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7418576c16
With Metal, nextDrawable could return immediately when a command buffer is empty. To avoid high CPU usage, this change adds a slight sleep in this case. With DirectX, Present waits for a while even though nothing is updated, then that's fine. Updates #2341 Updates #2342 Updates #2520
276 lines
7.9 KiB
Go
276 lines
7.9 KiB
Go
// Copyright 2022 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 ui
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import (
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"math"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/atlas"
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"github.com/hajimehoshi/ebiten/v2/internal/buffered"
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"github.com/hajimehoshi/ebiten/v2/internal/clock"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
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)
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var (
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NearestFilterShader = &Shader{shader: mipmap.NearestFilterShader}
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LinearFilterShader = &Shader{shader: mipmap.LinearFilterShader}
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)
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type Game interface {
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NewOffscreenImage(width, height int) *Image
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NewScreenImage(width, height int) *Image
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Layout(outsideWidth, outsideHeight float64) (screenWidth, screenHeight float64)
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UpdateInputState(InputState)
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Update() error
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DrawOffscreen() error
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DrawFinalScreen(scale, offsetX, offsetY float64)
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}
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type context struct {
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game Game
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updateCalled bool
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offscreen *Image
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screen *Image
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screenWidth float64
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screenHeight float64
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offscreenWidth float64
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offscreenHeight float64
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isOffscreenModified bool
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skipCount int
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setContextOnce sync.Once
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}
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func newContext(game Game) *context {
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return &context{
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game: game,
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}
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}
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func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl) error {
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// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
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return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
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}
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func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl) error {
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n := 1
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if graphicsDriver.IsDirectX() {
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// On DirectX, both framebuffers in the swap chain should be updated.
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// Or, the rendering result becomes unexpected when the window is resized.
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n = 2
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}
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for i := 0; i < n; i++ {
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if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true); 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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func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *userInterfaceImpl, forceDraw bool) (err error) {
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if err := theGlobalState.error(); err != nil {
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return err
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}
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ui.beginFrame()
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defer ui.endFrame()
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// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
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// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
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if outsideWidth == 0 || outsideHeight == 0 {
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return nil
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}
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debug.Logf("----\n")
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if err := buffered.BeginFrame(graphicsDriver); err != nil {
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return err
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}
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defer func() {
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if err1 := buffered.EndFrame(graphicsDriver); err == nil && err1 != nil {
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err = err1
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}
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}()
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// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
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if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
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return nil
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}
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// Ensure that Update is called once before Draw so that Update can be used for initialization.
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if !c.updateCalled && updateCount == 0 {
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updateCount = 1
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c.updateCalled = true
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}
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debug.Logf("Update count per frame: %d\n", updateCount)
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// Update the game.
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for i := 0; i < updateCount; i++ {
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// Read the input state and use it for one tick to give a consistent result for one tick (#2496, #2501).
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var inputState InputState
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ui.readInputState(&inputState)
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c.game.UpdateInputState(inputState)
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if err := hooks.RunBeforeUpdateHooks(); err != nil {
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return err
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}
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if err := c.game.Update(); err != nil {
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return err
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}
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// Catch the error that happened at (*Image).At.
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if err := theGlobalState.error(); err != nil {
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return err
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}
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ui.resetForTick()
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}
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// Update window icons during a frame, since an icon might be *ebiten.Image and
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// getting pixels from it needs to be in a frame (#1468).
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ui.updateIconIfNeeded()
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// Draw the game.
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if err := c.drawGame(graphicsDriver, forceDraw); err != nil {
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return err
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}
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return nil
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}
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func (c *context) newOffscreenImage(w, h int) *Image {
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img := c.game.NewOffscreenImage(w, h)
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img.modifyCallback = func() {
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c.isOffscreenModified = true
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}
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return img
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}
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func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, forceDraw bool) error {
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if (c.offscreen.imageType == atlas.ImageTypeVolatile) != theGlobalState.isScreenClearedEveryFrame() {
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w, h := c.offscreen.width, c.offscreen.height
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c.offscreen.MarkDisposed()
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c.offscreen = c.newOffscreenImage(w, h)
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}
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// isOffscreenModified is updated when an offscreen's modifyCallback.
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c.isOffscreenModified = false
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// Even though updateCount == 0, the offscreen is cleared and Draw is called.
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// Draw should not update the game state and then the screen should not be updated without Update, but
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// users might want to process something at Draw with the time intervals of FPS.
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if theGlobalState.isScreenClearedEveryFrame() {
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c.offscreen.clear()
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}
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if err := c.game.DrawOffscreen(); err != nil {
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return err
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}
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const maxSkipCount = 3
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if !forceDraw && !c.isOffscreenModified {
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if c.skipCount < maxSkipCount {
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c.skipCount++
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}
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} else {
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c.skipCount = 0
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}
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if c.skipCount < maxSkipCount {
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if graphicsDriver.NeedsClearingScreen() {
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// This clear is needed for fullscreen mode or some mobile platforms (#622).
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c.screen.clear()
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}
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c.game.DrawFinalScreen(c.screenScaleAndOffsets())
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// The final screen is never used as the rendering source.
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// Flush its buffer here just in case.
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c.screen.flushBufferIfNeeded()
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}
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return nil
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}
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func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
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owf, ohf := c.game.Layout(outsideWidth, outsideHeight)
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if owf <= 0 || ohf <= 0 {
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panic("ui: Layout must return positive numbers")
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}
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c.screenWidth = outsideWidth * deviceScaleFactor
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c.screenHeight = outsideHeight * deviceScaleFactor
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c.offscreenWidth = owf
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c.offscreenHeight = ohf
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sw := int(math.Ceil(c.screenWidth))
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sh := int(math.Ceil(c.screenHeight))
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ow := int(math.Ceil(c.offscreenWidth))
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oh := int(math.Ceil(c.offscreenHeight))
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if c.screen != nil {
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if c.screen.width != sw || c.screen.height != sh {
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c.screen.MarkDisposed()
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c.screen = nil
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}
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}
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if c.screen == nil {
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c.screen = c.game.NewScreenImage(sw, sh)
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}
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if c.offscreen != nil {
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if c.offscreen.width != ow || c.offscreen.height != oh {
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c.offscreen.MarkDisposed()
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c.offscreen = nil
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}
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}
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if c.offscreen == nil {
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c.offscreen = c.newOffscreenImage(ow, oh)
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}
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return ow, oh
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}
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func (c *context) clientPositionToLogicalPosition(x, y float64, deviceScaleFactor float64) (float64, float64) {
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s, ox, oy := c.screenScaleAndOffsets()
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// The scale 0 indicates that the screen is not initialized yet.
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// As any cursor values don't make sense, just return NaN.
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if s == 0 {
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return math.NaN(), math.NaN()
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}
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return (x*deviceScaleFactor - ox) / s, (y*deviceScaleFactor - oy) / s
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}
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func (c *context) screenScaleAndOffsets() (scale, offsetX, offsetY float64) {
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scaleX := c.screenWidth / c.offscreenWidth
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scaleY := c.screenHeight / c.offscreenHeight
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scale = math.Min(scaleX, scaleY)
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width := c.offscreenWidth * scale
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height := c.offscreenHeight * scale
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offsetX = (c.screenWidth - width) / 2
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offsetY = (c.screenHeight - height) / 2
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return
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}
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