internal/ui: refactoring: move setVerticesCache to ui.Image

Updates #2362
This commit is contained in:
Hajime Hoshi 2022-09-28 23:44:27 +09:00
parent 6b23a94ae2
commit d00bd1cb16
3 changed files with 119 additions and 110 deletions

View File

@ -60,7 +60,5 @@ func (c *gameForUI) Update() error {
}
func (c *gameForUI) Draw() {
// TODO: This is a dirty hack to fix #2362. Move setVerticesCache to ui.Image if possible.
c.offscreen.resolveSetVerticesCacheIfNeeded()
c.game.Draw(c.offscreen)
}

117
image.go
View File

@ -32,11 +32,13 @@ import (
type Image struct {
// addr holds self to check copying.
// See strings.Builder for similar examples.
addr *Image
image *ui.Image
original *Image
setVerticesCache map[[2]int][4]byte
bounds image.Rectangle
addr *Image
image *ui.Image
original *Image
bounds image.Rectangle
// Do not add a 'cache' member that are resolved lazily.
// This tends to forget resolving the cache easily (#2362).
}
var emptyImage *Image
@ -53,80 +55,6 @@ func (i *Image) copyCheck() {
}
}
func (i *Image) resolveSetVerticesCacheIfNeeded() {
if i.isSubImage() {
i = i.original
}
if len(i.setVerticesCache) == 0 {
return
}
l := len(i.setVerticesCache)
vs := graphics.Vertices(l * 4)
is := make([]uint16, l*6)
sx, sy := emptyImage.adjustPositionF32(1, 1)
var idx int
for p, c := range i.setVerticesCache {
dx := float32(p[0])
dy := float32(p[1])
var crf, cgf, cbf, caf float32
if c[3] != 0 {
crf = float32(c[0]) / float32(c[3])
cgf = float32(c[1]) / float32(c[3])
cbf = float32(c[2]) / float32(c[3])
caf = float32(c[3]) / 0xff
}
vs[graphics.VertexFloatCount*4*idx] = dx
vs[graphics.VertexFloatCount*4*idx+1] = dy
vs[graphics.VertexFloatCount*4*idx+2] = sx
vs[graphics.VertexFloatCount*4*idx+3] = sy
vs[graphics.VertexFloatCount*4*idx+4] = crf
vs[graphics.VertexFloatCount*4*idx+5] = cgf
vs[graphics.VertexFloatCount*4*idx+6] = cbf
vs[graphics.VertexFloatCount*4*idx+7] = caf
vs[graphics.VertexFloatCount*4*idx+8] = dx + 1
vs[graphics.VertexFloatCount*4*idx+9] = dy
vs[graphics.VertexFloatCount*4*idx+10] = sx + 1
vs[graphics.VertexFloatCount*4*idx+11] = sy
vs[graphics.VertexFloatCount*4*idx+12] = crf
vs[graphics.VertexFloatCount*4*idx+13] = cgf
vs[graphics.VertexFloatCount*4*idx+14] = cbf
vs[graphics.VertexFloatCount*4*idx+15] = caf
vs[graphics.VertexFloatCount*4*idx+16] = dx
vs[graphics.VertexFloatCount*4*idx+17] = dy + 1
vs[graphics.VertexFloatCount*4*idx+18] = sx
vs[graphics.VertexFloatCount*4*idx+19] = sy + 1
vs[graphics.VertexFloatCount*4*idx+20] = crf
vs[graphics.VertexFloatCount*4*idx+21] = cgf
vs[graphics.VertexFloatCount*4*idx+22] = cbf
vs[graphics.VertexFloatCount*4*idx+23] = caf
vs[graphics.VertexFloatCount*4*idx+24] = dx + 1
vs[graphics.VertexFloatCount*4*idx+25] = dy + 1
vs[graphics.VertexFloatCount*4*idx+26] = sx + 1
vs[graphics.VertexFloatCount*4*idx+27] = sy + 1
vs[graphics.VertexFloatCount*4*idx+28] = crf
vs[graphics.VertexFloatCount*4*idx+29] = cgf
vs[graphics.VertexFloatCount*4*idx+30] = cbf
vs[graphics.VertexFloatCount*4*idx+31] = caf
is[6*idx] = uint16(4 * idx)
is[6*idx+1] = uint16(4*idx + 1)
is[6*idx+2] = uint16(4*idx + 2)
is[6*idx+3] = uint16(4*idx + 1)
is[6*idx+4] = uint16(4*idx + 2)
is[6*idx+5] = uint16(4*idx + 3)
idx++
}
i.setVerticesCache = nil
srcs := [graphics.ShaderImageCount]*ui.Image{emptyImage.image}
i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, false, true)
