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graphics: Add NewVolatileImage (#235)
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parent
17fbffb720
commit
31d1af9740
@ -43,20 +43,18 @@ func (c *graphicsContext) SetSize(screenWidth, screenHeight int, screenScale flo
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if c.offscreen != nil {
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if c.offscreen != nil {
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c.offscreen.Dispose()
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c.offscreen.Dispose()
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}
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}
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offscreen, err := NewImage(screenWidth, screenHeight, FilterNearest)
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offscreen, err := NewVolatileImage(screenWidth, screenHeight, FilterNearest)
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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offscreen.impl.volatile = true
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intScreenScale := int(math.Ceil(screenScale))
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intScreenScale := int(math.Ceil(screenScale))
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w := screenWidth * intScreenScale
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w := screenWidth * intScreenScale
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h := screenHeight * intScreenScale
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h := screenHeight * intScreenScale
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offscreen2, err := NewImage(w, h, FilterLinear)
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offscreen2, err := NewVolatileImage(w, h, FilterLinear)
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if err != nil {
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if err != nil {
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return err
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return err
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}
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}
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offscreen2.impl.volatile = true
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w = int(float64(screenWidth) * screenScale)
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w = int(float64(screenWidth) * screenScale)
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h = int(float64(screenHeight) * screenScale)
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h = int(float64(screenHeight) * screenScale)
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29
image.go
29
image.go
@ -194,7 +194,34 @@ type DrawImageOptions struct {
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//
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//
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// This function is concurrent-safe.
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// This function is concurrent-safe.
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func NewImage(width, height int, filter Filter) (*Image, error) {
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func NewImage(width, height int, filter Filter) (*Image, error) {
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img, err := newImageImpl(width, height, filter)
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img, err := newImageImpl(width, height, filter, false)
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if err != nil {
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return nil, err
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}
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if err := img.Fill(color.Transparent); err != nil {
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return nil, err
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}
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eimg, err := theImagesForRestoring.add(img)
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if err != nil {
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return nil, err
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}
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return eimg, nil
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}
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// NewVolatileImage returns an empty 'volatile' image.
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// A volatile image is an image that pixels might be lost at the next frame.
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//
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// This is suitable for offscreen images that pixels are changed every frame.
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//
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// Pixels in regular non-volatile images are saved at each end of a frame if necessary
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// and restored automatically on GL context lost.
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// On the other hand, pixels in volatile images are not saved and can be lost
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// on GL context lost.
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// Saving pixels is an expensive operation, and it is desirable to avoid it if possible.
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//
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// This function is concurrent-safe.
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func NewVolatileImage(width, height int, filter Filter) (*Image, error) {
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img, err := newImageImpl(width, height, filter, true)
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if err != nil {
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if err != nil {
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return nil, err
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return nil, err
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}
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}
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@ -41,7 +41,7 @@ type imageImpl struct {
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m sync.Mutex
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m sync.Mutex
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}
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}
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func newImageImpl(width, height int, filter Filter) (*imageImpl, error) {
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func newImageImpl(width, height int, filter Filter, volatile bool) (*imageImpl, error) {
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img, err := graphics.NewImage(width, height, glFilter(filter))
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img, err := graphics.NewImage(width, height, glFilter(filter))
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if err != nil {
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if err != nil {
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return nil, err
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return nil, err
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@ -51,6 +51,7 @@ func newImageImpl(width, height int, filter Filter) (*imageImpl, error) {
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width: width,
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width: width,
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height: height,
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height: height,
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filter: filter,
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filter: filter,
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volatile: volatile,
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}
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}
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runtime.SetFinalizer(i, (*imageImpl).Dispose)
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runtime.SetFinalizer(i, (*imageImpl).Dispose)
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return i, nil
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return i, nil
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