mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/graphics: Bug fix: Race condition at QuadVertices
QuadVertices or verticesBackend.slice reused its backend slice.
This caused a race condition. QuadVertices can be accessed from
multiple goroutines, and resetting the head and copying the data
at internal/graphicscommand might not be synced.
This change fixes this issue by basically reverting
9cb631e30f
.
Closes #1546
This commit is contained in:
parent
a41b15850d
commit
732fd5da0d
5
image.go
5
image.go
@ -184,7 +184,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
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sy0 := float32(bounds.Min.Y)
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sx1 := float32(bounds.Max.X)
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sy1 := float32(bounds.Max.Y)
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vs := graphics.QuadVertices(sx0, sy0, sx1, sy1, a, b, c, d, tx, ty, 1, 1, 1, 1, i.screen)
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vs := graphics.QuadVertices(sx0, sy0, sx1, sy1, a, b, c, d, tx, ty, 1, 1, 1, 1)
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is := graphics.QuadIndices()
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srcs := [graphics.ShaderImageNum]*mipmap.Mipmap{img.mipmap}
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@ -304,6 +304,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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filter := driver.Filter(options.Filter)
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// TODO: Use the same backend as graphics.QuadVertices.
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vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
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for i, v := range vertices {
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vs[i*graphics.VertexFloatNum] = v.DstX
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@ -536,7 +537,7 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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}
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a, b, c, d, tx, ty := options.GeoM.elements32()
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vs := graphics.QuadVertices(sx, sy, sx+float32(width), sy+float32(height), a, b, c, d, tx, ty, 1, 1, 1, 1, false)
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vs := graphics.QuadVertices(sx, sy, sx+float32(width), sy+float32(height), a, b, c, d, tx, ty, 1, 1, 1, 1)
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is := graphics.QuadIndices()
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var sr driver.Region
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@ -15,6 +15,8 @@
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package graphics
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import (
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/web"
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)
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@ -50,54 +52,53 @@ func QuadIndices() []uint16 {
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}
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var (
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theVerticesBackend = &verticesBackend{
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backend: make([]float32, VertexFloatNum*1024),
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}
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theVerticesBackend = &verticesBackend{}
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)
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type verticesBackend struct {
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backend []float32
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head int
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m sync.Mutex
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}
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func (v *verticesBackend) slice(n int, last bool) []float32 {
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// As this is called only on browsers, mutex is not required.
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func (v *verticesBackend) slice(n int) []float32 {
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v.m.Lock()
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defer v.m.Unlock()
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need := n * VertexFloatNum
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if l := len(v.backend); v.head+need > l {
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for v.head+need > l {
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l *= 2
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}
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v.backend = make([]float32, l)
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if v.head+need > len(v.backend) {
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v.backend = nil
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v.head = 0
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}
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if v.backend == nil {
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l := 1024
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if n > l {
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l = n
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}
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v.backend = make([]float32, VertexFloatNum*l)
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}
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s := v.backend[v.head : v.head+need]
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if last {
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// If last is true, the vertices backend is sent to GPU and it is fine to reuse the slice.
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v.head = 0
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} else {
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v.head += need
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}
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v.head += need
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return s
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}
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func vertexSlice(n int, last bool) []float32 {
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func vertexSlice(n int) []float32 {
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if web.IsBrowser() {
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// In Wasm, allocating memory by make is expensive. Use the backend instead.
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return theVerticesBackend.slice(n, last)
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return theVerticesBackend.slice(n)
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}
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return make([]float32, n*VertexFloatNum)
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}
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func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32, last bool) []float32 {
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func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 {
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x := sx1 - sx0
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y := sy1 - sy0
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ax, by, cx, dy := a*x, b*y, c*x, d*y
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u0, v0, u1, v1 := float32(sx0), float32(sy0), float32(sx1), float32(sy1)
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// This function is very performance-sensitive and implement in a very dumb way.
