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Reland: graphics: mipmap images should be volatile when the base image is volatile
This is not a bug fix, but should improve performance.
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parent
9e9a05ee54
commit
d7d02e6d6a
7
image.go
7
image.go
@ -284,7 +284,12 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) error {
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if w2 == 0 || h2 == 0 {
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break
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}
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s := shareable.NewImage(w2, h2)
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var s *shareable.Image
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if img.shareableImages[0].IsVolatile() {
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s = shareable.NewVolatileImage(w2, h2)
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} else {
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s = shareable.NewImage(w2, h2)
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}
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vs := src.QuadVertices(0, 0, w, h, 0.5, 0, 0, 0.5, 0, 0, nil)
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is := graphicsutil.QuadIndices()
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s.DrawImage(src, vs, is, opengl.CompositeModeCopy, graphics.FilterLinear)
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@ -99,6 +99,10 @@ func NewScreenFramebufferImage(width, height int) *Image {
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return i
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}
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func (i *Image) IsVolatile() bool {
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return i.volatile
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}
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// BasePixelsForTesting returns the image's basePixels for testing.
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func (i *Image) BasePixelsForTesting() []byte {
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return i.basePixels
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@ -323,6 +323,16 @@ func (i *Image) dispose(markDisposed bool) {
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theBackends = append(theBackends[:index], theBackends[index+1:]...)
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}
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func (i *Image) IsVolatile() bool {
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backendsM.Lock()
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defer backendsM.Unlock()
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if i.backend == nil {
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// Not allocated yet. Only non-volatile images can do lazy allocation so far.
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return false
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}
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return i.backend.restorable.IsVolatile()
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}
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func (i *Image) IsInvalidated() (bool, error) {
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backendsM.Lock()
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defer backendsM.Unlock()
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