ebiten/internal/restorable/image.go

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// Copyright 2016 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 (
"fmt"
"image"
"sort"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
)
type Pixels struct {
pixelsRecords *pixelsRecords
}
// Apply applies the Pixels state to the given image especially for restoration.
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)
}
func (p *Pixels) AddOrReplace(pix *graphics.ManagedBytes, region image.Rectangle) {
if p.pixelsRecords == nil {
p.pixelsRecords = &pixelsRecords{}
}
p.pixelsRecords.addOrReplace(pix, region)
}
func (p *Pixels) Clear(region image.Rectangle) {
// 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(region)
}
func (p *Pixels) ReadPixels(pixels []byte, region image.Rectangle, imageWidth, imageHeight int) {
if p.pixelsRecords == nil {
for i := range pixels {
pixels[i] = 0
}
return
}
p.pixelsRecords.readPixels(pixels, region, imageWidth, imageHeight)
}
func (p *Pixels) AppendRegion(regions []image.Rectangle) []image.Rectangle {
if p.pixelsRecords == nil {
return regions
}
return p.pixelsRecords.appendRegions(regions)
}
func (p *Pixels) Dispose() {
if p.pixelsRecords == nil {
return
}
p.pixelsRecords.dispose()
}
// drawTrianglesHistoryItem is an item for history of draw-image commands.
type drawTrianglesHistoryItem struct {
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srcImages [graphics.ShaderSrcImageCount]*Image
vertices []float32
indices []uint32
blend graphicsdriver.Blend
dstRegion image.Rectangle
srcRegions [graphics.ShaderSrcImageCount]image.Rectangle
shader *Shader
uniforms []uint32
fillRule graphicsdriver.FillRule
}
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 operations, but the image content
// is cleared every frame instead.
ImageTypeVolatile
)
// Hint is a hint to optimize the info to restore the image.
type Hint int
const (
// HintNone indicates that there is no hint.
HintNone Hint = iota
// HintOverwriteDstRegion indicates that the destination region is overwritten.
// HintOverwriteDstRegion helps to reduce the size of the draw-image history.
HintOverwriteDstRegion
)
// Image represents an image that can be restored when GL context is lost.
type Image struct {
image *graphicscommand.Image
width int
height int
basePixels Pixels
// drawTrianglesHistory is a set of draw-image commands.
// TODO: This should be merged with the similar command queue in package graphics (#433).
drawTrianglesHistory []*drawTrianglesHistoryItem
// stale indicates whether the image needs to be synced with GPU as soon as possible.
stale bool
// staleRegions indicates the regions to restore.
// staleRegions is valid only when stale is true.
// staleRegions is not used when AlwaysReadPixelsFromGPU() returns true.
staleRegions []image.Rectangle
// pixelsCache is cached byte slices for pixels.
// pixelsCache is just a cache to avoid allocations (#2375).
//
// A key is the region and a value is a byte slice for the region.
//
// It is fine to reuse the same byte slice for the same region for basePixels,
// as old pixels for the same region will be invalidated at basePixel.AddOrReplace.
pixelsCache map[image.Rectangle][]byte
// regionsCache is cached regions.
// regionsCache is just a cache to avoid allocations (#2375).
regionsCache []image.Rectangle
imageType ImageType
}
// NewImage creates an emtpy 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")
}
var attribute string
switch imageType {
case ImageTypeVolatile:
attribute = "volatile"
}
i := &Image{
image: graphicscommand.NewImage(width, height, imageType == ImageTypeScreen, attribute),
width: width,
height: height,
imageType: imageType,
}
// This needs to use 'InternalSize' to render the whole region, or edges are unexpectedly cleared on some
// devices.
iw, ih := i.image.InternalSize()
clearImage(i.image, image.Rect(0, 0, iw, ih))
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.
func (i *Image) Extend(width, height int) *Image {
if i.width >= width && i.height >= height {
return i
}
newImg := NewImage(width, height, i.imageType)
// Use DrawTriangles instead of WritePixels because the image i might be stale and not have its pixels
// information.
srcs := [graphics.ShaderSrcImageCount]*Image{i}
sw, sh := i.image.InternalSize()
vs := make([]float32, 4*graphics.VertexFloatCount)
graphics.QuadVerticesFromDstAndSrc(vs, 0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
is := graphics.QuadIndices()
dr := image.Rect(0, 0, sw, sh)
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillRuleFillAll, HintOverwriteDstRegion)
i.Dispose()
return newImg
}
func clearImage(i *graphicscommand.Image, region image.Rectangle) {
vs := make([]float32, 4*graphics.VertexFloatCount)
graphics.QuadVerticesFromDstAndSrc(vs, float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0)
is := graphics.QuadIndices()
i.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderSrcImageCount]image.Rectangle{}, clearShader.shader, nil, graphicsdriver.FillRuleFillAll)
}
// BasePixelsForTesting returns the image's basePixels for testing.
