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internal/restorable: rename restoring -> restoration
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@ -16,7 +16,7 @@
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// and restores its pixel data from the commands when context lost happens.
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//
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// When a function like DrawImage or Fill is called, an Image tries to record
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// the information for restoring.
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// the information for restoration.
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//
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// * Context lost
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//
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@ -26,7 +26,7 @@
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// might cause context lost on mobiles.
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// As Ebitengine's image data is on GPU memory, the game can't continue when context lost happens
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// without restoring image information.
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// The package restorable is the package to record information for such restoring.
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// The package restorable is the package to record information for such restoration.
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//
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// * DrawImage
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//
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@ -18,9 +18,9 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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// EnableRestoringForTesting forces to enable restoring for testing.
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func EnableRestoringForTesting() {
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forceRestoring = true
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// EnableRestorationForTesting forces to enable restoration for testing.
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func EnableRestorationForTesting() {
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forceRestoration = true
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}
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func ResolveStaleImages(graphicsDriver graphicsdriver.Graphics) error {
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@ -28,7 +28,7 @@ type Pixels struct {
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pixelsRecords *pixelsRecords
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}
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// Apply applies the Pixels state to the given image especially for restoring.
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// Apply applies the Pixels state to the given image especially for restoration.
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func (p *Pixels) Apply(img *graphicscommand.Image) {
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// Pixels doesn't clear the image. This is a caller's responsibility.
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@ -230,7 +230,7 @@ func (i *Image) makeStale(rect image.Rectangle) {
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}
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// Don't have to call makeStale recursively here.
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// Restoring is done after topological sorting is done.
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// Restoration is done after topological sorting is done.
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// If an image depends on another stale image, this means that
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// the former image can be restored from the latest state of the latter image.
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}
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@ -240,7 +240,7 @@ func (i *Image) ClearPixels(region image.Rectangle) {
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i.WritePixels(nil, region)
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}
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func (i *Image) needsRestoring() bool {
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func (i *Image) needsRestoration() bool {
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return i.imageType == ImageTypeRegular
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}
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@ -267,7 +267,7 @@ func (i *Image) WritePixels(pixels *graphics.ManagedBytes, region image.Rectangl
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}
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// Even if the image is already stale, call makeStale to extend the stale region.
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if !needsRestoring() || !i.needsRestoring() || i.stale {
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if !needsRestoration() || !i.needsRestoration() || i.stale {
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i.makeStale(region)
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return
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}
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@ -330,7 +330,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
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}
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// Even if the image is already stale, call makeStale to extend the stale region.
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if srcstale || !needsRestoring() || !i.needsRestoring() || i.stale {
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if srcstale || !needsRestoration() || !i.needsRestoration() || i.stale {
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i.makeStale(dstRegion)
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} else {
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i.appendDrawTrianglesHistory(srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, fillRule)
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@ -348,8 +348,8 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
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// appendDrawTrianglesHistory appends a draw-image history item to the image.
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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) {
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if i.stale || !i.needsRestoring() {
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panic("restorable: an image must not be stale or need restoring at appendDrawTrianglesHistory")
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if i.stale || !i.needsRestoration() {
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panic("restorable: an image must not be stale or need restoration at appendDrawTrianglesHistory")
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}
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if AlwaysReadPixelsFromGPU() {
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panic("restorable: appendDrawTrianglesHistory must not be called when AlwaysReadPixelsFromGPU() returns true")
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@ -498,10 +498,10 @@ func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error
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// resolveStale resolves the image's 'stale' state.
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func (i *Image) resolveStale(graphicsDriver graphicsdriver.Graphics) error {
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if !needsRestoring() {
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if !needsRestoration() {
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return nil
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}
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if !i.needsRestoring() {
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if !i.needsRestoration() {
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return nil
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}
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if !i.stale {
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@ -25,28 +25,28 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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// forceRestoring reports whether restoring forcibly happens or not.
