mirror of
https://github.com/hajimehoshi/ebiten.git
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0f4066e7ac
We found clearIfOverlapped could be a heavy task in some actual applications. Instead of clearing existing data in the pixels records, add a new record with a nil slice which indicates a cleared region.
729 lines
21 KiB
Go
729 lines
21 KiB
Go
// Copyright 2016 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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"fmt"
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"image"
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"math"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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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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type Pixels struct {
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pixelsRecords *pixelsRecords
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}
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// Apply applies the Pixels state to the given image especially for restoring.
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func (p *Pixels) Apply(img *graphicscommand.Image) {
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// Pixels doesn't clear the image. This is a caller's responsibility.
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if p.pixelsRecords == nil {
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return
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}
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p.pixelsRecords.apply(img)
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}
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func (p *Pixels) AddOrReplace(pix []byte, region image.Rectangle) {
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if p.pixelsRecords == nil {
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p.pixelsRecords = &pixelsRecords{}
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}
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p.pixelsRecords.addOrReplace(pix, region)
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}
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func (p *Pixels) Clear(region image.Rectangle) {
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// Note that we don't care whether the region is actually removed or not here. There is an actual case that
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// the region is allocated but nothing is rendered. See TestDisposeImmediately at shareable package.
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if p.pixelsRecords == nil {
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return
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}
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p.pixelsRecords.clear(region)
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}
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func (p *Pixels) ReadPixels(pixels []byte, region image.Rectangle, imageWidth, imageHeight int) {
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if p.pixelsRecords == nil {
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for i := range pixels {
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pixels[i] = 0
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}
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return
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}
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p.pixelsRecords.readPixels(pixels, region, imageWidth, imageHeight)
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}
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func (p *Pixels) AppendRegion(regions []image.Rectangle) []image.Rectangle {
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if p.pixelsRecords == nil {
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return regions
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}
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return p.pixelsRecords.appendRegions(regions)
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}
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// drawTrianglesHistoryItem is an item for history of draw-image commands.
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type drawTrianglesHistoryItem struct {
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images [graphics.ShaderImageCount]*Image
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offsets [graphics.ShaderImageCount - 1][2]float32
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vertices []float32
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indices []uint16
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blend graphicsdriver.Blend
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dstRegion graphicsdriver.Region
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srcRegion graphicsdriver.Region
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shader *Shader
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uniforms []uint32
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evenOdd bool
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}
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type ImageType int
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const (
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// ImageTypeRegular indicates the image is a regular image.
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ImageTypeRegular ImageType = iota
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// ImageTypeScreen indicates the image is used as an actual screen.
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ImageTypeScreen
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// ImageTypeVolatile indicates the image is cleared whenever a frame starts.
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//
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// Regular non-volatile images need to record drawing history or read its pixels from GPU if necessary so that all
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// the images can be restored automatically from the context lost. However, such recording the drawing history or
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// reading pixels from GPU are expensive operations. Volatile images can skip such operations, but the image content
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// is cleared every frame instead.
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ImageTypeVolatile
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)
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// Image represents an image that can be restored when GL context is lost.
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type Image struct {
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image *graphicscommand.Image
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width int
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height int
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basePixels Pixels
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// drawTrianglesHistory is a set of draw-image commands.
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// TODO: This should be merged with the similar command queue in package graphics (#433).
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drawTrianglesHistory []*drawTrianglesHistoryItem
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// stale indicates whether the image needs to be synced with GPU as soon as possible.
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stale bool
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// staleRegions indicates the regions to restore.
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// staleRegions is valid only when stale is true.
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// staleRegions is not used when AlwaysReadPixelsFromGPU() returns true.
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staleRegions []image.Rectangle
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// pixelsCache is cached byte slices for pixels.
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// pixelsCache is just a cache to avoid allocations (#2375).
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//
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// A key is the region and a value is a byte slice for the region.
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//
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// It is fine to reuse the same byte slice for the same region for basePixels,
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// as old pixels for the same region will be invalidated at basePixel.AddOrReplace.
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pixelsCache map[image.Rectangle][]byte
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// regionsCache is cached regions.