func (i *Image) BasePixelsForTesting() *Pixels {
return &i.basePixels
}
// makeStale makes the image stale.
func (i *Image) makeStale(rect image.Rectangle) {
i.stale = true
// If ReadPixels always reads pixels from GPU, staleRegions are never used.
if AlwaysReadPixelsFromGPU() {
return
}
if !i.needsRestoration() {
return
}
origSize := len(i.staleRegions)
i.staleRegions = i.appendRegionsForDrawTriangles(i.staleRegions)
if !rect.Empty() {
i.staleRegions = append(i.staleRegions, rect)
}
i.clearDrawTrianglesHistory()
// Clear pixels to save memory.
for _, r := range i.staleRegions[origSize:] {
i.basePixels.Clear(r)
}
// Don't have to call makeStale recursively here.
// Restoration 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.
}
// ClearPixels clears the specified region by WritePixels.
func (i *Image) ClearPixels(region image.Rectangle) {
i.WritePixels(nil, region)
}
func (i *Image) needsRestoration() bool {
return i.imageType == ImageTypeRegular
}
// WritePixels replaces the image pixels with the given pixels slice.
//
// The specified region must not be overlapped with other regions by WritePixels.
func (i *Image) WritePixels(pixels *graphics.ManagedBytes, region image.Rectangle) {
if region.Dx() <= 0 || region.Dy() <= 0 {
panic("restorable: width/height must be positive")
}
w, h := i.width, i.height
if !region.In(image.Rect(0, 0, w, h)) {
panic(fmt.Sprintf("restorable: out of range %v", region))
}
// TODO: Avoid making other images stale if possible. (#514)
// For this purpose, images should remember which part of that is used for DrawTriangles.
theImages.makeStaleIfDependingOn(i)
if pixels != nil {
i.image.WritePixels(pixels, region)
} else {
clearImage(i.image, region)
}
if !needsRestoration() || !i.needsRestoration() {
i.makeStale(region)
return
}
if region.Eq(image.Rect(0, 0, w, h)) {
if pixels != nil {
// Clone a ManagedBytes as the package graphicscommand has a different lifetime management.
i.basePixels.AddOrReplace(pixels.Clone(), region)
} else {
i.basePixels.Clear(region)
}
i.clearDrawTrianglesHistory()
i.stale = false
i.staleRegions = i.staleRegions[:0]
return
}
if i.stale {
// Even if the image is already stale, call makeStale to extend the stale region.
i.makeStale(region)
return
}
i.removeDrawTrianglesHistoryItems(region)
// Records for DrawTriangles cannot come before records for WritePixels.
if len(i.drawTrianglesHistory) > 0 {
i.makeStale(region)
return
}
if pixels != nil {
// Clone a ManagedBytes as the package graphicscommand has a different lifetime management.
i.basePixels.AddOrReplace(pixels.Clone(), region)
} else {
i.basePixels.Clear(region)
}
}
// DrawTriangles draws triangles with the given image.
//
// The vertex floats are:
//
// 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.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, hint Hint) {
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
}
}
// Even if the image is already stale, call makeStale to extend the stale region.
if srcstale || !needsRestoration() || !i.needsRestoration() {
i.makeStale(dstRegion)
} else if i.stale {
var overwrite bool
if hint == HintOverwriteDstRegion {
overwrite = i.areStaleRegionsIncludedIn(dstRegion)
}
if overwrite {
i.basePixels.Clear(dstRegion)
i.clearDrawTrianglesHistory()
i.stale = false
i.staleRegions = i.staleRegions[:0]
} else {
// Even if the image is already stale, call makeStale to extend the stale region.
i.makeStale(dstRegion)
}
}
if !i.stale {
i.appendDrawTrianglesHistory(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule, hint)
}
var imgs [graphics.ShaderSrcImageCount]*graphicscommand.Image
for i, src := range srcs {
if src == nil {
continue
}
imgs[i] = src.image
}
i.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule)
}
func (i *Image) areStaleRegionsIncludedIn(r image.Rectangle) bool {
if !i.stale {
return false
}
for _, sr := range i.staleRegions {
if !sr.In(r) {
return false
}
}
return true
}
// removeDrawTrianglesHistoryItems removes draw-image history items whose destination regions are in the given region.