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// forceRestoration reports whether restoration forcibly happens or not.
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// This is used only for testing.
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var forceRestoring = false
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var forceRestoration = false
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// disabled indicates that restoring is disabled or not.
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// Restoring is enabled by default for some platforms like Android for safety.
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// Before SetGame, it is not possible to determine whether restoring is needed or not.
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// disabled indicates that restoration is disabled or not.
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// Restoration is enabled by default for some platforms like Android for safety.
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// Before SetGame, it is not possible to determine whether restoration is needed or not.
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var disabled atomic.Bool
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var disabledOnce sync.Once
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// Disable disables restoring.
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// Disable disables restoration.
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func Disable() {
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disabled.Store(true)
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}
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// needsRestoring reports whether restoring process works or not.
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func needsRestoring() bool {
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if forceRestoring {
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// needsRestoration reports whether restoration process works or not.
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func needsRestoration() bool {
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if forceRestoration {
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return true
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}
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// TODO: If Vulkan is introduced, restoring might not be needed.
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// TODO: If Vulkan is introduced, restoration might not be needed.
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if runtime.GOOS == "android" {
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return !disabled.Load()
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}
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@ -55,7 +55,7 @@ func needsRestoring() bool {
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// AlwaysReadPixelsFromGPU reports whether ReadPixels always reads pixels from GPU or not.
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func AlwaysReadPixelsFromGPU() bool {
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return !needsRestoring()
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return !needsRestoration()
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}
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// images is a set of Image objects.
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@ -99,7 +99,7 @@ func resolveStaleImages(graphicsDriver graphicsdriver.Graphics, endFrame bool) e
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if err := graphicscommand.FlushCommands(graphicsDriver, endFrame); err != nil {
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return err
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}
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if !needsRestoring() {
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if !needsRestoration() {
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return nil
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}
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return theImages.resolveStaleImages(graphicsDriver)
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@ -107,13 +107,13 @@ func resolveStaleImages(graphicsDriver graphicsdriver.Graphics, endFrame bool) e
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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.
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// Restoration means to make all *graphicscommand.Image objects have their textures and framebuffers.
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func RestoreIfNeeded(graphicsDriver graphicsdriver.Graphics) error {
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if !needsRestoring() {
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if !needsRestoration() {
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return nil
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}
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if !forceRestoring && !theImages.contextLost.Load() {
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if !forceRestoration && !theImages.contextLost.Load() {
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return nil
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}
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@ -195,13 +195,13 @@ func (i *images) makeStaleIfDependingOnShader(shader *Shader) {
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// restore restores the images.
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//
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// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
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// Restoration means to make all *graphicscommand.Image objects have their textures and framebuffers.
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func (i *images) restore(graphicsDriver graphicsdriver.Graphics) error {
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if !needsRestoring() {
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panic("restorable: restore cannot be called when restoring is disabled")
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if !needsRestoration() {
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panic("restorable: restore cannot be called when restoration is disabled")
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}
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// Dispose all the shaders ahead of restoring. A current shader ID and a new shader ID can be duplicated.
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// Dispose all the shaders ahead of restoration. A current shader ID and a new shader ID can be duplicated.
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for s := range i.shaders {
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s.shader.Dispose()
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s.shader = nil
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@ -210,7 +210,7 @@ func (i *images) restore(graphicsDriver graphicsdriver.Graphics) error {
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s.restore()
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}
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// Dispose all the images ahead of restoring. A current texture ID and a new texture ID can be duplicated.
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// Dispose all the images ahead of restoration. A current texture ID and a new texture ID can be duplicated.
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// TODO: Write a test to confirm that ID duplication never happens.
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for i := range i.images {
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i.image.Dispose()
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@ -27,7 +27,7 @@ import (
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)
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func TestMain(m *testing.M) {
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restorable.EnableRestoringForTesting()
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restorable.EnableRestorationForTesting()
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etesting.MainWithRunLoop(m)
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}
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