ebiten/internal/graphicscommand/command.go

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// Copyright 2016 Hajime Hoshi
//
// 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 graphicscommand
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import (
"fmt"
"math"
"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/affine"
"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
var theGraphicsDriver graphicsdriver.Graphics
func SetGraphicsDriver(driver graphicsdriver.Graphics) {
theGraphicsDriver = driver
}
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func NeedsRestoring() bool {
return theGraphicsDriver.NeedsRestoring()
}
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// command represents a drawing command.
//
// A command for drawing that is created when Image functions are called like DrawTriangles,
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// or Fill.
// A command is not immediately executed after created. Instaed, it is queued after created,
// and executed only when necessary.
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type command interface {
fmt.Stringer
Exec(indexOffset int) error
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}
type size struct {
width float32
height float32
}
type drawTrianglesCommandPool struct {
pool []*drawTrianglesCommand
}
func (p *drawTrianglesCommandPool) get() *drawTrianglesCommand {
if len(p.pool) == 0 {
return &drawTrianglesCommand{}
}
v := p.pool[len(p.pool)-1]
p.pool = p.pool[:len(p.pool)-1]
return v
}
func (p *drawTrianglesCommandPool) put(v *drawTrianglesCommand) {
if len(p.pool) >= 1024 {
return
}
p.pool = append(p.pool, v)
}
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// commandQueue is a command queue for drawing commands.
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type commandQueue struct {
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// commands is a queue of drawing commands.
commands []command
// vertices represents a vertices data in OpenGL's array buffer.
vertices []float32
// nvertices represents the current length of vertices.
// nvertices must <= len(vertices).
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// vertices is never shrunk since re-extending a vertices buffer is heavy.
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//
// TODO: This is a number of float32 values, not a number of vertices.
// Rename or fix the program.
nvertices int
srcSizes []size
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indices []uint16
nindices int
tmpNumVertexFloats int
tmpNumIndices int
drawTrianglesCommandPool drawTrianglesCommandPool
err error
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}
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// theCommandQueue is the command queue for the current process.
var theCommandQueue = &commandQueue{}
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// appendVertices appends vertices to the queue.
func (q *commandQueue) appendVertices(vertices []float32, src *Image) {
if len(q.vertices) < q.nvertices+len(vertices) {
n := q.nvertices + len(vertices) - len(q.vertices)
q.vertices = append(q.vertices, make([]float32, n)...)
q.srcSizes = append(q.srcSizes, make([]size, n/graphics.VertexFloatNum)...)
}
copy(q.vertices[q.nvertices:], vertices)
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n := len(vertices) / graphics.VertexFloatNum
base := q.nvertices / graphics.VertexFloatNum
width := float32(1)
height := float32(1)
// src is nil when a shader is used and there are no specified images.
if src != nil {
w, h := src.InternalSize()
width = float32(w)
height = float32(h)
}
for i := 0; i < n; i++ {
idx := base + i
q.srcSizes[idx].width = width
q.srcSizes[idx].height = height
}
q.nvertices += len(vertices)
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}
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func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
if len(q.indices) < q.nindices+len(indices) {
n := q.nindices + len(indices) - len(q.indices)
q.indices = append(q.indices, make([]uint16, n)...)
}
for i := range indices {
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q.indices[q.nindices+i] = indices[i] + offset
}
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q.nindices += len(indices)
}
// mustUseDifferentVertexBuffer reports whether a differnt vertex buffer must be used.
func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool {
return nextNumVertexFloats > graphics.IndicesNum*graphics.VertexFloatNum || nextNumIndices > graphics.IndicesNum
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []graphicsdriver.Uniform, evenOdd bool) {
if len(indices) > graphics.IndicesNum {
panic(fmt.Sprintf("graphicscommand: len(indices) must be <= graphics.IndicesNum but not at EnqueueDrawTrianglesCommand: len(indices): %d, graphics.IndicesNum: %d", len(indices), graphics.IndicesNum))
}
split := false
if mustUseDifferentVertexBuffer(q.tmpNumVertexFloats+len(vertices), q.tmpNumIndices+len(indices)) {
q.tmpNumVertexFloats = 0
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q.tmpNumIndices = 0
split = true
}
// Assume that all the image sizes are same.
