mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
303 lines
8.3 KiB
Go
303 lines
8.3 KiB
Go
// Copyright 2017 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package restorable
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import (
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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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// forceRestoring reports whether restoring forcely happens or not.
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var forceRestoring = false
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var needsRestoringByGraphicsDriver bool
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// needsRestoring reports whether restoring process works or not.
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func needsRestoring() bool {
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return forceRestoring || needsRestoringByGraphicsDriver
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}
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// AlwaysReadPixelsFromGPU reports whether ReadPixels always reads pixels from GPU or not.
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func AlwaysReadPixelsFromGPU() bool {
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return !needsRestoring()
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}
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// EnableRestoringForTesting forces to enable restoring for testing.
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func EnableRestoringForTesting() {
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forceRestoring = true
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}
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// images is a set of Image objects.
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type images struct {
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images map[*Image]struct{}
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shaders map[*Shader]struct{}
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lastTarget *Image
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contextLost bool
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}
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// theImages represents the images for the current process.
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var theImages = &images{
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images: map[*Image]struct{}{},
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shaders: map[*Shader]struct{}{},
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}
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// ResolveStaleImages flushes the queued draw commands and resolves all stale images.
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// If endFrame is true, the current screen might be used to present when flushing the commands.
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//
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// ResolveStaleImages is intended to be called at the end of a frame.
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func ResolveStaleImages(graphicsDriver graphicsdriver.Graphics, endFrame bool) error {
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if debug.IsDebug {
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debug.Logf("Internal image sizes:\n")
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imgs := make([]*graphicscommand.Image, 0, len(theImages.images))
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for i := range theImages.images {
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imgs = append(imgs, i.image)
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}
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graphicscommand.LogImagesInfo(imgs)
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}
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if err := graphicscommand.FlushCommands(graphicsDriver, endFrame); err != nil {
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return err
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}
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if !needsRestoring() {
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return nil
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}
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return theImages.resolveStaleImages(graphicsDriver)
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}
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// RestoreIfNeeded restores the images.
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//
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// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
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func RestoreIfNeeded(graphicsDriver graphicsdriver.Graphics) error {
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if !needsRestoring() {
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return nil
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}
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if !forceRestoring {
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var r bool
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if canDetectContextLostExplicitly {
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r = theImages.contextLost
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} else {
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// As isInvalidated() is expensive, call this only for one image.
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// This assumes that if there is one image that is invalidated, all images are invalidated.
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for img := range theImages.images {
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// The screen image might not have a texture. Skip this.
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if img.imageType == ImageTypeScreen {
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continue
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}
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var err error
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r, err = img.isInvalidated(graphicsDriver)
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if err != nil {
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return err
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}
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break
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}
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}
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if !r {
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return nil
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}
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}
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if err := graphicscommand.ResetGraphicsDriverState(graphicsDriver); err != nil {
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return err
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}
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return theImages.restore(graphicsDriver)
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}
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// DumpImages dumps all the current images to the specified directory.
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//
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// This is for testing usage.
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func DumpImages(graphicsDriver graphicsdriver.Graphics, dir string) (string, error) {
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images := make([]*graphicscommand.Image, 0, len(theImages.images))
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for img := range theImages.images {
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images = append(images, img.image)
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}
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return graphicscommand.DumpImages(images, graphicsDriver, dir)
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}
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// add adds img to the images.
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func (i *images) add(img *Image) {
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i.images[img] = struct{}{}
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}
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func (i *images) addShader(shader *Shader) {
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i.shaders[shader] = struct{}{}
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}
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// remove removes img from the images.
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func (i *images) remove(img *Image) {
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i.makeStaleIfDependingOn(img)
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delete(i.images, img)
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}
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func (i *images) removeShader(shader *Shader) {
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i.makeStaleIfDependingOnShader(shader)
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delete(i.shaders, shader)
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}
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// resolveStaleImages resolves stale images.
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func (i *images) resolveStaleImages(graphicsDriver graphicsdriver.Graphics) error {
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i.lastTarget = nil
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for img := range i.images {
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if err := img.resolveStale(graphicsDriver); err != nil {
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return err
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}
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}
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return nil
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}
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// makeStaleIfDependingOn makes all the images stale that depend on target.
