ebiten/internal/restorable/images.go
Hajime Hoshi 6a51e5b003 internal/restorable: optimize WritePixels
This adds (*Image).makeStaleIfDependingOnWithRegion to reduce the
possibility of making an image stale.
2024-09-08 22:55:34 +09:00

297 lines
8.3 KiB
Go

// 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.
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)
}
}
// makeStaleIfDependingOnAtRegion makes all the images stale that depend on src at srcRegion.
//
// When src is modified, all images depending on src can't be restored with src at srcRegion.
// makeStaleIfDependingOnAtRegion is called in such situation.
func (i *images) makeStaleIfDependingOnAtRegion(src *Image, srcRegion image.Rectangle) {
if src == nil {
panic("restorable: src must not be nil at makeStaleIfDependingOnAtRegion")
}
for img := range i.images {
img.makeStaleIfDependingOnAtRegion(src, srcRegion)
}
}
// 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)
}