}
// Size returns the size of the image.
func (i *Image) Size() (width, height int) {
s := i.Bounds().Size()
@ -156,7 +84,6 @@ func (i *Image) Fill(clr color.Color) {
if i.isDisposed() {
return
}
i.setVerticesCache = nil
var crf, cgf, cbf, caf float32
cr, cg, cb, ca := clr.RGBA()
@ -283,9 +210,6 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
return
}
img.resolveSetVerticesCacheIfNeeded()
i.resolveSetVerticesCacheIfNeeded()
// Calculate vertices before locking because the user can do anything in
// options.ImageParts interface without deadlock (e.g. Call Image functions).
if options == nil {
@ -439,9 +363,6 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
}
// TODO: Check the maximum value of indices and len(vertices)?
img.resolveSetVerticesCacheIfNeeded()
i.resolveSetVerticesCacheIfNeeded()
if options == nil {
options = &DrawTrianglesOptions{}
}
@ -547,8 +468,6 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
}
// TODO: Check the maximum value of indices and len(vertices)?
i.resolveSetVerticesCacheIfNeeded()
if options == nil {
options = &DrawTrianglesShaderOptions{}
}
@ -593,7 +512,6 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
panic("ebiten: all the source images must be the same size with the rectangle")
}
}
img.resolveSetVerticesCacheIfNeeded()
imgs[i] = img.image
}
@ -669,8 +587,6 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
return
}
i.resolveSetVerticesCacheIfNeeded()
if options == nil {
options = &DrawRectShaderOptions{}
}
@ -688,7 +604,6 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
if w, h := img.Size(); width != w || height != h {
panic("ebiten: all the source images must be the same size with the rectangle")
}
img.resolveSetVerticesCacheIfNeeded()
imgs[i] = img.image
}
@ -808,8 +723,6 @@ func (i *Image) ReadPixels(pixels []byte) {
return
}
i.resolveSetVerticesCacheIfNeeded()
x, y := i.adjustPosition(b.Min.X, b.Min.Y)
i.image.ReadPixels(pixels, x, y, b.Dx(), b.Dy())
}
@ -854,10 +767,8 @@ func (i *Image) at(x, y int) (r, g, b, a byte) {
if !image.Pt(x, y).In(i.Bounds()) {
return 0, 0, 0, 0
}
x, y = i.adjustPosition(x, y)
if c, ok := i.setVerticesCache[[2]int{x, y}]; ok {
return c[0], c[1], c[2], c[3]
}
var pix [4]byte
i.image.ReadPixels(pix[:], x, y, 1, 1)
return pix[0], pix[1], pix[2], pix[3]
@ -884,16 +795,9 @@ func (i *Image) Set(x, y int, clr color.Color) {
i = i.original
}
if i.setVerticesCache == nil {
i.setVerticesCache = map[[2]int][4]byte{}
}
dx, dy := i.adjustPosition(x, y)
cr, cg, cb, ca := clr.RGBA()
i.setVerticesCache[[2]int{dx, dy}] = [4]byte{byte(cr / 0x101), byte(cg / 0x101), byte(cb / 0x101), byte(ca / 0x101)}
// One square requires 6 indices (= 2 triangles).
if len(i.setVerticesCache) >= graphics.IndicesCount/6 {
i.resolveSetVerticesCacheIfNeeded()
}
i.image.WritePixels([]byte{byte(cr / 0x101), byte(cg / 0x101), byte(cb / 0x101), byte(ca / 0x101)}, dx, dy, 1, 1)
}
// Dispose disposes the image data.
@ -916,7 +820,6 @@ func (i *Image) Dispose() {
}
i.image.MarkDisposed()
i.image = nil
i.setVerticesCache = nil
}
// WritePixels replaces the pixels of the image.
@ -936,8 +839,6 @@ func (i *Image) WritePixels(pixels []byte) {
return
}
i.resolveSetVerticesCacheIfNeeded()
r := i.Bounds()
x, y := i.adjustPosition(r.Min.X, r.Min.Y)
// Do not need to copy pixels here.

