internal/ui: recreate an offscreen image when isScreenClearedEveryFrame is toggled

This is a preparation to remove SetVolatile and SetIsolated in
the atlas package.
This commit is contained in:
Hajime Hoshi 2022-06-07 23:16:40 +09:00
parent b30700ac31
commit d3e3df812a
2 changed files with 31 additions and 9 deletions

View File

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

View File

@ -33,6 +33,7 @@ type Image struct {
mipmap *mipmap.Mipmap
width int
height int
volatile bool
}
func NewImage(width, height int) *Image {
@ -51,6 +52,11 @@ func newScreenFramebufferImage(width, height int) *Image {
}
}
func (i *Image) setVolatile(volatile bool) {
i.volatile = volatile
i.mipmap.SetVolatile(volatile)
}
func (i *Image) MarkDisposed() {
if i.mipmap == nil {
return