// Assume that the images are packed from the front in the slice srcs.
q.appendVertices(vertices, srcs[0])
q.appendIndices(indices, uint16(q.tmpNumVertexFloats/graphics.VertexFloatNum))
q.tmpNumVertexFloats += len(vertices)
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q.tmpNumIndices += len(indices)
if srcs[0] != nil {
w, h := srcs[0].InternalSize()
srcRegion.X /= float32(w)
srcRegion.Y /= float32(h)
srcRegion.Width /= float32(w)
srcRegion.Height /= float32(h)
for i := range offsets {
offsets[i][0] /= float32(w)
offsets[i][1] /= float32(h)
}
}
// TODO: If dst is the screen, reorder the command to be the last.
if !split && 0 < len(q.commands) {
// TODO: Pass offsets and uniforms when merging considers the shader.
if last, ok := q.commands[len(q.commands)-1].(*drawTrianglesCommand); ok {
if last.CanMergeWithDrawTrianglesCommand(dst, srcs, vertices, color, mode, filter, address, dstRegion, srcRegion, shader, evenOdd) {
last.setVertices(q.lastVertices(len(vertices) + last.numVertices()))
last.addNumIndices(len(indices))
return
}
}
}
c := q.drawTrianglesCommandPool.get()
c.dst = dst
c.srcs = srcs
c.offsets = offsets
c.vertices = q.lastVertices(len(vertices))
c.nindices = len(indices)
c.color = color
c.mode = mode
c.filter = filter
c.address = address
c.dstRegion = dstRegion
c.srcRegion = srcRegion
c.shader = shader
c.uniforms = uniforms
c.evenOdd = evenOdd
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q.commands = append(q.commands, c)
}
func (q *commandQueue) lastVertices(n int) []float32 {
return q.vertices[q.nvertices-n : q.nvertices]
}
// Enqueue enqueues a drawing command other than a draw-triangles command.
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//
// For a draw-triangles command, use EnqueueDrawTrianglesCommand.
func (q *commandQueue) Enqueue(command command) {
// TODO: If dst is the screen, reorder the command to be the last.
q.commands = append(q.commands, command)
}
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// Flush flushes the command queue.
func (q *commandQueue) Flush() (err error) {
runOnRenderingThread(func() {
err = q.flush()
})
return
}
// flush must be called the main thread.
func (q *commandQueue) flush() error {
if len(q.commands) == 0 {
return nil
}
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es := q.indices
vs := q.vertices
debug.Logf("Graphics commands:\n")
if theGraphicsDriver.HasHighPrecisionFloat() {
n := q.nvertices / graphics.VertexFloatNum
for i := 0; i < n; i++ {
s := q.srcSizes[i]
idx := i * graphics.VertexFloatNum
// Convert pixels to texels.
vs[idx+2] /= s.width
vs[idx+3] /= s.height
// Avoid the center of the pixel, which is problematic (#929, #1171).
// Instead, align the vertices with about 1/3 pixels.
x := vs[idx]
y := vs[idx+1]
ix := float32(math.Floor(float64(x)))
iy := float32(math.Floor(float64(y)))
fracx := x - ix
fracy := y - iy
switch {
case fracx < 3.0/16.0:
vs[idx] = ix
case fracx < 8.0/16.0:
vs[idx] = ix + 5.0/16.0
case fracx < 13.0/16.0:
vs[idx] = ix + 11.0/16.0
default:
vs[idx] = ix + 16.0/16.0
}
switch {
case fracy < 3.0/16.0:
vs[idx+1] = iy
case fracy < 8.0/16.0:
vs[idx+1] = iy + 5.0/16.0
case fracy < 13.0/16.0:
vs[idx+1] = iy + 11.0/16.0
default:
vs[idx+1] = iy + 16.0/16.0
}
}
} else {
n := q.nvertices / graphics.VertexFloatNum
for i := 0; i < n; i++ {
s := q.srcSizes[i]
// Convert pixels to texels.
