// 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 ( "image" "runtime" "sync" "sync/atomic" "github.com/hajimehoshi/ebiten/v2/internal/debug" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" ) // forceRestoration reports whether restoration forcibly happens or not. // This is used only for testing. var forceRestoration = false // disabled indicates that restoration is disabled or not. // Restoration is enabled by default for some platforms like Android for safety. // Before SetGame, it is not possible to determine whether restoration is needed or not. var disabled atomic.Bool var disabledOnce sync.Once // Disable disables restoration. func Disable() { disabled.Store(true) } // needsRestoration reports whether restoration process works or not. func needsRestoration() bool { if forceRestoration { return true } // TODO: If Vulkan is introduced, restoration might not be needed. if runtime.GOOS == "android" { return !disabled.Load() } return false } // AlwaysReadPixelsFromGPU reports whether ReadPixels always reads pixels from GPU or not. func AlwaysReadPixelsFromGPU() bool { return !needsRestoration() } // images is a set of Image objects. type images struct { images map[*Image]struct{} shaders map[*Shader]struct{} contextLost atomic.Bool } // theImages represents the images for the current process. var theImages = &images{ images: map[*Image]struct{}{}, shaders: map[*Shader]struct{}{}, } func SwapBuffers(graphicsDriver graphicsdriver.Graphics) error { if debug.IsDebug { debug.FrameLogf("Internal image sizes:\n") imgs := make([]*graphicscommand.Image, 0, len(theImages.images)) for i := range theImages.images { imgs = append(imgs, i.image) } graphicscommand.LogImagesInfo(imgs) } return resolveStaleImages(graphicsDriver, true) } // resolveStaleImages flushes the queued draw commands and resolves all stale images. // If endFrame is true, the current screen might be used to present when flushing the commands. func resolveStaleImages(graphicsDriver graphicsdriver.Graphics, endFrame bool) error { // When Disable is called, all the images data should be evicted once. if disabled.Load() { disabledOnce.Do(func() { for img := range theImages.images { img.makeStale(image.Rect(0, 0, img.width, img.height)) } }) } if err := graphicscommand.FlushCommands(graphicsDriver, endFrame); err != nil { return err } if !needsRestoration() { return nil } return theImages.resolveStaleImages(graphicsDriver) } // RestoreIfNeeded restores the images. // // Restoration means to make all *graphicscommand.Image objects have their textures and framebuffers. func RestoreIfNeeded(graphicsDriver graphicsdriver.Graphics) error { if !needsRestoration() { return nil } if !forceRestoration && !theImages.contextLost.Load() { return nil } if err := graphicscommand.ResetGraphicsDriverState(graphicsDriver); err != nil { return err } return theImages.restore(graphicsDriver) } // DumpImages dumps all the current images to the specified directory. // // This is for testing usage. func DumpImages(graphicsDriver graphicsdriver.Graphics, dir string) (string, error) { images := make([]*graphicscommand.Image, 0, len(theImages.images)) for img := range theImages.images { images = append(images, img.image) } return graphicscommand.DumpImages(images, graphicsDriver, dir) } // 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(graphicsDriver graphicsdriver.Graphics) error { for img := range i.images { if err := img.resolveStale(graphicsDriver); err != nil { return err } } return nil } // makeStaleIfDependingOn makes all the images stale that depend on src. // // When src is modified, all images depending on src can't be restored with src. // makeStaleIfDependingOn is called in such situation.src. func (i *images) makeStaleIfDependingOn(src *Image) { if src == nil { panic("restorable: src must not be nil at makeStaleIfDependingOn") } for img := range i.images { img.makeStaleIfDependingOn(src) } } // 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. // // Restoration means to make all *graphicscommand.Image objects have their textures and framebuffers. func (i *images) restore(graphicsDriver graphicsdriver.Graphics) error { if !needsRestoration() { panic("restorable: restore cannot be called when restoration is disabled") } // Dispose all the shaders ahead of restoration. 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 restoration. 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 { images[i] = struct{}{} } edges := map[edge]struct{}{} for t := range images { for s := range t.dependingImages() { edges[edge{source: s, target: t}] = struct{}{} } } var sorted []*Image for len(images) > 0 { // current represents images that have no incoming edges. current := map[*Image]struct{}{} for i := range images { current[i] = struct{}{} } for e := range edges { 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(graphicsDriver); err != nil { return err } } i.contextLost.Store(false) return nil } var graphicsDriverInitialized bool // InitializeGraphicsDriverState initializes the graphics driver state. func InitializeGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) error { graphicsDriverInitialized = true return graphicscommand.InitializeGraphicsDriverState(graphicsDriver) } // MaxImageSize returns the maximum size of an image. func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int { return graphicscommand.MaxImageSize(graphicsDriver) } // OnContextLost is called when the context lost is detected in an explicit way. func OnContextLost() { theImages.contextLost.Store(true) }