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graphics: Clear volatile images at the start of a frame
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parent
1fdfa5707a
commit
c7783b2ecf
@ -128,7 +128,8 @@ func (c *graphicsContext) UpdateAndDraw(context *opengl.Context, updateCount int
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return err
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}
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for i := 0; i < updateCount; i++ {
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if err := c.offscreen.Clear(); err != nil {
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// TODO: This clears images not needed to be cleared (e.g. c.screen).
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if err := theImagesForRestoring.clearVolatileImages(); err != nil {
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return err
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}
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setRunningSlowly(i < updateCount-1)
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16
image.go
16
image.go
@ -81,6 +81,17 @@ func (i *images) restore(context *opengl.Context) error {
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return nil
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}
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func (i *images) clearVolatileImages() error {
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i.m.Lock()
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defer i.m.Unlock()
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for img := range i.images {
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if err := img.clearIfVolatile(); err != nil {
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return err
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}
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}
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return nil
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}
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// Image represents an image.
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// The pixel format is alpha-premultiplied.
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// Image implements image.Image.
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@ -209,14 +220,13 @@ func NewImage(width, height int, filter Filter) (*Image, error) {
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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 another frame.
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// A volatile image is always cleared at the start of a frame.
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//
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// This is suitable for offscreen images that pixels are changed often.
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//
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// Pixels in regular non-volatile images are saved at each end of a frame if the image
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// is changed, and restored automatically from the saved pixels 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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// On the other hand, pixels in volatile images are not saved.
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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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13
imageimpl.go
13
imageimpl.go
@ -115,6 +115,19 @@ func (i *imageImpl) Fill(clr color.Color) error {
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return i.image.Fill(clr)
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}
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func (i *imageImpl) clearIfVolatile() error {
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i.m.Lock()
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defer i.m.Unlock()
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if i.disposed {
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return nil
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}
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if !i.volatile {
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return nil
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}
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i.pixels = nil
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return i.image.Fill(color.Transparent)
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}
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func (i *imageImpl) DrawImage(image *Image, options *DrawImageOptions) error {
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// Calculate vertices before locking because the user can do anything in
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// options.ImageParts interface without deadlock (e.g. Call Image functions).
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