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// regionsCache is just a cache to avoid allocations (#2375).
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regionsCache []image.Rectangle
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imageType ImageType
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}
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// NewImage creates a white image with the given size.
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//
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// The returned image is cleared.
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//
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// Note that Dispose is not called automatically.
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func NewImage(width, height int, imageType ImageType) *Image {
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if !graphicsDriverInitialized {
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panic("restorable: graphics driver must be ready at NewImage but not")
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}
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i := &Image{
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image: graphicscommand.NewImage(width, height, imageType == ImageTypeScreen),
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width: width,
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height: height,
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imageType: imageType,
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}
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clearImage(i.image)
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theImages.add(i)
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return i
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}
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// Extend extends the image by the given size.
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// Extend creates a new image with the given size and copies the pixels of the given source image.
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// Extend disposes itself after its call.
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func (i *Image) Extend(width, height int) *Image {
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if i.width >= width && i.height >= height {
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return i
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}
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newImg := NewImage(width, height, i.imageType)
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// Use DrawTriangles instead of WritePixels because the image i might be stale and not have its pixels
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// information.
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srcs := [graphics.ShaderImageCount]*Image{i}
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var offsets [graphics.ShaderImageCount - 1][2]float32
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sw, sh := i.image.InternalSize()
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vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
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is := graphics.QuadIndices()
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dr := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(sw),
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Height: float32(sh),
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}
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newImg.DrawTriangles(srcs, offsets, vs, is, graphicsdriver.BlendCopy, dr, graphicsdriver.Region{}, NearestFilterShader, nil, false)
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i.Dispose()
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return newImg
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}
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// quadVertices returns vertices to render a quad. These values are passed to graphicscommand.Image.
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func quadVertices(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32) []float32 {
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return []float32{
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dx0, dy0, sx0, sy0, cr, cg, cb, ca,
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dx1, dy0, sx1, sy0, cr, cg, cb, ca,
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dx0, dy1, sx0, sy1, cr, cg, cb, ca,
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dx1, dy1, sx1, sy1, cr, cg, cb, ca,
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}
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}
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func clearImage(i *graphicscommand.Image) {
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// This needs to use 'InternalSize' to render the whole region, or edges are unexpectedly cleared on some
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// devices.
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dw, dh := i.InternalSize()
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vs := quadVertices(0, 0, float32(dw), float32(dh), 0, 0, 0, 0, 0, 0, 0, 0)
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is := graphics.QuadIndices()
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var offsets [graphics.ShaderImageCount - 1][2]float32
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dstRegion := graphicsdriver.Region{
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X: 0,
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Y: 0,
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Width: float32(dw),
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Height: float32(dh),
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}
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i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, offsets, vs, is, graphicsdriver.BlendClear, dstRegion, graphicsdriver.Region{}, clearShader.shader, nil, false)
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}
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// BasePixelsForTesting returns the image's basePixels for testing.
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func (i *Image) BasePixelsForTesting() *Pixels {
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return &i.basePixels
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}
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// makeStale makes the image stale.
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func (i *Image) makeStale(rect image.Rectangle) {
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i.stale = true
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// If ReadPixels always reads pixels from GPU, staleRegions are never used.
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if AlwaysReadPixelsFromGPU() {
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return
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}
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var addedRegions []image.Rectangle
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i.appendRegionsForDrawTriangles(&addedRegions)
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if !rect.Empty() {
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appendRegionRemovingDuplicates(&addedRegions, rect)
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}
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for _, rect := range addedRegions {
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appendRegionRemovingDuplicates(&i.staleRegions, rect)
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}
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i.clearDrawTrianglesHistory()
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// Clear pixels to save memory.
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for _, r := range addedRegions {
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i.basePixels.Clear(r)
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}
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// Don't have to call makeStale recursively here.
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// Restoring is done after topological sorting is done.
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// If an image depends on another stale image, this means that
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// the former image can be restored from the latest state of the latter image.
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}
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// ClearPixels clears the specified region by WritePixels.
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func (i *Image) ClearPixels(region image.Rectangle) {
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i.WritePixels(nil, region)
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}
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func (i *Image) needsRestoring() bool {
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return i.imageType == ImageTypeRegular
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}
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// WritePixels replaces the image pixels with the given pixels slice.
