// 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 offers an Image struct that stores image commands // and restores its pixel data from the commands when context lost happens. // // When a function like DrawImage or Fill is called, an Image tries to record // the information for restoring. // // * Context lost // // Contest lost is a process that information on GPU memory are removed by OS // to make more room on GPU memory. // This can happen e.g. when GPU memory usage is high, or just switching applications // might cause context lost on mobiles. // As Ebitengine's image data is on GPU memory, the game can't continue when context lost happens // without restoring image information. // The package restorable is the package to record information for such restoring. // // * DrawImage // // DrawImage function tries to record an item of 'draw image history' in the target image. // If a target image is stale or volatile, no item is created. // If an item of the history is created, // it can be said that the target image depends on the source image. // In other words, If A.DrawImage(B, ...) is called, // it can be said that the image A depends on the image B. // // * Fill, WritePixels and Dispose // // These functions are also drawing functions and the target image stores the pixel data // instead of draw image history items. There is no dependency here. // // * Making images stale // // After any of the drawing functions is called, the target image can't be depended on by // any other images. For example, if an image A depends on an image B, and B is changed // by a Fill call after that, the image A can't depend on the image B anymore. // In this case, as the image B can no longer be used to restore the image A, // the image A becomes 'stale'. // As all the stale images are resolved before context lost happens, // draw image history items are kept as they are // (even if an image C depends on the stale image A, it is still fine). // // * Stale image // // A stale image is an image that can't be restored from the recorded information. // All stale images must be resolved by reading pixels from GPU before the frame ends. // If a source image of DrawImage is a stale image, the target always becomes stale. // // * Volatile image // // A volatile image is a special image that is always cleared when a frame starts. // For instance, the game screen passed via the update function is a volatile image. // A volatile image doesn't have to record the drawing history. // If a source image of DrawImage is a volatile image, the target always becomes stale. package restorable