View File

@ -35,6 +35,8 @@ type Image struct {
width int
height int
volatile bool
dotsCache map[[2]int][4]byte
}
func NewImage(width, height int, imageType atlas.ImageType) *Image {
@ -52,14 +54,18 @@ func (i *Image) MarkDisposed() {
}
i.mipmap.MarkDisposed()
i.mipmap = nil
i.dotsCache = nil
}
func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms [][]float32, evenOdd bool, canSkipMipmap bool) {
i.resolveDotsCacheIfNeeded()
var srcMipmaps [graphics.ShaderImageCount]*mipmap.Mipmap
for i, src := range srcs {
if src == nil {
continue
}
src.resolveDotsCacheIfNeeded()
srcMipmaps[i] = src.mipmap
}
@ -72,6 +78,23 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
}
func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
if width == 1 && height == 1 {
if i.dotsCache == nil {
i.dotsCache = map[[2]int][4]byte{}
}
var clr [4]byte
copy(clr[:], pix)
i.dotsCache[[2]int{x, y}] = clr
// One square requires 6 indices (= 2 triangles).
if len(i.dotsCache) >= graphics.IndicesCount/6 {
i.resolveDotsCacheIfNeeded()
}
return
}
i.resolveDotsCacheIfNeeded()
i.mipmap.WritePixels(pix, x, y, width, height)
}
@ -81,6 +104,17 @@ func (i *Image) ReadPixels(pixels []byte, x, y, width, height int) {
return
}
if width == 1 && height == 1 {
if c, ok := i.dotsCache[[2]int{x, y}]; ok {
copy(pixels, c[:])
return
}
// Do not call resolveDotsCacheIfNeeded here. This would slow (image/draw).Draw.
// See ebiten.TestImageDrawOver.
} else {
i.resolveDotsCacheIfNeeded()
}
if err := theUI.readPixels(i.mipmap, pixels, x, y, width, height); err != nil {
if panicOnErrorOnReadingPixels {
panic(err)
@ -93,6 +127,82 @@ func (i *Image) DumpScreenshot(name string, blackbg bool) (string, error) {
return theUI.dumpScreenshot(i.mipmap, name, blackbg)
}
func (i *Image) resolveDotsCacheIfNeeded() {
if len(i.dotsCache) == 0 {
return
}
l := len(i.dotsCache)
vs := graphics.Vertices(l * 4)
is := make([]uint16, l*6)
sx, sy := float32(1), float32(1)
var idx int
for p, c := range i.dotsCache {
dx := float32(p[0])
dy := float32(p[1])
var crf, cgf, cbf, caf float32
if c[3] != 0 {
crf = float32(c[0]) / float32(c[3])
cgf = float32(c[1]) / float32(c[3])
cbf = float32(c[2]) / float32(c[3])
caf = float32(c[3]) / 0xff
}
vs[graphics.VertexFloatCount*4*idx] = dx
vs[graphics.VertexFloatCount*4*idx+1] = dy
vs[graphics.VertexFloatCount*4*idx+2] = sx
vs[graphics.VertexFloatCount*4*idx+3] = sy
vs[graphics.VertexFloatCount*4*idx+4] = crf
vs[graphics.VertexFloatCount*4*idx+5] = cgf
vs[graphics.VertexFloatCount*4*idx+6] = cbf
vs[graphics.VertexFloatCount*4*idx+7] = caf
vs[graphics.VertexFloatCount*4*idx+8] = dx + 1
vs[graphics.VertexFloatCount*4*idx+9] = dy
vs[graphics.VertexFloatCount*4*idx+10] = sx + 1
vs[graphics.VertexFloatCount*4*idx+11] = sy
vs[graphics.VertexFloatCount*4*idx+12] = crf
vs[graphics.VertexFloatCount*4*idx+13] = cgf
vs[graphics.VertexFloatCount*4*idx+14] = cbf
vs[graphics.VertexFloatCount*4*idx+15] = caf
vs[graphics.VertexFloatCount*4*idx+16] = dx
vs[graphics.VertexFloatCount*4*idx+17] = dy + 1
vs[graphics.VertexFloatCount*4*idx+18] = sx
vs[graphics.VertexFloatCount*4*idx+19] = sy + 1
vs[graphics.VertexFloatCount*4*idx+20] = crf
vs[graphics.VertexFloatCount*4*idx+21] = cgf
vs[graphics.VertexFloatCount*4*idx+22] = cbf
vs[graphics.VertexFloatCount*4*idx+23] = caf
vs[graphics.VertexFloatCount*4*idx+24] = dx + 1
vs[graphics.VertexFloatCount*4*idx+25] = dy + 1
vs[graphics.VertexFloatCount*4*idx+26] = sx + 1
vs[graphics.VertexFloatCount*4*idx+27] = sy + 1
vs[graphics.VertexFloatCount*4*idx+28] = crf
vs[graphics.VertexFloatCount*4*idx+29] = cgf
vs[graphics.VertexFloatCount*4*idx+30] = cbf
vs[graphics.VertexFloatCount*4*idx+31] = caf
is[6*idx] = uint16(4 * idx)
is[6*idx+1] = uint16(4*idx + 1)
is[6*idx+2] = uint16(4*idx + 2)
is[6*idx+3] = uint16(4*idx + 1)
is[6*idx+4] = uint16(4*idx + 2)
is[6*idx+5] = uint16(4*idx + 3)
idx++
}
i.dotsCache = nil
srcs := [graphics.ShaderImageCount]*mipmap.Mipmap{emptyImage.mipmap}
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(i.width),
Height: float32(i.height),
}
i.mipmap.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dr, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, false, true)
}
func DumpImages(dir string) (string, error) {
return theUI.dumpImages(dir)
}