// Copyright 2017 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 ( "path/filepath" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/graphicscommand" ) // forceRestoring reports whether restoring forcely happens or not. var forceRestoring = false // needsRestoring reports whether restoring process works or not. func needsRestoring() bool { if forceRestoring { return true } return graphicscommand.NeedsRestoring() } // EnableRestoringForTesting forces to enable restoring for testing. func EnableRestoringForTesting() { forceRestoring = true } // images is a set of Image objects. type images struct { images map[*Image]struct{} shaders map[*Shader]struct{} lastTarget *Image } // theImages represents the images for the current process. var theImages = &images{ images: map[*Image]struct{}{}, shaders: map[*Shader]struct{}{}, } // ResolveStaleImages flushes the queued draw commands and resolves // all stale images. // // ResolveStaleImages is intended to be called at the end of a frame. func ResolveStaleImages() error { if err := graphicscommand.FlushCommands(); err != nil { return err } if !needsRestoring() { return nil } return theImages.resolveStaleImages() } // RestoreIfNeeded restores the images. // // Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers. func RestoreIfNeeded() error { if !needsRestoring() { return nil } if !forceRestoring { r := false // As isInvalidated() is expensive, call this only for one image. // This assumes that if there is one image that is invalidated, all images are invalidated. for img := range theImages.images { // The screen image might not have a texture. Skip this. if img.screen { continue } var err error r, err = img.isInvalidated() if err != nil { return err } break } if !r { return nil } } err := graphicscommand.ResetGraphicsDriverState() if err == driver.GraphicsNotReady { return nil } if err != nil { return err } return theImages.restore() } // DumpImages dumps all the current images to the specified directory. // // This is for testing usage. func DumpImages(dir string) error { for img := range theImages.images { if err := img.Dump(filepath.Join(dir, "*.png"), false); err != nil { return err } } return nil } // add adds img to the images. func (i *images) add(img *Image) { i.images[img] = struct{}{} } func (i *images) addShader(shader *Shader) { i.shaders[shader] = struct{}{} } // remove removes img from the images. func (i *images) remove(img *Image) { i.makeStaleIfDependingOn(img) delete(i.images, img) } func (i *images) removeShader(shader *Shader) { i.makeStaleIfDependingOnShader(shader) delete(i.shaders, shader) } // resolveStaleImages resolves stale images. func (i *images) resolveStaleImages() error { i.lastTarget = nil for img := range i.images { if err := img.resolveStale(); err != nil { return err } } return nil } // makeStaleIfDependingOn makes all the images stale that depend on target. // // When target is modified, all images depending on target can't be restored with target. // makeStaleIfDependingOn is called in such situation. func (i *images) makeStaleIfDependingOn(target *Image) { if target == nil { panic("restorable: target must not be nil at makeStaleIfDependingOn") } if i.lastTarget == target { return } i.lastTarget = target for img := range i.images { img.makeStaleIfDependingOn(target) } } // makeStaleIfDependingOn makes all the images stale that depend on shader. func (i *images) makeStaleIfDependingOnShader(shader *Shader) { if shader == nil { panic("restorable: shader must not be nil at makeStaleIfDependingOnShader") } for img := range i.images { img.makeStaleIfDependingOnShader(shader) } } // restore restores the images. // // Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers. func (i *images) restore() error { if !needsRestoring() { panic("restorable: restore cannot be called when restoring is disabled") } // Dispose all the shaders ahead of restoring. A current shader ID and a new shader ID can be duplicated. for s := range i.shaders { s.shader.Dispose() s.shader = nil } for s := range i.shaders { s.restore() } // Dispose all the images ahead of restoring. A current texture ID and a new texture ID can be duplicated. // TODO: Write a test to confirm that ID duplication never happens. for i := range i.images { i.image.Dispose() i.image = nil } // Let's do topological sort based on dependencies of drawing history. // It is assured that there are not loops since cyclic drawing makes images stale. type edge struct { source *Image target *Image } images := map[*Image]struct{}{} for i := range i.images { if !i.priority { images[i] = struct{}{} } } edges := map[edge]struct{}{} for t := range images { for s := range t.dependingImages() { edges[edge{source: s, target: t}] = struct{}{} } } sorted := []*Image{} for i := range i.images { if i.priority { sorted = append(sorted, i) } } for len(images) > 0 { // current repesents images that have no incoming edges. current := map[*Image]struct{}{} for i := range images { current[i] = struct{}{} } for e := range edges { if _, ok := current[e.target]; ok { delete(current, e.target) } } for i := range current { delete(images, i) sorted = append(sorted, i) } removed := []edge{} for e := range edges { if _, ok := current[e.source]; ok { removed = append(removed, e) } } for _, e := range removed { delete(edges, e) } } for _, img := range sorted { if err := img.restore(); err != nil { return err } } return nil } // InitializeGraphicsDriverState initializes the graphics driver state. func InitializeGraphicsDriverState() error { return graphicscommand.ResetGraphicsDriverState() }