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8ff42f55a1
Using restorable images is expensive as this sometimes requires to load pixels from GPU. On browsers, just reloading the application should be fine when the context lost happens. Closes #1603
52 lines
1.4 KiB
Go
52 lines
1.4 KiB
Go
// Copyright 2020 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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//go:build example
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// +build example
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package main
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import (
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"fmt"
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"syscall/js"
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)
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func (g *Game) loseAndRestoreContext() {
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doc := js.Global().Get("document")
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canvas := doc.Call("getElementsByTagName", "canvas").Index(0)
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context := canvas.Call("getContext", "webgl2")
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if !context.Truthy() {
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context = canvas.Call("getContext", "webgl")
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if !context.Truthy() {
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context = canvas.Call("getContext", "experimental-webgl")
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}
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}
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if g.lost {
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return
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}
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// Edge might not support the extension. See
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// https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context
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ext := context.Call("getExtension", "WEBGL_lose_context")
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if !ext.Truthy() {
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fmt.Println("Fail to force context lost. Edge might not support the extension yet.")
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return
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}
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ext.Call("loseContext")
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fmt.Println("Lost the context!")
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g.lost = true
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}
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