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vs := vertexSlice(4, last)
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vs := vertexSlice(4)
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_ = vs[:32]
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vs[0] = tx
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@ -199,7 +199,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
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switch {
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case level == 1:
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src = m.orig
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vs = graphics.QuadVertices(0, 0, float32(m.width), float32(m.height), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1, false)
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vs = graphics.QuadVertices(0, 0, float32(m.width), float32(m.height), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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filter = driver.FilterLinear
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case level > 1:
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src = m.level(level - 1)
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@ -209,11 +209,11 @@ func (m *Mipmap) level(level int) *buffered.Image {
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}
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w := sizeForLevel(m.width, level-1)
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h := sizeForLevel(m.height, level-1)
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vs = graphics.QuadVertices(0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1, false)
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vs = graphics.QuadVertices(0, 0, float32(w), float32(h), 0.5, 0, 0, 0.5, 0, 0, 1, 1, 1, 1)
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filter = driver.FilterLinear
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case level == -1:
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src = m.orig
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vs = graphics.QuadVertices(0, 0, float32(m.width), float32(m.height), 2, 0, 0, 2, 0, 0, 1, 1, 1, 1, false)
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vs = graphics.QuadVertices(0, 0, float32(m.width), float32(m.height), 2, 0, 0, 2, 0, 0, 1, 1, 1, 1)
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filter = driver.FilterNearest
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case level < -1:
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src = m.level(level + 1)
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@ -223,7 +223,7 @@ func (m *Mipmap) level(level int) *buffered.Image {
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}
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w := sizeForLevel(m.width, level-1)
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h := sizeForLevel(m.height, level-1)
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vs = graphics.QuadVertices(0, 0, float32(w), float32(h), 2, 0, 0, 2, 0, 0, 1, 1, 1, 1, false)
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vs = graphics.QuadVertices(0, 0, float32(w), float32(h), 2, 0, 0, 2, 0, 0, 1, 1, 1, 1)
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filter = driver.FilterNearest
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default:
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panic(fmt.Sprintf("ebiten: invalid level: %d", level))
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@ -421,15 +421,16 @@ func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageNum]*Image,
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// All images must be resolved and not stale each after frame.
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// So we don't have to care if image is stale or not here.
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vs := make([]float32, len(vertices))
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copy(vs, vertices)
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// vertices is generated at ebiten package and doesn't have to be copied so far.
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// This depends on the implementation of graphics.QuadVertices.
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is := make([]uint16, len(indices))
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copy(is, indices)
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item := &drawTrianglesHistoryItem{
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images: srcs,
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offsets: offsets,
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vertices: vs,
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vertices: vertices,
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indices: is,
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colorm: colorm,
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mode: mode,
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@ -852,52 +852,3 @@ func TestFill2(t *testing.T) {
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}
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}
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}
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func TestMutateSlices(t *testing.T) {
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const w, h = 16, 16
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dst := NewImage(w, h)
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src := NewImage(w, h)
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pix := make([]byte, 4*w*h)
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for i := 0; i < w*h; i++ {
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pix[4*i] = byte(i)
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pix[4*i+1] = byte(i)
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pix[4*i+2] = byte(i)
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pix[4*i+3] = 0xff
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}
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src.ReplacePixels(pix, 0, 0, w, h)
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vs := quadVertices(w, h, 0, 0)
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is := make([]uint16, len(graphics.QuadIndices()))
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copy(is, graphics.QuadIndices())
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dst.DrawTriangles([graphics.ShaderImageNum]*Image{src}, [graphics.ShaderImageNum - 1][2]float32{}, vs, is, nil, driver.CompositeModeSourceOver, driver.FilterNearest, driver.AddressUnsafe, driver.Region{}, nil, nil)
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for i := range vs {
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vs[i] = 0
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}
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for i := range is {
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is[i] = 0
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}
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if err := ResolveStaleImages(); err != nil {
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t.Fatal(err)
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}
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if err := RestoreIfNeeded(); err != nil {
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t.Fatal(err)
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}
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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r, g, b, a, err := src.At(i, j)
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if err != nil {
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t.Fatal(err)
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}
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want := color.RGBA{r, g, b, a}
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r, g, b, a, err = dst.At(i, j)
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if err != nil {
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t.Fatal(err)
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}
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got := color.RGBA{r, g, b, a}
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if !sameColors(got, want, 1) {
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t.Errorf("(%d, %d): got %v, want %v", i, j, got, want)
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}
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}
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}
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}
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