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//
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// The specified region must not be overlapped with other regions by WritePixels.
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func (i *Image) WritePixels(pixels []byte, region image.Rectangle) {
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if region.Dx() <= 0 || region.Dy() <= 0 {
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panic("restorable: width/height must be positive")
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}
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w, h := i.width, i.height
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if !region.In(image.Rect(0, 0, w, h)) {
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panic(fmt.Sprintf("restorable: out of range %v", region))
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}
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// TODO: Avoid making other images stale if possible. (#514)
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// For this purpose, images should remember which part of that is used for DrawTriangles.
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theImages.makeStaleIfDependingOn(i)
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if pixels != nil {
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i.image.WritePixels(pixels, region)
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} else {
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// TODO: When pixels == nil, we don't have to care the pixel state there. In such cases, the image
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// accepts only WritePixels and not Fill or DrawTriangles.
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// TODO: Separate Image struct into two: images for WritePixels-only, and the others.
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i.image.WritePixels(make([]byte, 4*region.Dx()*region.Dy()), region)
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}
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// Even if the image is already stale, call makeStale to extend the stale region.
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if !needsRestoring() || !i.needsRestoring() || i.stale {
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i.makeStale(region)
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return
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}
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if region.Eq(image.Rect(0, 0, w, h)) {
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if pixels != nil {
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// pixels can point to a shared region.
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// This function is responsible to copy this.
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copiedPixels := make([]byte, len(pixels))
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copy(copiedPixels, pixels)
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i.basePixels.AddOrReplace(copiedPixels, image.Rect(0, 0, w, h))
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} else {
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i.basePixels.Clear(image.Rect(0, 0, w, h))
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}
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i.clearDrawTrianglesHistory()
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i.stale = false
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i.staleRegions = i.staleRegions[:0]
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return
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}
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// Records for DrawTriangles cannot come before records for WritePixels.
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if len(i.drawTrianglesHistory) > 0 {
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i.makeStale(region)
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return
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}
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if pixels != nil {
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// pixels can point to a shared region.
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// This function is responsible to copy this.
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copiedPixels := make([]byte, len(pixels))
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copy(copiedPixels, pixels)
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i.basePixels.AddOrReplace(copiedPixels, region)
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} else {
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i.basePixels.Clear(region)
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}
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}
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// DrawTriangles draws triangles with the given image.
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//
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// The vertex floats are:
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//
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// 0: Destination X in pixels
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// 1: Destination Y in pixels
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// 2: Source X in texels
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// 3: Source Y in texels
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// 4: Color R [0.0-1.0]
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// 5: Color G
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// 6: Color B
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// 7: Color Y
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func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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if len(vertices) == 0 {
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return
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}
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theImages.makeStaleIfDependingOn(i)
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// TODO: Add tests to confirm this logic.
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var srcstale bool
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for _, src := range srcs {
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if src == nil {
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continue
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}
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if src.stale || src.imageType == ImageTypeVolatile {
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srcstale = true
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break
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}
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}
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// Even if the image is already stale, call makeStale to extend the stale region.
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if srcstale || !needsRestoring() || !i.needsRestoring() || i.stale {
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i.makeStale(regionToRectangle(dstRegion))
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} else {
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i.appendDrawTrianglesHistory(srcs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader, uniforms, evenOdd)
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}
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var imgs [graphics.ShaderImageCount]*graphicscommand.Image
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for i, src := range srcs {
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if src == nil {
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continue
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}
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imgs[i] = src.image
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}
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i.image.DrawTriangles(imgs, offsets, vertices, indices, blend, dstRegion, srcRegion, shader.shader, uniforms, evenOdd)
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}
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// appendDrawTrianglesHistory appends a draw-image history item to the image.
