// 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" "math" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" ) type Pixels struct { pixelsRecords *pixelsRecords } // 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.pixelsRecords == nil { return } p.pixelsRecords.apply(img) } func (p *Pixels) AddOrReplace(pix []byte, x, y, width, height int) { if p.pixelsRecords == nil { p.pixelsRecords = &pixelsRecords{} } p.pixelsRecords.addOrReplace(pix, x, y, width, height) } func (p *Pixels) Clear(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.pixelsRecords == nil { return } p.pixelsRecords.clear(x, y, width, height) } func (p *Pixels) ReadPixels(pixels []byte, x, y, width, height, imageWidth, imageHeight int) { if p.pixelsRecords == nil { for i := range pixels { pixels[i] = 0 } return } p.pixelsRecords.readPixels(pixels, x, y, width, height, imageWidth, imageHeight) } func (p *Pixels) AppendRegion(regions []image.Rectangle) []image.Rectangle { if p.pixelsRecords == nil { return regions } return p.pixelsRecords.appendRegions(regions) } // drawTrianglesHistoryItem is an item for history of draw-image commands. type drawTrianglesHistoryItem struct { images [graphics.ShaderImageCount]*Image offsets [graphics.ShaderImageCount - 1][2]float32 vertices []float32 indices []uint16 blend graphicsdriver.Blend dstRegion graphicsdriver.Region srcRegion graphicsdriver.Region shader *Shader uniforms []uint32 evenOdd bool } type ImageType int const ( // ImageTypeRegular indicates the image is a regular image. ImageTypeRegular ImageType = iota // ImageTypeScreen indicates the image is used as an actual screen. ImageTypeScreen // ImageTypeVolatile indicates the image is cleared whenever a frame starts. // // 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 operations, but the image content // is cleared every frame instead. ImageTypeVolatile ) // 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 // staleRegions indicates the regions to restore. // staleRegions is valid only when stale is true. staleRegions []image.Rectangle imageType ImageType // priority indicates whether the image is restored in high priority when context-lost happens. priority bool } var whiteImage *Image func ensureWhiteImage() *Image { if whiteImage != nil { return whiteImage } // Initialize the white image lazily. Some functions like needsRestoring might not work at the initial phase. // w and h are the white image's size. They indicate the 1x1 image with 1px padding around. const w, h = 3, 3 whiteImage = &Image{ image: graphicscommand.NewImage(w, h, false), width: w, height: h, priority: true, } pix := make([]byte, 4*w*h) for i := range pix { pix[i] = 0xff } // As whiteImage is the source at clearImage, initialize this with WritePixels, not clearImage. // This operation is also important when restoring whiteImage. whiteImage.WritePixels(pix, 0, 0, w, h) theImages.add(whiteImage) return whiteImage } // NewImage creates a white image with the given size. // // The returned image is cleared. // // Note that Dispose is not called automatically. func NewImage(width, height int, imageType ImageType) *Image { if !graphicsDriverInitialized { panic("restorable: graphics driver must be ready at NewImage but not") } i := &Image{ image: graphicscommand.NewImage(width, height, imageType == ImageTypeScreen), width: width, height: height, imageType: imageType, } clearImage(i.image) theImages.add(i) return i } // 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. func (i *Image) Extend(width, height int) *Image { if i.width >= width && i.height >= height { return i } newImg := NewImage(width, height, i.imageType) // Use DrawTriangles instead of WritePixels because the image i might be stale and not have its pixels // information. srcs := [graphics.ShaderImageCount]*Image{i} var offsets [graphics.ShaderImageCount - 1][2]float32 sw, sh := i.image.InternalSize() vs := quadVertices(i, 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, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, NearestFilterShader, nil, false) // Overwrite the history as if the image newImg is created only by WritePixels. newImg.clearDrawTrianglesHistory() newImg.basePixels = i.basePixels newImg.stale = i.stale newImg.staleRegions = make([]image.Rectangle, len(i.staleRegions)) copy(newImg.staleRegions, i.staleRegions) i.Dispose() return newImg } // quadVertices returns vertices to render a quad. These values are passed to graphicscommand.Image. func quadVertices(src *Image, dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32) []float32 { sw, sh := src.InternalSize() swf, shf := float32(sw), float32(sh) return []float32{ dx0, dy0, sx0 / swf, sy0 / shf, cr, cg, cb, ca, dx1, dy0, sx1 / swf, sy0 / shf, cr, cg, cb, ca, dx0, dy1, sx0 / swf, sy1 / shf, cr, cg, cb, ca, dx1, dy1, sx1 / swf, sy1 / shf, cr, cg, cb, ca, } } func clearImage(i *graphicscommand.Image) { whiteImage := ensureWhiteImage() if i == whiteImage.image { panic("restorable: fillImage cannot be called on whiteImage") } // This needs to use 'InternalSize' to render the whole region, or edges are unexpectedly cleared on some // devices. dw, dh := i.InternalSize() sw, sh := whiteImage.width, whiteImage.height vs := quadVertices(whiteImage, 0, 0, float32(dw), float32(dh), 1, 1, float32(sw-1), float32(sh-1), 0, 0, 0, 0) is := graphics.QuadIndices() srcs := [graphics.ShaderImageCount]*graphicscommand.Image{whiteImage.image} var offsets [graphics.ShaderImageCount - 1][2]float32 dstRegion := graphicsdriver.Region{ X: 0, Y: 0, Width: float32(dw), Height: float32(dh), } i.DrawTriangles(srcs, offsets, vs, is, graphicsdriver.BlendClear, dstRegion, graphicsdriver.Region{}, NearestFilterShader.shader, 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(rect image.Rectangle) { i.stale = true i.staleRegions = i.appendRegionsForDrawTriangles(i.staleRegions) if !rect.Empty() { i.staleRegions = append(i.staleRegions, rect) } i.clearDrawTrianglesHistory() // 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 WritePixels. func (i *Image) ClearPixels(x, y, width, height int) { i.WritePixels(nil, x, y, width, height) } func (i *Image) needsRestoring() bool { return i.imageType == ImageTypeRegular } // WritePixels replaces the image pixels with the given pixels slice. // // The specified region must not be overlapped with other regions by WritePixels. func (i *Image) WritePixels(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 purpose, images should remember which part of that is used for DrawTriangles. theImages.makeStaleIfDependingOn(i) if pixels != nil { i.image.WritePixels(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 WritePixels and not Fill or DrawTriangles. // TODO: Separate Image struct into two: images for WritePixels-only, and the others. i.image.WritePixels(make([]byte, 4*width*height), x, y, width, height) } // Even if the image is already stale, call makeStale to extend the stale region. if !needsRestoring() || !i.needsRestoring() || i.stale { i.makeStale(image.Rect(x, y, x+width, y+height)) 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.Clear(0, 0, w, h) } i.clearDrawTrianglesHistory() i.stale = false i.staleRegions = i.staleRegions[:0] return } // Records for DrawTriangles cannot come before records for WritePixels. if len(i.drawTrianglesHistory) > 0 { i.makeStale(image.Rect(x, y, x+width, y+height)) 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.Clear(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 texels // 3: Source Y in texels // 4: Color R [0.0-1.0] // 5: Color G // 6: Color B // 7: Color Y func (i *Image) DrawTriangles(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) { 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.imageType == ImageTypeVolatile { srcstale = true break } } // Even if the image is already stale, call makeStale to extend the stale region. if srcstale || !needsRestoring() || !i.needsRestoring() || i.stale { i.makeStale(regionToRectangle(dstRegion)) } else { i.appendDrawTrianglesHistory(srcs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader, uniforms, evenOdd) } var imgs [graphics.ShaderImageCount]*graphicscommand.Image for i, src := range srcs { if src == nil { continue } imgs[i] = src.image } i.image.DrawTriangles(imgs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader.shader, uniforms, evenOdd) } // appendDrawTrianglesHistory appends a draw-image history item to the image. 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) { if i.stale || !i.needsRestoring() { panic("restorable: an image must not be stale or need restoring at appendDrawTrianglesHistory") } // TODO: Would it be possible to merge draw image history items? const maxDrawTrianglesHistoryCount = 1024 if len(i.drawTrianglesHistory)+1 > maxDrawTrianglesHistoryCount { i.makeStale(regionToRectangle(dstRegion)) 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) us := make([]uint32, len(uniforms)) copy(us, uniforms) item := &drawTrianglesHistoryItem{ images: srcs, offsets: offsets, vertices: vs, indices: is, blend: blend, dstRegion: dstRegion, srcRegion: srcRegion, shader: shader, uniforms: us, evenOdd: evenOdd, } i.drawTrianglesHistory = append(i.drawTrianglesHistory, item) } func (i *Image) readPixelsFromGPUIfNeeded(graphicsDriver graphicsdriver.Graphics) error { if len(i.drawTrianglesHistory) > 0 || i.stale { if err := i.readPixelsFromGPU(graphicsDriver); err != nil { return err } } return nil } func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte, x, y, width, height