vs[i*graphics.VertexFloatNum+2] /= s.width
vs[i*graphics.VertexFloatNum+3] /= s.height
}
}
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theGraphicsDriver.Begin()
cs := q.commands
for len(cs) > 0 {
nv := 0
ne := 0
nc := 0
for _, c := range cs {
if dtc, ok := c.(*drawTrianglesCommand); ok {
if dtc.numIndices() > graphics.IndicesNum {
panic(fmt.Sprintf("graphicscommand: dtc.NumIndices() must be <= graphics.IndicesNum but not at Flush: dtc.NumIndices(): %d, graphics.IndicesNum: %d", dtc.numIndices(), graphics.IndicesNum))
}
if nc > 0 && mustUseDifferentVertexBuffer(nv+dtc.numVertices(), ne+dtc.numIndices()) {
break
}
nv += dtc.numVertices()
ne += dtc.numIndices()
}
nc++
}
if 0 < ne {
theGraphicsDriver.SetVertices(vs[:nv], es[:ne])
es = es[ne:]
vs = vs[nv:]
}
indexOffset := 0
for _, c := range cs[:nc] {
if err := c.Exec(indexOffset); err != nil {
return err
}
debug.Logf(" %s\n", c)
// TODO: indexOffset should be reset if the command type is different
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// from the previous one. This fix is needed when another drawing command is
// introduced than drawTrianglesCommand.
if dtc, ok := c.(*drawTrianglesCommand); ok {
indexOffset += dtc.numIndices()
}
}
cs = cs[nc:]
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}
theGraphicsDriver.End()
// Release the commands explicitly (#1803).
// Apparently, the part of a slice between len and cap-1 still holds references.
// Then, resetting the length by [:0] doesn't release the references.
for i, c := range q.commands {
if c, ok := c.(*drawTrianglesCommand); ok {
q.drawTrianglesCommandPool.put(c)
}
q.commands[i] = nil
}
q.commands = q.commands[:0]
q.nvertices = 0
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q.nindices = 0
q.tmpNumVertexFloats = 0
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q.tmpNumIndices = 0
return nil
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}
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// FlushCommands flushes the command queue.
func FlushCommands() error {
return theCommandQueue.Flush()
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}
// drawTrianglesCommand represents a drawing command to draw an image on another image.
type drawTrianglesCommand struct {
dst *Image
srcs [graphics.ShaderImageNum]*Image
offsets [graphics.ShaderImageNum - 1][2]float32
vertices []float32
nindices int
color affine.ColorM
mode graphicsdriver.CompositeMode
filter graphicsdriver.Filter
address graphicsdriver.Address
dstRegion graphicsdriver.Region
srcRegion graphicsdriver.Region
shader *Shader
uniforms []graphicsdriver.Uniform
evenOdd bool
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}
func (c *drawTrianglesCommand) String() string {
mode := ""
switch c.mode {
case graphicsdriver.CompositeModeSourceOver:
mode = "source-over"
case graphicsdriver.CompositeModeClear:
mode = "clear"
case graphicsdriver.CompositeModeCopy:
mode = "copy"
case graphicsdriver.CompositeModeDestination:
mode = "destination"
case graphicsdriver.CompositeModeDestinationOver:
mode = "destination-over"
case graphicsdriver.CompositeModeSourceIn:
mode = "source-in"
case graphicsdriver.CompositeModeDestinationIn:
mode = "destination-in"
case graphicsdriver.CompositeModeSourceOut:
mode = "source-out"
case graphicsdriver.CompositeModeDestinationOut:
mode = "destination-out"
case graphicsdriver.CompositeModeSourceAtop:
mode = "source-atop"
case graphicsdriver.CompositeModeDestinationAtop:
mode = "destination-atop"
case graphicsdriver.CompositeModeXor:
mode = "xor"
case graphicsdriver.CompositeModeLighter:
mode = "lighter"
case graphicsdriver.CompositeModeMultiply:
mode = "multiply"
default:
panic(fmt.Sprintf("graphicscommand: invalid composite mode: %d", c.mode))
}
dst := fmt.Sprintf("%d", c.dst.id)
if c.dst.screen {
dst += " (screen)"
}
if c.shader != nil {
return fmt.Sprintf("draw-triangles: dst: %s, shader, num of indices: %d, mode %s", dst, c.nindices, mode)
}
filter := ""
switch c.filter {
case graphicsdriver.FilterNearest:
filter = "nearest"
case graphicsdriver.FilterLinear:
filter = "linear"
case graphicsdriver.FilterScreen:
filter = "screen"
default:
panic(fmt.Sprintf("graphicscommand: invalid filter: %d", c.filter))
}
address := ""
switch c.address {
case graphicsdriver.AddressClampToZero:
address = "clamp_to_zero"
case graphicsdriver.AddressRepeat:
address = "repeat"
case graphicsdriver.AddressUnsafe:
address = "unsafe"
default:
panic(fmt.Sprintf("graphicscommand: invalid address: %d", c.address))
}
var srcstrs [graphics.ShaderImageNum]string
for i, src := range c.srcs {
if src == nil {
srcstrs[i] = "(nil)"
continue
}
srcstrs[i] = fmt.Sprintf("%d", src.id)
if src.screen {
srcstrs[i] += " (screen)"
}
}
r := fmt.Sprintf("(x:%d, y:%d, width:%d, height:%d)",
int(c.dstRegion.X), int(c.dstRegion.Y), int(c.dstRegion.Width), int(c.dstRegion.Height))
return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], dst region: %s, num of indices: %d, colorm: %v, mode: %s, filter: %s, address: %s, even-odd: %t", dst, strings.Join(srcstrs[:], ", "), r, c.nindices, c.color, mode, filter, address, c.evenOdd)
}
// Exec executes the drawTrianglesCommand.
