// Copyright 2016 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package restorable import ( "fmt" "image" "github.com/hajimehoshi/ebiten/v2/internal/affine" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" ) type Pixels struct { rectToPixels *rectToPixels } // Apply applies the Pixels state to the given image especially for restoring. func (p *Pixels) Apply(img *graphicscommand.Image) { // Pixels doesn't clear the image. This is a caller's responsibility. if p.rectToPixels == nil { return } p.rectToPixels.apply(img) } func (p *Pixels) AddOrReplace(pix []byte, x, y, width, height int) { if p.rectToPixels == nil { p.rectToPixels = &rectToPixels{} } p.rectToPixels.addOrReplace(pix, x, y, width, height) } func (p *Pixels) Remove(x, y, width, height int) { // Note that we don't care whether the region is actually removed or not here. There is an actual case that // the region is allocated but nothing is rendered. See TestDisposeImmediately at shareable package. if p.rectToPixels == nil { return } p.rectToPixels.remove(x, y, width, height) } func (p *Pixels) At(i, j int) (byte, byte, byte, byte) { if p.rectToPixels != nil { if r, g, b, a, ok := p.rectToPixels.at(i, j); ok { return r, g, b, a } } return 0, 0, 0, 0 } // drawTrianglesHistoryItem is an item for history of draw-image commands. type drawTrianglesHistoryItem struct { images [graphics.ShaderImageNum]*Image offsets [graphics.ShaderImageNum - 1][2]float32 vertices []float32 indices []uint16 colorm affine.ColorM mode graphicsdriver.CompositeMode filter graphicsdriver.Filter address graphicsdriver.Address dstRegion graphicsdriver.Region srcRegion graphicsdriver.Region shader *Shader uniforms []graphicsdriver.Uniform evenOdd bool } // Image represents an image that can be restored when GL context is lost. type Image struct { image *graphicscommand.Image width int height int basePixels Pixels // drawTrianglesHistory is a set of draw-image commands. // TODO: This should be merged with the similar command queue in package graphics (#433). drawTrianglesHistory []*drawTrianglesHistoryItem // stale indicates whether the image needs to be synced with GPU as soon as possible. stale bool // volatile indicates whether the image is cleared whenever a frame starts. volatile bool // screen indicates whether the image is used as an actual screen. screen bool // priority indicates whether the image is restored in high priority when context-lost happens. priority bool } var emptyImage *Image func ensureEmptyImage() *Image { if emptyImage != nil { return emptyImage } // Initialize the empty image lazily. Some functions like NeedsRestoring might not work at the initial phase. // w and h are the empty image's size. They indicate the 1x1 image with 1px padding around. const w, h = 3, 3 emptyImage = &Image{ image: graphicscommand.NewImage(w, h), width: w, height: h, priority: true, } pix := make([]byte, 4*w*h) for i := range pix { pix[i] = 0xff } // As emptyImage is the source at clearImage, initialize this with ReplacePixels, not clearImage. // This operation is also important when restoring emptyImage. emptyImage.ReplacePixels(pix, 0, 0, w, h) theImages.add(emptyImage) return emptyImage } // NewImage creates an empty image with the given size. // // The returned image is cleared. // // Note that Dispose is not called automatically. func NewImage(width, height int) *Image { if !graphicsDriverInitialized { panic("restorable: graphics driver must be ready at NewImage but not") } i := &Image{ image: graphicscommand.NewImage(width, height), width: width, height: height, } clearImage(i.image) theImages.add(i) return i } // SetVolatile sets the volatile state of the image. // // Regular non-volatile images need to record drawing history or read its pixels from GPU if necessary so that all // the images can be restored automatically from the context lost. However, such recording the drawing history or // reading pixels from GPU are expensive operations. Volatile images can skip such oprations, but the image content // is cleared every frame instead. func (i *Image) SetVolatile(volatile bool) { changed := i.volatile != volatile i.volatile = volatile if changed { i.makeStale() } } // Extend extends the image by the given size. // Extend creates a new image with the given size and copies the pixels of the given source image. // Extend disposes itself after its call. // // If the given size (width and height) is smaller than the source image, ExtendImage panics. // // The image must be ReplacePixels-only image. Extend