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https://github.com/hajimehoshi/ebiten.git
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all: unify terms for buffers and flushing
This commit is contained in:
parent
4d5b608d0c
commit
2855095ac9
4
image.go
4
image.go
@ -38,8 +38,8 @@ type Image struct {
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original *Image
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bounds image.Rectangle
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// Do not add a 'cache' member that are resolved lazily.
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// This tends to forget resolving the cache easily (#2362).
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// Do not add a 'buffering' member that are resolved lazily.
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// This tends to forget resolving the buffer easily (#2362).
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}
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var emptyImage *Image
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@ -95,7 +95,7 @@ func min(a, b int) int {
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return b
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}
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func resolveDeferred() {
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func flushDeferred() {
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deferredM.Lock()
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fs := deferred
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deferred = nil
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@ -568,8 +568,8 @@ func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte
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defer backendsM.Unlock()
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// In the tests, BeginFrame might not be called often and then images might not be disposed (#2292).
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// To prevent memory leaks, resolve the deferred functions here.
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resolveDeferred()
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// To prevent memory leaks, flush the deferred functions here.
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flushDeferred()
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if i.backend == nil || i.backend.restorable == nil {
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for i := range pixels {
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@ -776,7 +776,7 @@ func BeginFrame(graphicsDriver graphicsdriver.Graphics) error {
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return err
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}
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resolveDeferred()
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flushDeferred()
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if err := putImagesOnAtlas(graphicsDriver); err != nil {
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return err
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}
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@ -303,5 +303,3 @@ func TestWritePixelsAndModifyBeforeMain(t *testing.T) {
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t.Errorf("got: %v, want: %v", got, want)
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}
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}
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// TODO: Add tests for shaders and WritePixels to check resolvePendingPiexles works correctly.
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@ -249,11 +249,11 @@ func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
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// FlushCommands flushes the command queue and present the screen if needed.
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// If endFrame is true, the current screen might be used to present.
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func FlushCommands(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {
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// Resolve unresolved images only when the frame ends.
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// Resolving in tests might cause test flakiness on browsers (#2391).
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// Flush image buffers only when the frame ends.
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// Flushing them in tests might cause test flakiness on browsers (#2391).
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// TODO: Investigate why.
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if endFrame {
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resolveImages()
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flushImageBuffers()
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}
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return theCommandQueue.Flush(graphicsDriver, endFrame)
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@ -54,23 +54,22 @@ func genNextID() int {
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return id
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}
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// unresolvedImages is the set of unresolved images.
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// An unresolved image is an image that might have an state unsent to the command queue yet.
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var unresolvedImages []*Image
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// imagesWithBuffers is the set of an image with buffers.
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var imagesWithBuffers []*Image
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// addUnresolvedImage adds an image to the list of unresolved images.
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func addUnresolvedImage(img *Image) {
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unresolvedImages = append(unresolvedImages, img)
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// addImageWithBuffer adds an image to the list of images with unflushed buffers.
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func addImageWithBuffer(img *Image) {
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imagesWithBuffers = append(imagesWithBuffers, img)
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}
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// resolveImages resolves all the image states unsent to the command queue.
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// resolveImages should be called before flushing commands.
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func resolveImages() {
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for i, img := range unresolvedImages {
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img.resolveBufferedWritePixels()
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unresolvedImages[i] = nil
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// flushImageBuffers flushes all the image buffers and send to the command queue.
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// flushImageBuffers should be called before flushing commands.
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func flushImageBuffers() {
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for i, img := range imagesWithBuffers {
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img.flushBufferedWritePixels()
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imagesWithBuffers[i] = nil
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}
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unresolvedImages = unresolvedImages[:0]
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imagesWithBuffers = imagesWithBuffers[:0]
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}
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// NewImage returns a new image.
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@ -93,7 +92,7 @@ func NewImage(width, height int, screenFramebuffer bool) *Image {
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return i
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}
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func (i *Image) resolveBufferedWritePixels() {
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func (i *Image) flushBufferedWritePixels() {
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if len(i.bufferedWP) == 0 {
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return
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}
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@ -154,9 +153,9 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
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if src.screen {
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panic("graphicscommand: the screen image cannot be the rendering source")
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}
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src.resolveBufferedWritePixels()
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src.flushBufferedWritePixels()
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}
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i.resolveBufferedWritePixels()
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i.flushBufferedWritePixels()
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theCommandQueue.EnqueueDrawTrianglesCommand(i, srcs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader, uniforms, evenOdd)
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}
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@ -164,7 +163,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
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// ReadPixels reads the image's pixels.
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// ReadPixels returns an error when an error happens in the graphics driver.
