Reland: graphics: mipmap images should be volatile when the base image is volatile

This is not a bug fix, but should improve performance.
This commit is contained in:
Hajime Hoshi 2018-07-29 23:54:46 +09:00
parent 9e9a05ee54
commit d7d02e6d6a
3 changed files with 20 additions and 1 deletions

View File

@ -284,7 +284,12 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) error {
if w2 == 0 || h2 == 0 {
break
}
s := shareable.NewImage(w2, h2)
var s *shareable.Image
if img.shareableImages[0].IsVolatile() {
s = shareable.NewVolatileImage(w2, h2)
} else {
s = shareable.NewImage(w2, h2)
}
vs := src.QuadVertices(0, 0, w, h, 0.5, 0, 0, 0.5, 0, 0, nil)
is := graphicsutil.QuadIndices()
s.DrawImage(src, vs, is, opengl.CompositeModeCopy, graphics.FilterLinear)

View File

@ -99,6 +99,10 @@ func NewScreenFramebufferImage(width, height int) *Image {
return i
}
func (i *Image) IsVolatile() bool {
return i.volatile
}
// BasePixelsForTesting returns the image's basePixels for testing.
func (i *Image) BasePixelsForTesting() []byte {
return i.basePixels

View File

@ -323,6 +323,16 @@ func (i *Image) dispose(markDisposed bool) {
theBackends = append(theBackends[:index], theBackends[index+1:]...)
}
func (i *Image) IsVolatile() bool {
backendsM.Lock()
defer backendsM.Unlock()
if i.backend == nil {
// Not allocated yet. Only non-volatile images can do lazy allocation so far.
return false
}
return i.backend.restorable.IsVolatile()
}
func (i *Image) IsInvalidated() (bool, error) {
backendsM.Lock()
defer backendsM.Unlock()