func (c *drawTrianglesCommand) Exec(indexOffset int) error {
// TODO: Is it ok not to bind any framebuffer here?
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if c.nindices == 0 {
return nil
}
var shaderID graphicsdriver.ShaderID = graphicsdriver.InvalidShaderID
var imgs [graphics.ShaderImageNum]graphicsdriver.ImageID
if c.shader != nil {
shaderID = c.shader.shader.ID()
for i, src := range c.srcs {
if src == nil {
imgs[i] = graphicsdriver.InvalidImageID
continue
}
imgs[i] = src.image.ID()
}
} else {
imgs[0] = c.srcs[0].image.ID()
}
return theGraphicsDriver.DrawTriangles(c.dst.image.ID(), imgs, c.offsets, shaderID, c.nindices, indexOffset, c.mode, c.color, c.filter, c.address, c.dstRegion, c.srcRegion, c.uniforms, c.evenOdd)
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}
func (c *drawTrianglesCommand) numVertices() int {
return len(c.vertices)
}
func (c *drawTrianglesCommand) numIndices() int {
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return c.nindices
}
func (c *drawTrianglesCommand) setVertices(vertices []float32) {
c.vertices = vertices
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}
func (c *drawTrianglesCommand) addNumIndices(n int) {
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c.nindices += n
}
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// CanMergeWithDrawTrianglesCommand returns a boolean value indicating whether the other drawTrianglesCommand can be merged
// with the drawTrianglesCommand c.
func (c *drawTrianglesCommand) CanMergeWithDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageNum]*Image, vertices []float32, color affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, evenOdd bool) bool {
// If a shader is used, commands are not merged.
//
// TODO: Merge shader commands considering uniform variables.
if c.shader != nil || shader != nil {
return false
}
if c.dst != dst {
return false
}
if c.srcs != srcs {
return false
}
if !c.color.Equals(color) {
return false
}
if c.mode != mode {
return false
}
if c.filter != filter {
return false
}
if c.address != address {
return false
}
if c.dstRegion != dstRegion {
return false
}
if c.srcRegion != srcRegion {
return false
}
if c.evenOdd || evenOdd {
if c.evenOdd && evenOdd {
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return !mightOverlapDstRegions(c.vertices, vertices)
}
return false
}
return true
}
var (
posInf32 = float32(math.Inf(1))
negInf32 = float32(math.Inf(-1))
)
func dstRegionFromVertices(vertices []float32) (minX, minY, maxX, maxY float32) {
minX = posInf32
minY = posInf32
maxX = negInf32
maxY = negInf32
for i := 0; i < len(vertices)/graphics.VertexFloatNum; i++ {
x := vertices[graphics.VertexFloatNum*i]
y := vertices[graphics.VertexFloatNum*i+1]
if x < minX {
minX = x
}
if y < minY {
minY = y
}
if maxX < x {
maxX = x
}
if maxY < y {
maxY = y
}
}
return
}
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func mightOverlapDstRegions(vertices1, vertices2 []float32) bool {
minX1, minY1, maxX1, maxY1 := dstRegionFromVertices(vertices1)
minX2, minY2, maxX2, maxY2 := dstRegionFromVertices(vertices2)
const mergin = 1
return minX1 < maxX2+mergin && minX2 < maxX1+mergin && minY1 < maxY2+mergin && minY2 < maxY1+mergin
}
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// replacePixelsCommand represents a command to replace pixels of an image.