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func (i *Image) appendDrawTrianglesHistory(srcs [graphics.ShaderImageCount]*Image, offsets [graphics.ShaderImageCount - 1][2]float32, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, shader *Shader, uniforms []uint32, evenOdd bool) {
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if i.stale || !i.needsRestoring() {
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panic("restorable: an image must not be stale or need restoring at appendDrawTrianglesHistory")
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}
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if AlwaysReadPixelsFromGPU() {
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panic("restorable: appendDrawTrianglesHistory must not be called when AlwaysReadPixelsFromGPU() returns true")
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}
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// TODO: Would it be possible to merge draw image history items?
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const maxDrawTrianglesHistoryCount = 1024
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if len(i.drawTrianglesHistory)+1 > maxDrawTrianglesHistoryCount {
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i.makeStale(regionToRectangle(dstRegion))
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return
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}
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// All images must be resolved and not stale each after frame.
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// So we don't have to care if image is stale or not here.
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vs := make([]float32, len(vertices))
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copy(vs, vertices)
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is := make([]uint16, len(indices))
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copy(is, indices)
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us := make([]uint32, len(uniforms))
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copy(us, uniforms)
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item := &drawTrianglesHistoryItem{
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images: srcs,
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offsets: offsets,
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vertices: vs,
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indices: is,
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blend: blend,
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dstRegion: dstRegion,
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srcRegion: srcRegion,
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shader: shader,
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uniforms: us,
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evenOdd: evenOdd,
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}
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i.drawTrianglesHistory = append(i.drawTrianglesHistory, item)
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}
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func (i *Image) readPixelsFromGPUIfNeeded(graphicsDriver graphicsdriver.Graphics) error {
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if len(i.drawTrianglesHistory) > 0 || i.stale {
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if err := i.readPixelsFromGPU(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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func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, pixels []byte, region image.Rectangle) error {
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if AlwaysReadPixelsFromGPU() {
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if err := i.image.ReadPixels(graphicsDriver, pixels, region); 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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if err := i.readPixelsFromGPUIfNeeded(graphicsDriver); err != nil {
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return err
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}
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if got, want := len(pixels), 4*region.Dx()*region.Dy(); got != want {
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return fmt.Errorf("restorable: len(pixels) must be %d but %d at ReadPixels", want, got)
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}
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i.basePixels.ReadPixels(pixels, region, i.width, i.height)
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return nil
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}
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// makeStaleIfDependingOn makes the image stale if the image depends on target.
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func (i *Image) makeStaleIfDependingOn(target *Image) {
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if i.stale {
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return
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}
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if i.dependsOn(target) {
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// There is no new region to make stale.
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i.makeStale(image.Rectangle{})
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}
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}
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// makeStaleIfDependingOnShader makes the image stale if the image depends on shader.
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func (i *Image) makeStaleIfDependingOnShader(shader *Shader) {
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if i.stale {
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return
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}
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if i.dependsOnShader(shader) {
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// There is no new region to make stale.
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i.makeStale(image.Rectangle{})
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}
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}
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// readPixelsFromGPU reads the pixels from GPU and resolves the image's 'stale' state.
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func (i *Image) readPixelsFromGPU(graphicsDriver graphicsdriver.Graphics) error {
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var rs []image.Rectangle
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if i.stale {
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rs = i.staleRegions
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} else {
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i.appendRegionsForDrawTriangles(&i.regionsCache)
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defer func() {
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i.regionsCache = i.regionsCache[:0]
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}()
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rs = i.regionsCache
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}
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for _, r := range rs {
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if r.Empty() {
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continue
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}
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if i.pixelsCache == nil {
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i.pixelsCache = map[image.Rectangle][]byte{}
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}
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pix, ok := i.pixelsCache[r]
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if !ok {
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pix = make([]byte, 4*r.Dx()*r.Dy())
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i.pixelsCache[r] = pix
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}
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if err := i.image.ReadPixels(graphicsDriver, pix, r); err != nil {
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return err
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}
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i.basePixels.AddOrReplace(pix, r)
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}
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i.clearDrawTrianglesHistory()
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i.stale = false
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i.staleRegions = i.staleRegions[:0]
|
|
return nil
|
|
}
|
|
|
|
// resolveStale resolves the image's 'stale' state.
