// Copyright 2019 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 buffered import ( "sync" ) var ( delayedCommandsFlushable bool // delayedCommands represents a queue for image operations that are ordered before the game starts // (BeginFrame). Before the game starts, the package shareable doesn't determine the minimum/maximum texture // sizes (#879). // // TODO: Flush the commands only when necessary (#921). delayedCommands []func() delayedCommandsM sync.Mutex ) func makeDelayedCommandFlushable() { delayedCommandsM.Lock() delayedCommandsFlushable = true delayedCommandsM.Unlock() } func enqueueDelayedCommand(f func()) { delayedCommandsM.Lock() delayedCommands = append(delayedCommands, f) delayedCommandsM.Unlock() } func flushDelayedCommands() bool { delayedCommandsM.Lock() defer delayedCommandsM.Unlock() if !delayedCommandsFlushable { return false } for _, c := range delayedCommands { c() } delayedCommands = delayedCommands[:0] return true }