ebiten/internal/restorable/images.go

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// Copyright 2017 The Ebiten Authors
//
// 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.
package restorable
import (
"image"
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"path/filepath"
"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
)
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// forceRestoring reports whether restoring forcely happens or not.
var forceRestoring = false
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var needsRestoringByGraphicsDriver bool
// needsRestoring reports whether restoring process works or not.
func needsRestoring() bool {
return forceRestoring || needsRestoringByGraphicsDriver
}
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// EnableRestoringForTesting forces to enable restoring for testing.
func EnableRestoringForTesting() {
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forceRestoring = true
}
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// images is a set of Image objects.
type images struct {
images map[*Image]struct{}
shaders map[*Shader]struct{}
lastTarget *Image
contextLost bool
}
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// theImages represents the images for the current process.
var theImages = &images{
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images: map[*Image]struct{}{},
shaders: map[*Shader]struct{}{},
}
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// ResolveStaleImages flushes the queued draw commands and resolves
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// all stale images.
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//
// ResolveStaleImages is intended to be called at the end of a frame.
func ResolveStaleImages(graphicsDriver graphicsdriver.Graphics) error {
if debug.IsDebug {
debug.Logf("Internal image sizes:\n")
imgs := make([]*graphicscommand.Image, 0, len(theImages.images))
for i := range theImages.images {
imgs = append(imgs, i.image)
}
graphicscommand.LogImagesInfo(imgs)
}
if err := graphicscommand.FlushCommands(graphicsDriver); err != nil {
return err
}
if !needsRestoring() {
return nil
}
return theImages.resolveStaleImages(graphicsDriver)
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}
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// RestoreIfNeeded restores the images.
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//
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// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
func RestoreIfNeeded(graphicsDriver graphicsdriver.Graphics) error {
if !needsRestoring() {
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return nil
}
if !forceRestoring {
var r bool
if canDetectContextLostExplicitly {
r = theImages.contextLost
} else {
// As isInvalidated() is expensive, call this only for one image.
// This assumes that if there is one image that is invalidated, all images are invalidated.
for img := range theImages.images {
// The screen image might not have a texture. Skip this.
if img.imageType == ImageTypeScreen {
continue
}
var err error
r, err = img.isInvalidated(graphicsDriver)
if err != nil {
return err
}
break
}
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}
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if !r {
return nil
}
}
err := graphicscommand.ResetGraphicsDriverState(graphicsDriver)
if err == graphicsdriver.GraphicsNotReady {
return nil
}
if err != nil {
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return err
}
return theImages.restore(graphicsDriver)
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}
// DumpImages dumps all the current images to the specified directory.
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//
// This is for testing usage.
func DumpImages(graphicsDriver graphicsdriver.Graphics, dir string) error {
for img := range theImages.images {
if err := img.Dump(graphicsDriver, filepath.Join(dir, "*.png"), false, image.Rect(0, 0, img.width, img.height)); err != nil {
return err
}
}
return nil
}
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// add adds img to the images.
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func (i *images) add(img *Image) {
i.images[img] = struct{}{}
}
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func (i *images) addShader(shader *Shader) {
i.shaders[shader] = struct{}{}
}
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// remove removes img from the images.
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func (i *images) remove(img *Image) {
i.makeStaleIfDependingOn(img)
delete(i.images, img)
}
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func (i *images) removeShader(shader *Shader) {
i.makeStaleIfDependingOnShader(shader)
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delete(i.shaders, shader)
}
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// resolveStaleImages resolves stale images.
func (i *images) resolveStaleImages(graphicsDriver graphicsdriver.Graphics) error {
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i.lastTarget = nil
for img := range i.images {
if err := img.resolveStale(graphicsDriver); err != nil {
return err
}
}
return nil
}
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// makeStaleIfDependingOn makes all the images stale that depend on target.
//
// When target is modified, all images depending on target can't be restored with target.
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// makeStaleIfDependingOn is called in such situation.
func (i *images) makeStaleIfDependingOn(target *Image) {
if target == nil {
panic("restorable: target must not be nil at makeStaleIfDependingOn")
}
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if i.lastTarget == target {
return
}
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i.lastTarget = target
for img := range i.images {
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img.makeStaleIfDependingOn(target)
}
}
// makeStaleIfDependingOn makes all the images stale that depend on shader.
func (i *images) makeStaleIfDependingOnShader(shader *Shader) {
if shader == nil {
panic("restorable: shader must not be nil at makeStaleIfDependingOnShader")
}
for img := range i.images {
img.makeStaleIfDependingOnShader(shader)
}
}
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// restore restores the images.
//
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// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
func (i *images) restore(graphicsDriver graphicsdriver.Graphics) error {
if !needsRestoring() {
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panic("restorable: restore cannot be called when restoring is disabled")
}
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// Dispose all the shaders ahead of restoring. A current shader ID and a new shader ID can be duplicated.
for s := range i.shaders {
s.shader.Dispose()
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s.shader = nil
}
for s := range i.shaders {
s.restore()
}
// Dispose all the images ahead of restoring. A current texture ID and a new texture ID can be duplicated.
// TODO: Write a test to confirm that ID duplication never happens.
for i := range i.images {
i.image.Dispose()
i.image = nil
}
// 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.
type edge struct {
source *Image
target *Image
}
images := map[*Image]struct{}{}
for i := range i.images {
if !i.priority {
images[i] = struct{}{}
}
}
edges := map[edge]struct{}{}
for t := range images {
for s := range t.dependingImages() {
edges[edge{source: s, target: t}] = struct{}{}
}
}
sorted := []*Image{}
for i := range i.images {
if i.priority {
sorted = append(sorted, i)
}
}
for len(images) > 0 {
// current repesents images that have no incoming edges.
current := map[*Image]struct{}{}
for i := range images {
current[i] = struct{}{}
}
for e := range edges {
if _, ok := current[e.target]; ok {
delete(current, e.target)
}
}
for i := range current {
delete(images, i)
sorted = append(sorted, i)
}
removed := []edge{}
for e := range edges {
if _, ok := current[e.source]; ok {
removed = append(removed, e)
}
}
for _, e := range removed {
delete(edges, e)
}
}
for _, img := range sorted {
if err := img.restore(graphicsDriver); err != nil {
return err
}
}
i.contextLost = false
return nil
}
var graphicsDriverInitialized bool
// InitializeGraphicsDriverState initializes the graphics driver state.
func InitializeGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) error {
graphicsDriverInitialized = true
needsRestoringByGraphicsDriver = graphicsDriver.NeedsRestoring()
return graphicscommand.InitializeGraphicsDriverState(graphicsDriver)
}
// MaxImageSize returns the maximum size of an image.
func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int {
return graphicscommand.MaxImageSize(graphicsDriver)
}
// OnContextLost is called when the context lost is detected in an explicit way.
func OnContextLost() {
canDetectContextLostExplicitly = true
theImages.contextLost = true
}
// canDetectContextLostExplicitly reports whether Ebitengine can detect a context lost in an explicit way.
// On Android, a context lost can be detected via GLSurfaceView.Renderer.onSurfaceCreated.
// On iOS w/ OpenGL ES, this can be detected only when gomobile-build is used.
var canDetectContextLostExplicitly = runtime.GOOS == "android"