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type replacePixelsCommand struct {
dst *Image
args []*graphicsdriver.ReplacePixelsArgs
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}
func (c *replacePixelsCommand) String() string {
return fmt.Sprintf("replace-pixels: dst: %d, len(args): %d", c.dst.id, len(c.args))
}
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// Exec executes the replacePixelsCommand.
func (c *replacePixelsCommand) Exec(indexOffset int) error {
c.dst.image.ReplacePixels(c.args)
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return nil
}
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type pixelsCommand struct {
result []byte
img *Image
}
// Exec executes a pixelsCommand.
func (c *pixelsCommand) Exec(indexOffset int) error {
p, err := c.img.image.Pixels()
if err != nil {
return err
}
c.result = p
return nil
}
func (c *pixelsCommand) String() string {
return fmt.Sprintf("pixels: image: %d", c.img.id)
}
// disposeImageCommand represents a command to dispose an image.
type disposeImageCommand struct {
target *Image
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}
func (c *disposeImageCommand) String() string {
return fmt.Sprintf("dispose-image: target: %d", c.target.id)
}
// Exec executes the disposeImageCommand.
func (c *disposeImageCommand) Exec(indexOffset int) error {
c.target.image.Dispose()
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return nil
}
// disposeShaderCommand represents a command to dispose a shader.
type disposeShaderCommand struct {
target *Shader
}
func (c *disposeShaderCommand) String() string {
return fmt.Sprintf("dispose-shader: target")
}
// Exec executes the disposeShaderCommand.
func (c *disposeShaderCommand) Exec(indexOffset int) error {
c.target.shader.Dispose()
return nil
}
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// newImageCommand represents a command to create an empty image with given width and height.
type newImageCommand struct {
result *Image
width int
height int
}
func (c *newImageCommand) String() string {
return fmt.Sprintf("new-image: result: %d, width: %d, height: %d", c.result.id, c.width, c.height)
}
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// Exec executes a newImageCommand.
func (c *newImageCommand) Exec(indexOffset int) error {
i, err := theGraphicsDriver.NewImage(c.width, c.height)
if err != nil {
return err
}
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c.result.image = i
return nil
}
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// newScreenFramebufferImageCommand is a command to create a special image for the screen.
type newScreenFramebufferImageCommand struct {
result *Image
width int
height int
}
func (c *newScreenFramebufferImageCommand) String() string {
return fmt.Sprintf("new-screen-framebuffer-image: result: %d, width: %d, height: %d", c.result.id, c.width, c.height)
}
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// Exec executes a newScreenFramebufferImageCommand.
func (c *newScreenFramebufferImageCommand) Exec(indexOffset int) error {
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var err error
c.result.image, err = theGraphicsDriver.NewScreenFramebufferImage(c.width, c.height)
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return err
}
// newShaderCommand is a command to create a shader.
type newShaderCommand struct {
result *Shader
ir *shaderir.Program
}
func (c *newShaderCommand) String() string {
return fmt.Sprintf("new-shader")
}
// Exec executes a newShaderCommand.
func (c *newShaderCommand) Exec(indexOffset int) error {
var err error
c.result.shader, err = theGraphicsDriver.NewShader(c.ir)
return err
}
// InitializeGraphicsDriverState initialize the current graphics driver state.
func InitializeGraphicsDriverState() (err error) {
runOnRenderingThread(func() {
err = theGraphicsDriver.Initialize()
})
return
}
// ResetGraphicsDriverState resets the current graphics driver state.
// If the graphics driver doesn't have an API to reset, ResetGraphicsDriverState does nothing.
func ResetGraphicsDriverState() (err error) {
if r, ok := theGraphicsDriver.(interface{ Reset() error }); ok {
runOnRenderingThread(func() {
err = r.Reset()
})
}
return nil
}
// MaxImageSize returns the maximum size of an image.
func MaxImageSize() int {
var size int
runOnRenderingThread(func() {
size = theGraphicsDriver.MaxImageSize()
})
return size
}