// 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 ( "github.com/hajimehoshi/ebiten/internal/graphics" "github.com/hajimehoshi/ebiten/internal/sync" ) // restoringEnabled indicates if restoring happens or not. // // This value is overridden at enabled_*.go. var restoringEnabled = true // IsRestoringEnabled returns a boolean value indicating whether // restoring process works or not. func IsRestoringEnabled() bool { // This value is updated only at init or EnableRestoringForTesting. // No need to lock here. return restoringEnabled } // EnableRestoringForTesting forces to enable restoring for testing. func EnableRestoringForTesting() { restoringEnabled = true } // images is a set of Image objects. type images struct { images map[*Image]struct{} lastTarget *Image m sync.Mutex } // theImages represents the images for the current process. var theImages = &images{ images: map[*Image]struct{}{}, } // ResolveStaleImages flushes the queued draw commands and resolves // all stale images. // // ResolveStaleImages is intended to be called at the end of a frame. func ResolveStaleImages() error { if err := graphics.FlushCommands(); err != nil { return err } return theImages.resolveStaleImages() } // Restore restores the images. // // Restoring means to make all *graphics.Image objects have their textures and framebuffers. func Restore() error { if err := graphics.ResetGLState(); err != nil { return err } return theImages.restore() } // ClearVolatileImages clears volatile images. // // ClearVolatileImages is intended to be called at the start of a frame. func ClearVolatileImages() { theImages.clearVolatileImages() } // add adds img to the images. func (i *images) add(img *Image) { i.m.Lock() defer i.m.Unlock() i.images[img] = struct{}{} } // remove removes img from the images. func (i *images) remove(img *Image) { i.m.Lock() defer i.m.Unlock() delete(i.images, img) } // resolveStaleImages resolves stale images. func (i *images) resolveStaleImages() error { i.m.Lock() defer i.m.Unlock() i.lastTarget = nil for img := range i.images { if err := img.resolveStale(); err != nil { return err } } return nil } // makeStaleIfDependingOn makes all the images stale that depend on target. // // When target is changed, all images depending on target can't be restored with target. // makeStaleIfDependingOn is called in such situation. func (i *images) makeStaleIfDependingOn(target *Image) { // Avoid defer for performance i.m.Lock() if target == nil { // disposed i.m.Unlock() return } if i.lastTarget == target { i.m.Unlock() return } i.lastTarget = target for img := range i.images { // TODO: This seems not enough: What if img becomes stale but what about // other images depend on img? (#357) img.makeStaleIfDependingOn(target) } i.m.Unlock() } // restore restores the images. // // Restoring means to make all *graphics.Image objects have their textures and framebuffers. func (i *images) restore() error { i.m.Lock() defer i.m.Unlock() if !IsRestoringEnabled() { panic("not reached") } // Framebuffers/textures cannot be disposed since framebuffers/textures that // don't belong to the current context. // 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{}{} } } sorted := []*Image{} for len(images) > 0 { // current repesents images that have no incoming edges. current := map[*Image]struct{}{} for i := range images { current[i] = struct{}{} } for e := range edges { if _, ok := current[e.target]; ok { 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(); err != nil { return err } } return nil } // clearVolatileImages clears the volatile images. func (i *images) clearVolatileImages() { i.m.Lock() defer i.m.Unlock() for img := range i.images { img.clearIfVolatile() } } // InitializeGLState initializes the GL state. func InitializeGLState() error { return graphics.ResetGLState() }