panics when Fill or DrawTriangles are applied on the image. // // Extend panics when the image is stale. func (i *Image) Extend(width, height int) *Image { if i.width > width || i.height > height { panic(fmt.Sprintf("restorable: the original size (%d, %d) cannot be extended to (%d, %d)", i.width, i.height, width, height)) } newImg := NewImage(width, height) newImg.SetVolatile(i.volatile) // Use DrawTriangles instead of ReplacePixels because the image i might be stale and not have its pixels // information. srcs := [graphics.ShaderImageNum]*Image{i} var offsets [graphics.ShaderImageNum - 1][2]float32 sw, sh := i.image.InternalSize() vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1) is := graphics.QuadIndices() dr := graphicsdriver.Region{ X: 0, Y: 0, Width: float32(sw), Height: float32(sh), } newImg.DrawTriangles(srcs, offsets, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeCopy, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dr, graphicsdriver.Region{}, nil, nil, false) // Overwrite the history as if the image newImg is created only by ReplacePixels. Now drawTrianglesHistory // and basePixels cannot be mixed. newImg.clearDrawTrianglesHistory() newImg.basePixels = i.basePixels newImg.stale = i.stale i.Dispose() return newImg } // NewScreenFramebufferImage creates a special image that framebuffer is one for the screen. // // The returned image is cleared. // // Note that Dispose is not called automatically. func NewScreenFramebufferImage(width, height int) *Image { i := &Image{ image: graphicscommand.NewScreenFramebufferImage(width, height), width: width, height: height, screen: true, } clearImage(i.image) theImages.add(i) return i } // quadVertices returns vertices to render a quad. These values are passed to graphicscommand.Image. func quadVertices(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32) []float32 { return []float32{ dx0, dy0, sx0, sy0, cr, cg, cb, ca, dx1, dy0, sx1, sy0, cr, cg, cb, ca, dx0, dy1, sx0, sy1, cr, cg, cb, ca, dx1, dy1, sx1, sy1, cr, cg, cb, ca, } } func clearImage(i *graphicscommand.Image) { emptyImage := ensureEmptyImage() if i == emptyImage.image { panic("restorable: fillImage cannot be called on emptyImage") } // This needs to use 'InternalSize' to render the whole region, or edges are unexpectedly cleared on some // devices. // // TODO: Can we unexport InternalSize()? dw, dh := i.InternalSize() sw, sh := emptyImage.width, emptyImage.height vs := quadVertices(0, 0, float32(dw), float32(dh), 1, 1, float32(sw-1), float32(sh-1), 0, 0, 0, 0) is := graphics.QuadIndices() srcs := [graphics.ShaderImageNum]*graphicscommand.Image{emptyImage.image} var offsets [graphics.ShaderImageNum - 1][2]float32 dstRegion := graphicsdriver.Region{ X: 0, Y: 0, Width: float32(dw), Height: float32(dh), } i.DrawTriangles(srcs, offsets, vs, is, affine.ColorMIdentity{}, graphicsdriver.CompositeModeClear, graphicsdriver.FilterNearest, graphicsdriver.AddressUnsafe, dstRegion, graphicsdriver.Region{}, nil, nil, false) } // BasePixelsForTesting returns the image's basePixels for testing. func (i *Image) BasePixelsForTesting() *Pixels { return &i.basePixels } // makeStale makes the image stale. func (i *Image) makeStale() { i.basePixels = Pixels{} i.clearDrawTrianglesHistory() i.stale = true // Don't have to call makeStale recursively here. // Restoring is done after topological sorting is done. // If an image depends on another stale image, this means that // the former image can be restored from the latest state of the latter image. } // ClearPixels clears the specified region by ReplacePixels. func (i *Image) ClearPixels(x, y, width, height int) { i.ReplacePixels(nil, x, y, width, height) } // ReplacePixels replaces the image pixels with the given pixels slice. // // ReplacePixels for a part is forbidden if the image is rendered with DrawTriangles or Fill. func (i *Image) ReplacePixels(pixels []byte, x, y, width, height int) { if width <= 0 || height <= 0 { panic("restorable: width/height must be positive") } w, h := i.width, i.height if x < 0 || y < 0 || w <= x || h <= y || x+width <= 0 || y+height <= 0 || w < x+width || h < y+height { panic(fmt.Sprintf("restorable: out of range x: %d, y: %d, width: %d, height: %d", x, y, width, height)) } // TODO: Avoid making other images stale if possible. (#514) // For this purpuse, images should remember which part of that is used for DrawTriangles. theImages.makeStaleIfDependingOn(i) if pixels != nil { i.image.ReplacePixels(pixels, x, y, width, height) } else { // TODO: When pixels == nil, we