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internal/ui: recreate an offscreen image when isScreenClearedEveryFrame is toggled
This is a preparation to remove SetVolatile and SetIsolated in the atlas package.
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@ -145,7 +145,18 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
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}
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics) {
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c.offscreen.mipmap.SetVolatile(theGlobalState.isScreenClearedEveryFrame())
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if c.offscreen.volatile != theGlobalState.isScreenClearedEveryFrame() {
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w, h := c.offscreen.width, c.offscreen.height
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c.offscreen.MarkDisposed()
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c.offscreen = c.game.NewOffscreenImage(w, h)
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// TODO: Give volatile/isolated property to the constructor.
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if theGlobalState.isScreenClearedEveryFrame() {
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c.offscreen.setVolatile(true)
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} else {
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c.offscreen.mipmap.SetIsolated(true)
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}
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}
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// Even though updateCount == 0, the offscreen is cleared and Draw is called.
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// Draw should not update the game state and then the screen should not be updated without Update, but
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@ -245,12 +256,17 @@ func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFac
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if c.offscreen == nil {
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c.offscreen = c.game.NewOffscreenImage(ow, oh)
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// TODO: Give volatile/isolated property to the constructor.
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if theGlobalState.isScreenClearedEveryFrame() {
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c.offscreen.setVolatile(true)
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} else {
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// Keep the offscreen an isolated image from an atlas (#1938).
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// The shader program for the screen is special and doesn't work well with an image on an atlas.
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// An image on an atlas is surrounded by a transparent edge,
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// and the shader program unexpectedly picks the pixel on the edges.
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c.offscreen.mipmap.SetIsolated(true)
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}
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}
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return ow, oh
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}
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@ -33,6 +33,7 @@ type Image struct {
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mipmap *mipmap.Mipmap
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width int
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height int
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volatile bool
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}
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func NewImage(width, height int) *Image {
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@ -51,6 +52,11 @@ func newScreenFramebufferImage(width, height int) *Image {
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}
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}
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func (i *Image) setVolatile(volatile bool) {
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i.volatile = volatile
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i.mipmap.SetVolatile(volatile)
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}
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func (i *Image) MarkDisposed() {
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if i.mipmap == nil {
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return
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