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func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, buf []byte, x, y, width, height int) error {
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i.resolveBufferedWritePixels()
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i.flushBufferedWritePixels()
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c := &readPixelsCommand{
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img: i,
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x: x,
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@ -188,7 +187,7 @@ func (i *Image) WritePixels(pixels []byte, x, y, width, height int) {
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Width: width,
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Height: height,
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})
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addUnresolvedImage(i)
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addImageWithBuffer(i)
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}
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func (i *Image) IsInvalidated(graphicsDriver graphicsdriver.Graphics) (bool, error) {
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@ -177,8 +177,8 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) error {
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c.game.DrawScreen()
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// The final screen is never used as the rendering source.
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// Flush its cache here just in case.
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c.screen.flushCacheIfNeeded()
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// Flush its buffer here just in case.
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c.screen.flushBufferIfNeeded()
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return nil
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}
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@ -35,7 +35,7 @@ type Image struct {
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height int
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volatile bool
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dotsCache map[[2]int][4]byte
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dotsBuffer map[[2]int][4]byte
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}
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func NewImage(width, height int, imageType atlas.ImageType) *Image {
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@ -53,18 +53,18 @@ func (i *Image) MarkDisposed() {
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}
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i.mipmap.MarkDisposed()
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i.mipmap = nil
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i.dotsCache = nil
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i.dotsBuffer = nil
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}
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
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i.flushCacheIfNeeded()
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i.flushBufferIfNeeded()
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var srcMipmaps [graphics.ShaderImageCount]*mipmap.Mipmap
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for i, src := range srcs {
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if src == nil {
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continue
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}
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src.flushCacheIfNeeded()
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src.flushBufferIfNeeded()
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srcMipmaps[i] = src.mipmap
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}
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@ -73,22 +73,22 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
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if width == 1 && height == 1 {
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if i.dotsCache == nil {
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i.dotsCache = map[[2]int][4]byte{}
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if i.dotsBuffer == nil {
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i.dotsBuffer = map[[2]int][4]byte{}
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}
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var clr [4]byte
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copy(clr[:], pix)
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i.dotsCache[[2]int{x, y}] = clr
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i.dotsBuffer[[2]int{x, y}] = clr
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// One square requires 6 indices (= 2 triangles).
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if len(i.dotsCache) >= graphics.IndicesCount/6 {
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i.flushCacheIfNeeded()
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if len(i.dotsBuffer) >= graphics.IndicesCount/6 {
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i.flushBufferIfNeeded()
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}
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return
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}
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i.flushCacheIfNeeded()
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i.flushBufferIfNeeded()
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i.mipmap.WritePixels(pix, x, y, width, height)
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}
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@ -99,14 +99,14 @@ func (i *Image) ReadPixels(pixels []byte, x, y, width, height int) {
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}
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if width == 1 && height == 1 {
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if c, ok := i.dotsCache[[2]int{x, y}]; ok {
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if c, ok := i.dotsBuffer[[2]int{x, y}]; ok {
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copy(pixels, c[:])
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return
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}
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// Do not call flushCacheIfNeeded here. This would slow (image/draw).Draw.
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// Do not call flushBufferIfNeeded here. This would slow (image/draw).Draw.
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// See ebiten.TestImageDrawOver.
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} else {
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i.flushCacheIfNeeded()
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i.flushBufferIfNeeded()
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}
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if err := theUI.readPixels(i.mipmap, pixels, x, y, width, height); err != nil {
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@ -121,17 +121,17 @@ func (i *Image) DumpScreenshot(name string, blackbg bool) (string, error) {
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return theUI.dumpScreenshot(i.mipmap, name, blackbg)
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}
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func (i *Image) flushCacheIfNeeded() {
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if len(i.dotsCache) == 0 {
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func (i *Image) flushBufferIfNeeded() {
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if len(i.dotsBuffer) == 0 {
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return
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}
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l := len(i.dotsCache)
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l := len(i.dotsBuffer)
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vs := graphics.Vertices(l * 4)
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is := make([]uint16, l*6)
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sx, sy := float32(1), float32(1)
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var idx int
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for p, c := range i.dotsCache {
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for p, c := range i.dotsBuffer {
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dx := float32(p[0])
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dy := float32(p[1])
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crf := float32(c[0]) / 0xff
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@ -181,7 +181,7 @@ func (i *Image) flushCacheIfNeeded() {
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idx++
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}
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i.dotsCache = nil
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i.dotsBuffer = nil
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srcs := [graphics.ShaderImageCount]*mipmap.Mipmap{emptyImage.mipmap}
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dr := graphicsdriver.Region{
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