don't have to care the pixel state there. In such cases, the image // accepts only ReplacePixels and not Fill or DrawTriangles. // TODO: Separate Image struct into two: images for only-ReplacePixels, and the others. i.image.ReplacePixels(make([]byte, 4*width*height), x, y, width, height) } if !NeedsRestoring() || i.screen || i.volatile { i.makeStale() return } if x == 0 && y == 0 && width == w && height == h { if pixels != nil { // pixels can point to a shared region. // This function is responsible to copy this. copiedPixels := make([]byte, len(pixels)) copy(copiedPixels, pixels) i.basePixels.AddOrReplace(copiedPixels, 0, 0, w, h) } else { i.basePixels.Remove(0, 0, w, h) } i.clearDrawTrianglesHistory() i.stale = false return } // drawTrianglesHistory and basePixels cannot be mixed. if len(i.drawTrianglesHistory) > 0 { panic("restorable: ReplacePixels for a part after DrawTriangles is forbidden") } if i.stale { // TODO: panic here? return } if pixels != nil { // pixels can point to a shared region. // This function is responsible to copy this. copiedPixels := make([]byte, len(pixels)) copy(copiedPixels, pixels) i.basePixels.AddOrReplace(copiedPixels, x, y, width, height) } else { i.basePixels.Remove(x, y, width, height) } } // DrawTriangles draws triangles with the given image. // // The vertex floats are: // // 0: Destination X in pixels // 1: Destination Y in pixels // 2: Source X in pixels (not texels!) // 3: Source Y in pixels // 4: Color R [0.0-1.0] // 5: Color G // 6: Color B // 7: Color Y func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []graphicsdriver.Uniform, evenOdd bool) { if i.priority { panic("restorable: DrawTriangles cannot be called on a priority image") } if len(vertices) == 0 { return } theImages.makeStaleIfDependingOn(i) // TODO: Add tests to confirm this logic. var srcstale bool for _, src := range srcs { if src == nil { continue } if src.stale || src.volatile { srcstale = true break } } if srcstale || i.screen || !NeedsRestoring() || i.volatile { i.makeStale() } else { i.appendDrawTrianglesHistory(srcs, offsets, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, shader, uniforms, evenOdd) } var s *graphicscommand.Shader var imgs [graphics.ShaderImageNum]*graphicscommand.Image if shader == nil { // Fast path for rendering without a shader (#1355). imgs[0] = srcs[0].image } else { for i, src := range srcs { if src == nil { continue } imgs[i] = src.image } s = shader.shader } i.image.DrawTriangles(imgs, offsets, vertices, indices, colorm, mode, filter, address, dstRegion, srcRegion, s, uniforms, evenOdd) } // appendDrawTrianglesHistory appends a draw-image history item to the image. func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageNum]*Image, offsets [graphics.ShaderImageNum - 1][2]float32, vertices []float32, indices []uint16, colorm affine.ColorM, mode graphicsdriver.CompositeMode, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []graphicsdriver.Uniform, evenOdd bool) { if i.stale || i.volatile || i.screen { return } // TODO: Would it be possible to merge draw image history items? const maxDrawTrianglesHistoryNum = 1024 if len(i.drawTrianglesHistory)+1 > maxDrawTrianglesHistoryNum { i.makeStale() return } // All images must be resolved and not stale each after frame. // So we don't have to care if image is stale or not here. vs := make([]float32, len(vertices)) copy(vs, vertices) is := make([]uint16, len(indices)) copy(is, indices) item := &drawTrianglesHistoryItem{ images: srcs, offsets: offsets, vertices: vs, indices: is, colorm: colorm, mode: mode, filter: filter, address: address, dstRegion: dstRegion, srcRegion: srcRegion, shader: shader, uniforms: uniforms, evenOdd: evenOdd, } i.drawTrianglesHistory = append(i.drawTrianglesHistory, item) } func (i *Image) readPixelsFromGPUIfNeeded() error { if len(i.drawTrianglesHistory) > 0 || i.stale { if err := graphicscommand.FlushCommands(); err != nil { return err } if err := i.readPixelsFromGPU(); err != nil { return err } } return nil } // At returns a color value at (x, y). // // Note that this must not be called until context is available. func (i *Image) At(x, y int) (byte, byte, byte, byte, error) { if x < 0 || y < 0 || i.width <= x || i.height <= y { return 0, 0, 0, 0, nil } if err := i.readPixelsFromGPUIfNeeded(); err != nil { return 0, 0, 0, 0, err } r, g, b, a := i.basePixels.At(x, y) return r, g, b, a, nil } // makeStaleIfDependingOn makes the image stale if the image depends on target. func (i *Image) makeStaleIfDependingOn(target *Image) { if