int) error { if alwaysReadPixelsFromGPU() { if err := i.image.ReadPixels(graphicsDriver, pixels, x, y, width, height); err != nil { return err } return nil } if err := i.readPixelsFromGPUIfNeeded(graphicsDriver); err != nil { return err } if got, want := len(pixels), 4*width*height; got != want { return fmt.Errorf("restorable: len(pixels) must be %d but %d at ReadPixels", want, got) } i.basePixels.ReadPixels(pixels, x, y, width, height, i.width, i.height) return 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) { // There is no new region to make stale. i.makeStale(image.Rectangle{}) } } // 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) { // There is no new region to make stale. i.makeStale(image.Rectangle{}) } } // readPixelsFromGPU reads the pixels from GPU and resolves the image's 'stale' state. func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error { var rs []image.Rectangle if i.stale { rs = append(rs, i.staleRegions...) } else { rs = i.appendRegionsForDrawTriangles(rs) } for _, r := range rs { if r.Empty() { continue } pix := make([]byte, 4*r.Dx()*r.Dy()) if err := i.image.ReadPixels(graphicsDriver, pix, r.Min.X, r.Min.Y, r.Dx(), r.Dy()); err != nil { return err } i.basePixels.AddOrReplace(pix, r.Min.X, r.Min.Y, r.Dx(), r.Dy()) } i.clearDrawTrianglesHistory() i.stale = false i.staleRegions = i.staleRegions[:0] return nil } // resolveStale resolves the image's 'stale' state. func (i *Image) resolveStale(graphicsDriver graphicsdriver.Graphics) error { if !needsRestoring() { return nil } if !i.needsRestoring() { return nil } if !i.stale { return nil } return i.readPixelsFromGPU(graphicsDriver) } // 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 on 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(graphicsDriver graphicsdriver.Graphics) error { w, h := i.width, i.height // Do not dispose the image here. The image should be already disposed. switch i.imageType { case ImageTypeScreen: // The screen image should also be recreated because framebuffer might // be changed. i.image = graphicscommand.NewImage(w, h, true) i.basePixels = Pixels{} i.clearDrawTrianglesHistory() i.stale = false i.staleRegions = i.staleRegions[:0] return nil case ImageTypeVolatile: i.image = graphicscommand.NewImage(w, h, false) clearImage(i.image) return nil } if i.stale { panic("restorable: pixels must not be stale when restoring") } gimg := graphicscommand.NewImage(w, h, false) // Clear the image explicitly. if i != ensureWhiteImage() { // As clearImage uses whiteImage, clearImage cannot be called on whiteImage. // It is OK to skip this since whiteImage has its entire pixel information. clearImage(gimg) } i.basePixels.Apply(gimg) for _, c := range i.drawTrianglesHistory { var imgs [graphics.ShaderImageCount]*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.blend, c.dstRegion, c.srcRegion, c.shader.shader, c.uniforms, c.evenOdd) } // In order to clear the draw-triangles history, read pixels from GPU. if len(i.drawTrianglesHistory) > 0 { var rs []image.Rectangle rs = i.appendRegionsForDrawTriangles(rs) for _, r := range rs { if r.Empty() { continue } pix := make([]byte, 4*r.Dx()*r.Dy()) if err := gimg.ReadPixels(graphicsDriver, pix, r.Min.X, r.Min.Y, r.Dx(), r.Dy()); err != nil { return err } i.basePixels.AddOrReplace(pix, r.Min.X, r.Min.Y, r.Dx(), r.Dy()) } } i.image = gimg i.clearDrawTrianglesHistory() i.stale = false i.staleRegions = i.staleRegions[:0] 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 i.staleRegions = i.staleRegions[:0] } // 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(graphicsDriver graphicsdriver.Graphics) (bool, error) { // IsInvalidated flushes the commands internally. return i.image.IsInvalidated(graphicsDriver) } func (i *Image) Dump(graphicsDriver graphicsdriver.Graphics, path string, blackbg bool, rect image.Rectangle) (string, error) { return i.image.Dump(graphicsDriver, 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] } func (i *Image) InternalSize() (int, int) { return i.image.InternalSize() } func (i *Image) appendRegionsForDrawTriangles(regions []image.Rectangle) []image.Rectangle { var rs []image.Rectangle for _, d := range i.drawTrianglesHistory { r := regionToRectangle(d.dstRegion) if r.Empty() { continue } for i, rr := range rs { if rr.Empty() { continue } if rr.In(r) { rs[i] = image.Rectangle{} } } rs = append(rs, r) } for _, r := range rs { if r.Empty() { continue } regions = append(regions, r) } return regions } func regionToRectangle(region graphicsdriver.Region) image.Rectangle { return image.Rect( int(math.Floor(float64(region.X))), int(math.Floor(float64(region.Y))), int(math.Ceil(float64(region.X+region.Width))), int(math.Ceil(float64(region.Y+region.Height)))) }