// This is useful when the destination region is overwritten soon later.
func (i *Image) removeDrawTrianglesHistoryItems(region image.Rectangle) {
for idx, c := range i.drawTrianglesHistory {
if c.dstRegion.In(region) {
i.drawTrianglesHistory[idx] = nil
}
}
var n int
for _, c := range i.drawTrianglesHistory {
if c == nil {
continue
}
i.drawTrianglesHistory[n] = c
n++
}
i.drawTrianglesHistory = i.drawTrianglesHistory[:n]
}
// appendDrawTrianglesHistory appends a draw-image history item to the image.
func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule, hint Hint) {
if i.stale || !i.needsRestoration() {
panic("restorable: an image must not be stale or need restoration at appendDrawTrianglesHistory")
}
if AlwaysReadPixelsFromGPU() {
panic("restorable: appendDrawTrianglesHistory must not be called when AlwaysReadPixelsFromGPU() returns true")
}
// If the command overwrites the destination region, remove the history items that are in the region.
if hint == HintOverwriteDstRegion {
i.removeDrawTrianglesHistoryItems(dstRegion)
}
// TODO: Would it be possible to merge draw image history items?
const maxDrawTrianglesHistoryCount = 1024
if len(i.drawTrianglesHistory)+1 > maxDrawTrianglesHistoryCount {
i.makeStale(dstRegion)
return
}
// 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([]uint32, len(indices))
copy(is, indices)
us := make([]uint32, len(uniforms))
copy(us, uniforms)
item := &drawTrianglesHistoryItem{
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srcImages: srcs,
vertices: vs,
indices: is,
blend: blend,
dstRegion: dstRegion,
srcRegions: srcRegions,
shader: shader,
uniforms: us,
fillRule: fillRule,
}
i.drawTrianglesHistory = append(i.drawTrianglesHistory, item)
}
func (i *Image) readPixelsFromGPUIfNeeded(graphicsDriver graphicsdriver.Graphics) error {
if len(i.drawTrianglesHistory) > 0 || i.stale {
if err := i.readPixelsFromGPU(graphicsDriver); err != nil {
return err
}
}
return nil
}
func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte, region image.Rectangle) error {
if AlwaysReadPixelsFromGPU() || !i.needsRestoration() {
if err := i.image.ReadPixels(graphicsDriver, []graphicsdriver.PixelsArgs{
{
Pixels: pixels,
Region: region,
},
}); err != nil {
return err
}
return nil
}
if err := i.readPixelsFromGPUIfNeeded(graphicsDriver); err != nil {
return err
}
if got, want := len(pixels), 4*region.Dx()*region.Dy(); got != want {
return fmt.Errorf("restorable: len(pixels) must be %d but %d at ReadPixels", want, got)
}
i.basePixels.ReadPixels(pixels, region, i.width, i.height)
return nil
}
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// makeStaleIfDependingOn makes the image stale if the image depends on src.
func (i *Image) makeStaleIfDependingOn(src *Image) {
if i.stale {
return
}
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if i.dependsOn(src) {
// There is no new region to make stale.
i.makeStale(image.Rectangle{})
}
}
// 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) {
// There is no new region to make stale.
i.makeStale(image.Rectangle{})
}
}
// readPixelsFromGPU reads the pixels from GPU and resolves the image's 'stale' state.
func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error {
var rs []image.Rectangle
if i.stale {
rs = i.staleRegions
} else {
i.regionsCache = i.appendRegionsForDrawTriangles(i.regionsCache)
defer func() {
i.regionsCache = i.regionsCache[:0]
}()
rs = i.regionsCache
}
// Remove duplications. Is this heavy?
rs = rs[:removeDuplicatedRegions(rs)]
args := make([]graphicsdriver.PixelsArgs, 0, len(rs))
for _, r := range rs {
if r.Empty() {
continue
}
if i.pixelsCache == nil {
i.pixelsCache = map[image.Rectangle][]byte{}
}
pix, ok := i.pixelsCache[r]
if !ok {
pix = make([]byte, 4*r.Dx()*r.Dy())
i.pixelsCache[r] = pix
}
args = append(args, graphicsdriver.PixelsArgs{
Pixels: pix,
Region: r,
})
}
if err := i.image.ReadPixels(graphicsDriver, args); err != nil {
return err
}
for _, a := range args {
bs := graphics.NewManagedBytes(len(a.Pixels), func(bs []byte) {
copy(bs, a.Pixels)
})
i.basePixels.AddOrReplace(bs, a.Region)
}
i.clearDrawTrianglesHistory()
i.stale = false
i.staleRegions = i.staleRegions[:0]
return nil
}
// resolveStale resolves the image's 'stale' state.
func (i *Image) resolveStale(graphicsDriver graphicsdriver.Graphics) error {
if !needsRestoration() {
return nil
}
if !i.needsRestoration() {
return nil
}
if !i.stale {
return nil
}
return i.readPixelsFromGPU(graphicsDriver)
}
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// dependsOn reports whether the image depends on src.
func (i *Image) dependsOn(src *Image) bool {
for _, c := range i.drawTrianglesHistory {
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for _, img := range c.srcImages {
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if img != src {
continue
}
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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
}
// dependingImages returns all images that is depended on the image.
