// 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/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 *graphics.ManagedBytes, region image.Rectangle) { if p.pixelsRecords == nil { p.pixelsRecords = &pixelsRecords{} } p.pixelsRecords.addOrReplace(pix, region) } func (p *Pixels) Clear(region image.Rectangle) { // 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(region) } func (p *Pixels) ReadPixels(pixels []byte, region image.Rectangle, imageWidth, imageHeight int) { if p.pixelsRecords == nil { for i := range pixels { pixels[i] = 0 } return } p.pixelsRecords.readPixels(pixels, region, imageWidth, imageHeight) } func (p *Pixels) AppendRegion(regions []image.Rectangle) []image.Rectangle { if p.pixelsRecords == nil { return regions } return p.pixelsRecords.appendRegions(regions) } func (p *Pixels) Dispose() { if p.pixelsRecords == nil { return } p.pixelsRecords.dispose() } 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 // 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 is not used when AlwaysReadPixelsFromGPU() returns true. staleRegions []image.Rectangle // pixelsCache is cached byte slices for pixels. // pixelsCache is just a cache to avoid allocations (#2375). // // A key is the region and a value is a byte slice for the region. // // It is fine to reuse the same byte slice for the same region for basePixels, // as old pixels for the same region will be invalidated at basePixel.AddOrReplace. pixelsCache map[image.Rectangle][]byte // regionsCache is cached regions. // regionsCache is just a cache to avoid allocations (#2375). regionsCache []image.Rectangle imageType ImageType } // NewImage creates an emtpy 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, } // This needs to use 'InternalSize' to render the whole region, or edges are unexpectedly cleared on some // devices. iw, ih := i.image.InternalSize() clearImage(i.image, image.Rect(0, 0, iw, ih)) 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} 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 := image.Rect(0, 0, sw, sh) newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader, nil, graphicsdriver.FillAll) i.Dispose() return newImg } // 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, region image.Rectangle) { vs := quadVertices(float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0) is := graphics.QuadIndices() i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.shader, nil, graphicsdriver.FillAll) } // makeStale makes the image stale. func (i *Image) makeStale(rect image.Rectangle) { i.stale = true // If ReadPixels always reads pixels from GPU, staleRegions are never used. if alwaysReadPixelsFromGPU() { return } var addedRegions []image.Rectangle if !rect.Empty() { appendRegionRemovingDuplicates(&addedRegions, rect) } for _, rect := range addedRegions { appendRegionRemovingDuplicates(&i.staleRegions, rect) } // Clear pixels to save memory. for _, r := range addedRegions { i.basePixels.Clear(r) } // 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(region image.Rectangle) { i.WritePixels(nil, region) } 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 *graphics.ManagedBytes, region image.Rectangle) { if region.Dx() <= 0 || region.Dy() <= 0 { panic("restorable: width/height must be positive") } w, h := i.width, i.height if !region.In(image.Rect(0, 0, w, h)) { panic(fmt.Sprintf("restorable: out of range %v", region)) } // 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, region) } else { clearImage(i.image, region) } // Even if the image is already stale, call makeStale to extend the stale region. i.makeStale(region) } // 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, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) { if len(vertices) == 0 { return } theImages.makeStaleIfDependingOn(i) // Even if the image is already stale, call makeStale to extend the stale region. i.makeStale(dstRegion) var imgs [graphics.ShaderImageCount]*graphicscommand.Image for i, src := range srcs { if src == nil { continue } imgs[i] = src.image } i.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule) } func (i *Image) readPixelsFromGPUIfNeeded(graphicsDriver graphicsdriver.Graphics) error { if i.stale { if err := i.readPixelsFromGPU(graphicsDriver); err != nil { return err } } return nil } func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte, region image.Rectangle) error { if alwaysReadPixelsFromGPU() { if err := i.image.ReadPixels(graphicsDriver, []graphicsdriver.PixelsArgs{ { Pixels: pixels, Region: region, }, }); err != nil { return err } return nil } if err := i.readPixelsFromGPUIfNeeded(graphicsDriver); err != nil { return err } if got, want := len(pixels), 4*region.Dx()*region.Dy(); got != want { return fmt.Errorf("restorable: len(pixels) must be %d but %d at ReadPixels", want, got) } i.basePixels.ReadPixels(pixels, region, 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 = i.staleRegions } else { defer func() { i.regionsCache = i.regionsCache[:0] }() rs = i.regionsCache } args := make([]graphicsdriver.PixelsArgs, 0, len(rs)) for _, r := range rs { if r.Empty() { continue } if i.pixelsCache == nil { i.pixelsCache = map[image.Rectangle][]byte{} } pix, ok := i.pixelsCache[r] if !ok { pix = make([]byte, 4*r.Dx()*r.Dy()) i.pixelsCache[r] = pix } args = append(args, graphicsdriver.PixelsArgs{ Pixels: pix, Region: r, }) } if err := i.image.ReadPixels(graphicsDriver, args); err != nil { return err } for _, a := range args { bs := graphics.NewManagedBytes(len(a.Pixels), func(bs []byte) { copy(bs, a.Pixels) }) i.basePixels.AddOrReplace(bs, a.Region) } i.stale = false i.staleRegions = i.staleRegions[:0] return nil } // dependsOn reports whether the image depends on target. func (i *Image) dependsOn(target *Image) bool { return false } // dependsOnShader reports whether the image depends on shader. func (i *Image) dependsOnShader(shader *Shader) bool { return false } // dependingImages returns all images that is depended on the image. func (i *Image) dependingImages() map[*Image]struct{} { r := map[*Image]struct{}{} return r } // hasDependency returns a boolean value indicating whether the image depends on another image. func (i *Image) hasDependency() bool { return false } // 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.Dispose() i.basePixels = Pixels{} i.stale = false i.staleRegions = i.staleRegions[:0] return nil case ImageTypeVolatile: i.image = graphicscommand.NewImage(w, h, false) iw, ih := i.image.InternalSize() clearImage(i.image, image.Rect(0, 0, iw, ih)) return nil } if i.stale { panic("restorable: pixels must not be stale when restoring") } gimg := graphicscommand.NewImage(w, h, false) // Clear the image explicitly. iw, ih := gimg.InternalSize() clearImage(gimg, image.Rect(0, 0, iw, ih)) i.basePixels.Apply(gimg) i.image = gimg 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.Dispose() i.basePixels = Pixels{} i.pixelsCache = nil i.stale = false i.staleRegions = i.staleRegions[:0] } 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) InternalSize() (int, int) { return i.image.InternalSize() } // appendRegionRemovingDuplicates adds a region to a given list of regions, // but removes any duplicate between the newly added region and any existing regions. // // In case the newly added region is fully contained in any pre-existing region, this function does nothing. // Otherwise, any pre-existing regions that are fully contained in the newly added region are removed. // // This is done to avoid unnecessary reading pixels from GPU. func appendRegionRemovingDuplicates(regions *[]image.Rectangle, region image.Rectangle) { for _, r := range *regions { if region.In(r) { // The newly added rectangle is fully contained in one of the input regions. // Nothing to add. return } } // Separate loop, as regions must not get mutated before above return. n := 0 for _, r := range *regions { if r.In(region) { continue } (*regions)[n] = r n++ } *regions = append((*regions)[:n], region) }