struct{}{}
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for i := range i.images {
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images[i] = struct{}{}
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}
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edges := map[edge]struct{}{}
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for t := range images {
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for s := range t.dependingImages() {
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edges[edge{source: s, target: t}] = struct{}{}
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}
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}
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sorted := []*Image{}
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for len(images) > 0 {
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// current repesents images that have no incoming edges.
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current := map[*Image]struct{}{}
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for i := range images {
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current[i] = struct{}{}
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}
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for e := range edges {
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if _, ok := current[e.target]; ok {
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delete(current, e.target)
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}
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}
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for i := range current {
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delete(images, i)
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sorted = append(sorted, i)
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}
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removed := []edge{}
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for e := range edges {
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if _, ok := current[e.source]; ok {
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removed = append(removed, e)
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}
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}
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for _, e := range removed {
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delete(edges, e)
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}
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}
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for _, img := range sorted {
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if err := img.restore(); err != nil {
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return err
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}
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}
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return nil
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}
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2017-09-14 17:24:18 +02:00
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// clearVolatileImages clears the volatile images.
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func (i *images) clearVolatileImages() {
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i.m.Lock()
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defer i.m.Unlock()
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for img := range i.images {
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img.clearIfVolatile()
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}
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}
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// InitializeGLState initializes the GL state.
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func InitializeGLState() error {
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return graphics.ResetGLState()
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}
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