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//
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// When target is modified, all images depending on target can't be restored with target.
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// makeStaleIfDependingOn is called in such situation.
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func (i *images) makeStaleIfDependingOn(target *Image) {
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if target == nil {
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panic("restorable: target must not be nil at makeStaleIfDependingOn")
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}
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if i.lastTarget == target {
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return
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}
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i.lastTarget = target
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for img := range i.images {
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img.makeStaleIfDependingOn(target)
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}
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}
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// makeStaleIfDependingOn makes all the images stale that depend on shader.
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func (i *images) makeStaleIfDependingOnShader(shader *Shader) {
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if shader == nil {
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panic("restorable: shader must not be nil at makeStaleIfDependingOnShader")
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}
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for img := range i.images {
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img.makeStaleIfDependingOnShader(shader)
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}
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}
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// restore restores the images.
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//
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// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
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func (i *images) restore(graphicsDriver graphicsdriver.Graphics) error {
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if !needsRestoring() {
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panic("restorable: restore cannot be called when restoring is disabled")
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}
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// Dispose all the shaders ahead of restoring. A current shader ID and a new shader ID can be duplicated.
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for s := range i.shaders {
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s.shader.Dispose()
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s.shader = nil
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}
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for s := range i.shaders {
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s.restore()
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}
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// Dispose all the images ahead of restoring. A current texture ID and a new texture ID can be duplicated.
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// TODO: Write a test to confirm that ID duplication never happens.
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for i := range i.images {
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i.image.Dispose()
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i.image = nil
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}
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// Let's do topological sort based on dependencies of drawing history.
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// It is assured that there are not loops since cyclic drawing makes images stale.
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type edge struct {
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source *Image
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target *Image
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}
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images := map[*Image]struct{}{}
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for i := range i.images {
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if !i.priority {
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images[i] = struct{}{}
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}
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}
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edges := map[edge]struct{}{}
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for t := range images {
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for s := range t.dependingImages() {
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edges[edge{source: s, target: t}] = struct{}{}
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}
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}
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sorted := []*Image{}
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for i := range i.images {
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if i.priority {
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sorted = append(sorted, i)
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}
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}
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for len(images) > 0 {
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// current represents images that have no incoming edges.
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current := map[*Image]struct{}{}
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for i := range images {
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current[i] = struct{}{}
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}
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for e := range edges {
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if _, ok := current[e.target]; ok {
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delete(current, e.target)
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}
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}
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for i := range current {
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delete(images, i)
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sorted = append(sorted, i)
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}
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removed := []edge{}
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for e := range edges {
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if _, ok := current[e.source]; ok {
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removed = append(removed, e)
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}
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}
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for _, e := range removed {
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delete(edges, e)
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}
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}
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for _, img := range sorted {
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if err := img.restore(graphicsDriver); err != nil {
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return err
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}
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}
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i.contextLost = false
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return nil
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}
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var graphicsDriverInitialized bool
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// InitializeGraphicsDriverState initializes the graphics driver state.
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func InitializeGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) error {
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graphicsDriverInitialized = true
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needsRestoringByGraphicsDriver = graphicsDriver.NeedsRestoring()
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return graphicscommand.InitializeGraphicsDriverState(graphicsDriver)
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}
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// MaxImageSize returns the maximum size of an image.
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func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int {
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return graphicscommand.MaxImageSize(graphicsDriver)
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}
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// OnContextLost is called when the context lost is detected in an explicit way.
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func OnContextLost() {
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canDetectContextLostExplicitly = true
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theImages.contextLost = true
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}
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// canDetectContextLostExplicitly reports whether Ebitengine can detect a context lost in an explicit way.
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// On Android, a context lost can be detected via GLSurfaceView.Renderer.onSurfaceCreated.
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// On iOS w/ OpenGL ES, this can be detected only when gomobile-build is used.
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var canDetectContextLostExplicitly = runtime.GOOS == "android"
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