|
|
func (i *Image) resolveStale(graphicsDriver graphicsdriver.Graphics) error {
|
|
if !needsRestoring() {
|
|
return nil
|
|
}
|
|
if !i.needsRestoring() {
|
|
return nil
|
|
}
|
|
if !i.stale {
|
|
return nil
|
|
}
|
|
return i.readPixelsFromGPU(graphicsDriver)
|
|
}
|
|
|
|
// dependsOn reports whether the image depends on target.
|
|
func (i *Image) dependsOn(target *Image) bool {
|
|
for _, c := range i.drawTrianglesHistory {
|
|
for _, img := range c.images {
|
|
if img == nil {
|
|
continue
|
|
}
|
|
if img == target {
|
|
return true
|
|
}
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
// dependsOnShader reports whether the image depends on shader.
|
|
func (i *Image) dependsOnShader(shader *Shader) bool {
|
|
for _, c := range i.drawTrianglesHistory {
|
|
if c.shader == shader {
|
|
return true
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
// dependingImages returns all images that is depended on the image.
|
|
func (i *Image) dependingImages() map[*Image]struct{} {
|
|
r := map[*Image]struct{}{}
|
|
for _, c := range i.drawTrianglesHistory {
|
|
for _, img := range c.images {
|
|
if img == nil {
|
|
continue
|
|
}
|
|
r[img] = struct{}{}
|
|
}
|
|
}
|
|
return r
|
|
}
|
|
|
|
// hasDependency returns a boolean value indicating whether the image depends on another image.
|
|
func (i *Image) hasDependency() bool {
|
|
if i.stale {
|
|
return false
|
|
}
|
|
return len(i.drawTrianglesHistory) > 0
|
|
}
|
|
|
|
// Restore restores *graphicscommand.Image from the pixels using its state.
|
|
func (i *Image) restore(graphicsDriver graphicsdriver.Graphics) error {
|
|
w, h := i.width, i.height
|
|
// Do not dispose the image here. The image should be already disposed.
|
|
|
|
switch i.imageType {
|
|
case ImageTypeScreen:
|
|
// The screen image should also be recreated because framebuffer might
|
|
// be changed.
|
|
i.image = graphicscommand.NewImage(w, h, true)
|
|
i.basePixels = Pixels{}
|
|
i.clearDrawTrianglesHistory()
|
|
i.stale = false
|
|
i.staleRegions = i.staleRegions[:0]
|
|
return nil
|
|
case ImageTypeVolatile:
|
|
i.image = graphicscommand.NewImage(w, h, false)
|
|
clearImage(i.image)
|
|
return nil
|
|
}
|
|
|
|
if i.stale {
|
|
panic("restorable: pixels must not be stale when restoring")
|
|
}
|
|
|
|
gimg := graphicscommand.NewImage(w, h, false)
|
|
// Clear the image explicitly.
|
|
clearImage(gimg)
|
|
|
|
i.basePixels.Apply(gimg)
|
|
|
|
for _, c := range i.drawTrianglesHistory {
|
|
var imgs [graphics.ShaderImageCount]*graphicscommand.Image
|
|
for i, img := range c.images {
|
|
if img == nil {
|
|
continue
|
|
}
|
|
if img.hasDependency() {
|
|
panic("restorable: all dependencies must be already resolved but not")
|
|
}
|
|
imgs[i] = img.image
|
|
}
|
|
gimg.DrawTriangles(imgs, c.offsets, c.vertices, c.indices, c.blend, c.dstRegion, c.srcRegion, c.shader.shader, c.uniforms, c.evenOdd)
|
|
}
|
|
|
|
// In order to clear the draw-triangles history, read pixels from GPU.
|
|
if len(i.drawTrianglesHistory) > 0 {
|
|
i.appendRegionsForDrawTriangles(&i.regionsCache)
|
|
defer func() {
|
|
i.regionsCache = i.regionsCache[:0]
|
|
}()
|
|
|
|
for _, r := range i.regionsCache {
|
|
if r.Empty() {
|
|
continue
|
|
}
|
|
|
|
if i.pixelsCache == nil {
|
|
i.pixelsCache = map[image.Rectangle][]byte{}
|
|
}
|
|
|
|
pix, ok := i.pixelsCache[r]
|
|
if !ok {
|
|
pix = make([]byte, 4*r.Dx()*r.Dy())
|
|
i.pixelsCache[r] = pix
|
|
}
|
|
if err := gimg.ReadPixels(graphicsDriver, pix, r); err != nil {
|
|
return err
|
|
}
|
|
i.basePixels.AddOrReplace(pix, r)
|
|
}
|
|
}
|
|
|
|
i.image = gimg
|
|
i.clearDrawTrianglesHistory()
|
|
i.stale = false
|
|
i.staleRegions = i.staleRegions[:0]
|
|
return nil
|
|
}
|
|
|
|
// Dispose disposes the image.
