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internal/restorable: use a smaller size rectangle for staleRegion
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745a69aeaa
commit
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@ -17,6 +17,7 @@ package restorable
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import (
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import (
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"fmt"
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"fmt"
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"image"
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"image"
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"math"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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@ -269,7 +270,14 @@ func (i *Image) BasePixelsForTesting() *Pixels {
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// makeStale makes the image stale.
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// makeStale makes the image stale.
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func (i *Image) makeStale(rect image.Rectangle) {
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func (i *Image) makeStale(rect image.Rectangle) {
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i.stale = true
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i.stale = true
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i.staleRegion = i.staleRegion.Union(i.basePixels.Region()).Union(rect)
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r := i.staleRegion
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r = r.Union(i.basePixels.Region())
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for _, d := range i.drawTrianglesHistory {
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r = r.Union(regionToRectangle(d.dstRegion))
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}
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r = r.Union(rect)
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i.staleRegion = r
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i.basePixels = Pixels{}
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i.basePixels = Pixels{}
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i.clearDrawTrianglesHistory()
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i.clearDrawTrianglesHistory()
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@ -338,7 +346,7 @@ func (i *Image) WritePixels(pixels []byte, x, y, width, height int) {
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// Records for DrawTriangles cannot come before records for WritePixels.
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// Records for DrawTriangles cannot come before records for WritePixels.
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if len(i.drawTrianglesHistory) > 0 {
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if len(i.drawTrianglesHistory) > 0 {
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i.makeStale(image.Rect(0, 0, i.width, i.height))
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i.makeStale(image.Rect(x, y, x+width, y+height))
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return
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return
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}
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}
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@ -386,8 +394,9 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
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}
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}
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}
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}
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if srcstale || !needsRestoring() || !i.needsRestoring() {
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// Even if the image is already stale, call makeStale to extend the stale region.
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i.makeStale(image.Rect(0, 0, i.width, i.height))
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if srcstale || !needsRestoring() || !i.needsRestoring() || i.stale {
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i.makeStale(regionToRectangle(dstRegion))
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} else {
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} else {
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i.appendDrawTrianglesHistory(srcs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader, uniforms, evenOdd)
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i.appendDrawTrianglesHistory(srcs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader, uniforms, evenOdd)
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}
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}
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@ -405,13 +414,13 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [g
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// appendDrawTrianglesHistory appends a draw-image history item to the image.
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// appendDrawTrianglesHistory appends a draw-image history item to the image.
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func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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if i.stale || !i.needsRestoring() {
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if i.stale || !i.needsRestoring() {
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return
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panic("restorable: an image must not be stale or need restoring at appendDrawTrianglesHistory")
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}
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}
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// TODO: Would it be possible to merge draw image history items?
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// TODO: Would it be possible to merge draw image history items?
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const maxDrawTrianglesHistoryCount = 1024
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const maxDrawTrianglesHistoryCount = 1024
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if len(i.drawTrianglesHistory)+1 > maxDrawTrianglesHistoryCount {
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if len(i.drawTrianglesHistory)+1 > maxDrawTrianglesHistoryCount {
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i.makeStale(image.Rect(0, 0, i.width, i.height))
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i.makeStale(regionToRectangle(dstRegion))
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return
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return
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}
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}
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// All images must be resolved and not stale each after frame.
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// All images must be resolved and not stale each after frame.
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@ -467,7 +476,8 @@ func (i *Image) makeStaleIfDependingOn(target *Image) {
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return
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return
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}
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}
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if i.dependsOn(target) {
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if i.dependsOn(target) {
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i.makeStale(image.Rect(0, 0, i.width, i.height))
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// There is no new region to make stale.
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i.makeStale(image.Rectangle{})
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}
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}
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}
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}
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@ -477,16 +487,21 @@ func (i *Image) makeStaleIfDependingOnShader(shader *Shader) {
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return
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return
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}
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}
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if i.dependsOnShader(shader) {
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if i.dependsOnShader(shader) {
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i.makeStale(image.Rect(0, 0, i.width, i.height))
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// There is no new region to make stale.
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i.makeStale(image.Rectangle{})
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}
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}
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}
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}
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// readPixelsFromGPU reads the pixels from GPU and resolves the image's 'stale' state.
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// readPixelsFromGPU reads the pixels from GPU and resolves the image's 'stale' state.
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func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error {
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func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error {
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i.basePixels = Pixels{}
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i.basePixels = Pixels{}
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r := i.staleRegion
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var r image.Rectangle
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if len(i.drawTrianglesHistory) > 0 {
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if i.stale {
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r = image.Rect(0, 0, i.width, i.height)
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r = i.staleRegion
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} else {
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for _, d := range i.drawTrianglesHistory {
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r = r.Union(regionToRectangle(d.dstRegion))
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}
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}
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}
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if !r.Empty() {
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if !r.Empty() {
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var pix []byte
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var pix []byte
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@ -678,3 +693,11 @@ func (i *Image) clearDrawTrianglesHistory() {
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func (i *Image) InternalSize() (int, int) {
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func (i *Image) InternalSize() (int, int) {
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return i.image.InternalSize()
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return i.image.InternalSize()
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}
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}
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func regionToRectangle(region graphicsdriver.Region) image.Rectangle {
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return image.Rect(
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int(math.Floor(float64(region.X))),
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int(math.Floor(float64(region.Y))),
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int(math.Ceil(float64(region.X+region.Width))),
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int(math.Ceil(float64(region.Y+region.Height))))
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}
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