func (i *Image) dependingImages() map[*Image]struct{} {
r := map[*Image]struct{}{}
for _, c := range i.drawTrianglesHistory {
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for _, img := range c.srcImages {
if img == nil {
continue
}
r[img] = struct{}{}
}
}
return r
}
// hasDependency returns a boolean value indicating whether the image depends on another image.
func (i *Image) hasDependency() bool {
if i.stale {
return false
}
return len(i.drawTrianglesHistory) > 0
}
// Restore restores *graphicscommand.Image from the pixels using its state.
func (i *Image) restore(graphicsDriver graphicsdriver.Graphics) error {
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.Dispose()
i.basePixels = Pixels{}
i.clearDrawTrianglesHistory()
i.stale = false
i.staleRegions = i.staleRegions[:0]
return nil
case ImageTypeVolatile:
i.image = graphicscommand.NewImage(w, h, false, "volatile")
iw, ih := i.image.InternalSize()
clearImage(i.image, image.Rect(0, 0, iw, ih))
return nil
}
if i.stale {
panic("restorable: pixels must not be stale when restoring")
}
gimg := graphicscommand.NewImage(w, h, false, "")
// Clear the image explicitly.
iw, ih := gimg.InternalSize()
clearImage(gimg, image.Rect(0, 0, iw, ih))
i.basePixels.Apply(gimg)
for _, c := range i.drawTrianglesHistory {
var imgs [graphics.ShaderSrcImageCount]*graphicscommand.Image
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for i, img := range c.srcImages {
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.vertices, c.indices, c.blend, c.dstRegion, c.srcRegions, c.shader.shader, c.uniforms, c.fillRule)
}
// In order to clear the draw-triangles history, read pixels from GPU.
if len(i.drawTrianglesHistory) > 0 {
i.regionsCache = i.appendRegionsForDrawTriangles(i.regionsCache)
defer func() {
i.regionsCache = i.regionsCache[:0]
}()
args := make([]graphicsdriver.PixelsArgs, 0, len(i.regionsCache))
for _, r := range i.regionsCache {
if r.Empty() {
continue
}
if i.pixelsCache == nil {
i.pixelsCache = map[image.Rectangle][]byte{}
}
pix, ok := i.pixelsCache[r]
if !ok {
pix = make([]byte, 4*r.Dx()*r.Dy())
i.pixelsCache[r] = pix
}
args = append(args, graphicsdriver.PixelsArgs{
Pixels: pix,
Region: r,
})
}
if err := gimg.ReadPixels(graphicsDriver, args); err != nil {
return err
}
for _, a := range args {
bs := graphics.NewManagedBytes(len(a.Pixels), func(bs []byte) {
copy(bs, a.Pixels)
})
i.basePixels.AddOrReplace(bs, a.Region)
}
}
i.image = gimg
i.clearDrawTrianglesHistory()
i.stale = false
i.staleRegions = i.staleRegions[:0]
return nil
}
// Dispose disposes the image.
//
// After disposing, calling the function of the image causes unexpected results.
func (i *Image) Dispose() {
theImages.remove(i)
i.image.Dispose()
i.image = nil
i.basePixels.Dispose()
i.basePixels = Pixels{}
i.pixelsCache = nil
i.clearDrawTrianglesHistory()
i.stale = false
i.staleRegions = i.staleRegions[:0]
}
func (i *Image) Dump(graphicsDriver graphicsdriver.Graphics, path string, blackbg bool, rect image.Rectangle) (string, error) {
return i.image.Dump(graphicsDriver, path, blackbg, rect)
}
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()
}
func (i *Image) appendRegionsForDrawTriangles(regions []image.Rectangle) []image.Rectangle {
for _, d := range i.drawTrianglesHistory {
if d.dstRegion.Empty() {
continue
}
regions = append(regions, d.dstRegion)
}
return regions
}
// removeDuplicatedRegions removes duplicated regions and returns a shrunk slice.
// If a region covers preceding regions, the covered regions are removed.
func removeDuplicatedRegions(regions []image.Rectangle) int {
// Sweep and prune algorithm
sort.Slice(regions, func(i, j int) bool {
return regions[i].Min.X < regions[j].Min.X
})
for i, r := range regions {
if r.Empty() {
continue
}
for j := i + 1; j < len(regions); j++ {
rr := regions[j]
if rr.Empty() {
continue
}
if r.Max.X <= rr.Min.X {
break
}
if rr.In(r) {
regions[j] = image.Rectangle{}
} else if r.In(rr) {
regions[i] = image.Rectangle{}
break
}
}
}
var n int
for _, r := range regions {
if r.Empty() {
continue
}
regions[n] = r
n++
}
return n
}