i.stale { return } if i.dependsOn(target) { i.makeStale() } } // makeStaleIfDependingOnShader makes the image stale if the image depends on shader. func (i *Image) makeStaleIfDependingOnShader(shader *Shader) { if i.stale { return } if i.dependsOnShader(shader) { i.makeStale() } } // readPixelsFromGPU reads the pixels from GPU and resolves the image's 'stale' state. func (i *Image) readPixelsFromGPU() error { pix, err := i.image.Pixels() if err != nil { return err } i.basePixels = Pixels{} i.basePixels.AddOrReplace(pix, 0, 0, i.width, i.height) i.clearDrawTrianglesHistory() i.stale = false return nil } // resolveStale resolves the image's 'stale' state. func (i *Image) resolveStale() error { if !NeedsRestoring() { return nil } if i.volatile { return nil } if i.screen { return nil } if !i.stale { return nil } return i.readPixelsFromGPU() } // dependsOn reports whether the image depends on target. func (i *Image) dependsOn(target *Image) bool { for _, c := range i.drawTrianglesHistory { for _, img := range c.images { if img == nil { continue } if img == target { return true } } } return false } // dependsOnShader reports whether the image depends on shader. func (i *Image) dependsOnShader(shader *Shader) bool { for _, c := range i.drawTrianglesHistory { if c.shader == shader { return true } } return false } // dependingImages returns all images that is depended by the image. func (i *Image) dependingImages() map[*Image]struct{} { r := map[*Image]struct{}{} for _, c := range i.drawTrianglesHistory { for _, img := range c.images { if img == nil { continue } r[img] = struct{}{} } } return r } // hasDependency returns a boolean value indicating whether the image depends on another image. func (i *Image) hasDependency() bool { if i.stale { return false } return len(i.drawTrianglesHistory) > 0 } // Restore restores *graphicscommand.Image from the pixels using its state. func (i *Image) restore() error { w, h := i.width, i.height // Do not dispose the image here. The image should be already disposed. if i.screen { // The screen image should also be recreated because framebuffer might // be changed. i.image = graphicscommand.NewScreenFramebufferImage(w, h) i.basePixels = Pixels{} i.clearDrawTrianglesHistory() i.stale = false return nil } if i.volatile { i.image = graphicscommand.NewImage(w, h) clearImage(i.image) return nil } if i.stale { panic("restorable: pixels must not be stale when restoring") } gimg := graphicscommand.NewImage(w, h) // Clear the image explicitly. if i != ensureEmptyImage() { // As clearImage uses emptyImage, clearImage cannot be called on emptyImage. // It is OK to skip this since emptyImage has its entire pixel information. clearImage(gimg) } i.basePixels.Apply(gimg) for _, c := range i.drawTrianglesHistory { var s *graphicscommand.Shader if c.shader != nil { s = c.shader.shader } var imgs [graphics.ShaderImageNum]*graphicscommand.Image for i, img := range c.images { if img == nil { continue } if img.hasDependency() { panic("restorable: all dependencies must be already resolved but not") } imgs[i] = img.image } gimg.DrawTriangles(imgs, c.offsets, c.vertices, c.indices, c.colorm, c.mode, c.filter, c.address, c.dstRegion, c.srcRegion, s, c.uniforms, c.evenOdd) } if len(i.drawTrianglesHistory) > 0 { i.basePixels = Pixels{} pix, err := gimg.Pixels() if err != nil { return err } i.basePixels.AddOrReplace(pix, 0, 0, w, h) } i.image = gimg i.clearDrawTrianglesHistory() i.stale = false return nil } // Dispose disposes the image. // // After disposing, calling the function of the image causes unexpected results. func (i *Image) Dispose() { theImages.remove(i) i.image.Dispose() i.image = nil i.basePixels = Pixels{} i.clearDrawTrianglesHistory() i.stale = false } // isInvalidated returns a boolean value indicating whether the image is invalidated. // // If an image is invalidated, GL context is lost and all the images should be restored asap. func (i *Image) isInvalidated() (bool, error) { // FlushCommands is required because c.offscreen.impl might not have an actual texture. if err := graphicscommand.FlushCommands(); err != nil { return false, err } return i.image.IsInvalidated(), nil } func (i *Image) Dump(path string, blackbg bool, rect image.Rectangle) error { return i.image.Dump(path, blackbg, rect) } func (i *Image) clearDrawTrianglesHistory() { // Clear the items explicitly, or the references might remain (#1803). for idx := range i.drawTrianglesHistory { i.drawTrianglesHistory[idx] = nil } i.drawTrianglesHistory = i.drawTrianglesHistory[:0] }