|
|
//
|
|
// After disposing, calling the function of the image causes unexpected results.
|
|
func (i *Image) Dispose() {
|
|
theImages.remove(i)
|
|
i.image.Dispose()
|
|
i.image = nil
|
|
i.basePixels = Pixels{}
|
|
i.pixelsCache = nil
|
|
i.clearDrawTrianglesHistory()
|
|
i.stale = false
|
|
i.staleRegions = i.staleRegions[:0]
|
|
}
|
|
|
|
// isInvalidated returns a boolean value indicating whether the image is invalidated.
|
|
//
|
|
// If an image is invalidated, GL context is lost and all the images should be restored asap.
|
|
func (i *Image) isInvalidated(graphicsDriver graphicsdriver.Graphics) (bool, error) {
|
|
// IsInvalidated flushes the commands internally.
|
|
return i.image.IsInvalidated(graphicsDriver)
|
|
}
|
|
|
|
func (i *Image) Dump(graphicsDriver graphicsdriver.Graphics, path string, blackbg bool, rect image.Rectangle) (string, error) {
|
|
return i.image.Dump(graphicsDriver, path, blackbg, rect)
|
|
}
|
|
|
|
func (i *Image) clearDrawTrianglesHistory() {
|
|
// Clear the items explicitly, or the references might remain (#1803).
|
|
for idx := range i.drawTrianglesHistory {
|
|
i.drawTrianglesHistory[idx] = nil
|
|
}
|
|
i.drawTrianglesHistory = i.drawTrianglesHistory[:0]
|
|
}
|
|
|
|
func (i *Image) InternalSize() (int, int) {
|
|
return i.image.InternalSize()
|
|
}
|
|
|
|
func (i *Image) appendRegionsForDrawTriangles(regions *[]image.Rectangle) {
|
|
for _, d := range i.drawTrianglesHistory {
|
|
r := regionToRectangle(d.dstRegion)
|
|
if r.Empty() {
|
|
continue
|
|
}
|
|
appendRegionRemovingDuplicates(regions, r)
|
|
}
|
|
}
|
|
|
|
func regionToRectangle(region graphicsdriver.Region) image.Rectangle {
|
|
return image.Rect(
|
|
int(math.Floor(float64(region.X))),
|
|
int(math.Floor(float64(region.Y))),
|
|
int(math.Ceil(float64(region.X+region.Width))),
|
|
int(math.Ceil(float64(region.Y+region.Height))))
|
|
}
|
|
|
|
// appendRegionRemovingDuplicates adds a region to a given list of regions,
|
|
// but removes any duplicate between the newly added region and any existing regions.
|
|
//
|
|
// In case the newly added region is fully contained in any pre-existing region, this function does nothing.
|
|
// Otherwise, any pre-existing regions that are fully contained in the newly added region are removed.
|
|
//
|
|
// This is done to avoid unnecessary reading pixels from GPU.
|
|
func appendRegionRemovingDuplicates(regions *[]image.Rectangle, region image.Rectangle) {
|
|
for _, r := range *regions {
|
|
if region.In(r) {
|
|
// The newly added rectangle is fully contained in one of the input regions.
|
|
// Nothing to add.
|
|
return
|
|
}
|
|
}
|
|
// Separate loop, as regions must not get mutated before above return.
|
|
n := 0
|
|
for _, r := range *regions {
|
|
if r.In(region) {
|
|
continue
|
|
}
|
|
(*regions)[n] = r
|
|
n++
|
|
}
|
|
*regions = append((*regions)[:n], region)
|
|
}
|