mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
2bdef2e8c4
isTexture was used to detect context-lost and called every frame. This was not good for performance. This change adds a way to notify context-lost from the WebGL handlers directly, and the package restorable uses it instead of calling (*Image).isInvalaidated. Fixes #1175
285 lines
6.9 KiB
Go
285 lines
6.9 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 (
|
|
"path/filepath"
|
|
|
|
"github.com/hajimehoshi/ebiten/internal/driver"
|
|
"github.com/hajimehoshi/ebiten/internal/graphicscommand"
|
|
)
|
|
|
|
// forceRestoring reports whether restoring forcely happens or not.
|
|
var forceRestoring = false
|
|
|
|
// needsRestoring reports whether restoring process works or not.
|
|
func needsRestoring() bool {
|
|
if forceRestoring {
|
|
return true
|
|
}
|
|
return graphicscommand.NeedsRestoring()
|
|
}
|
|
|
|
// EnableRestoringForTesting forces to enable restoring for testing.
|
|
func EnableRestoringForTesting() {
|
|
forceRestoring = true
|
|
}
|
|
|
|
// images is a set of Image objects.
|
|
type images struct {
|
|
images map[*Image]struct{}
|
|
shaders map[*Shader]struct{}
|
|
lastTarget *Image
|
|
contextLost bool
|
|
}
|
|
|
|
// theImages represents the images for the current process.
|
|
var theImages = &images{
|
|
images: map[*Image]struct{}{},
|
|
shaders: map[*Shader]struct{}{},
|
|
}
|
|
|
|
// ResolveStaleImages flushes the queued draw commands and resolves
|
|
// all stale images.
|
|
//
|
|
// ResolveStaleImages is intended to be called at the end of a frame.
|
|
func ResolveStaleImages() error {
|
|
if err := graphicscommand.FlushCommands(); err != nil {
|
|
return err
|
|
}
|
|
if !needsRestoring() {
|
|
return nil
|
|
}
|
|
return theImages.resolveStaleImages()
|
|
}
|
|
|
|
// RestoreIfNeeded restores the images.
|
|
//
|
|
// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
|
|
func RestoreIfNeeded() error {
|
|
if !needsRestoring() {
|
|
return nil
|
|
}
|
|
|
|
if !forceRestoring {
|
|
var r bool
|
|
|
|
if canDetectContextLostExplicitly {
|
|
r = theImages.contextLost
|
|
} else {
|
|
// As isInvalidated() is expensive, call this only for one image.
|
|
// This assumes that if there is one image that is invalidated, all images are invalidated.
|
|
for img := range theImages.images {
|
|
// The screen image might not have a texture. Skip this.
|
|
if img.screen {
|
|
continue
|
|
}
|
|
var err error
|
|
r, err = img.isInvalidated()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
break
|
|
}
|
|
}
|
|
|
|
if !r {
|
|
return nil
|
|
}
|
|
}
|
|
|
|
err := graphicscommand.ResetGraphicsDriverState()
|
|
if err == driver.GraphicsNotReady {
|
|
return nil
|
|
}
|
|
if err != nil {
|
|
return err
|
|
}
|
|
return theImages.restore()
|
|
}
|
|
|
|
// DumpImages dumps all the current images to the specified directory.
|
|
//
|
|
// This is for testing usage.
|
|
func DumpImages(dir string) error {
|
|
for img := range theImages.images {
|
|
if err := img.Dump(filepath.Join(dir, "*.png"), false); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// 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() error {
|
|
i.lastTarget = nil
|
|
for img := range i.images {
|
|
if err := img.resolveStale(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// makeStaleIfDependingOn makes all the images stale that depend on target.
|
|
//
|
|
// When target is modified, all images depending on target can't be restored with target.
|
|
// makeStaleIfDependingOn is called in such situation.
|
|
func (i *images) makeStaleIfDependingOn(target *Image) {
|
|
if target == nil {
|
|
panic("restorable: target must not be nil at makeStaleIfDependingOn")
|
|
}
|
|
if i.lastTarget == target {
|
|
return
|
|
}
|
|
i.lastTarget = target
|
|
for img := range i.images {
|
|
img.makeStaleIfDependingOn(target)
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
//
|
|
// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
|
|
func (i *images) restore() error {
|
|
if !needsRestoring() {
|
|
panic("restorable: restore cannot be called when restoring is disabled")
|
|
}
|
|
|
|
// Dispose all the shaders ahead of restoring. A current shader ID and a new shader ID can be duplicated.
|
|
for s := range i.shaders {
|
|
if needsDisposingWhenRestoring {
|
|
s.shader.Dispose()
|
|
}
|
|
s.shader = nil
|
|
}
|
|
for s := range i.shaders {
|
|
s.restore()
|
|
}
|
|
|
|
// Dispose all the images ahead of restoring. 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 {
|
|
if needsDisposingWhenRestoring {
|
|
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 {
|
|
if !i.priority {
|
|
images[i] = struct{}{}
|
|
}
|
|
}
|
|
edges := map[edge]struct{}{}
|
|
for t := range images {
|
|
for s := range t.dependingImages() {
|
|
edges[edge{source: s, target: t}] = struct{}{}
|
|
}
|
|
}
|
|
|
|
sorted := []*Image{}
|
|
for i := range i.images {
|
|
if i.priority {
|
|
sorted = append(sorted, i)
|
|
}
|
|
}
|
|
for len(images) > 0 {
|
|
// current repesents images that have no incoming edges.
|
|
current := map[*Image]struct{}{}
|
|
for i := range images {
|
|
current[i] = struct{}{}
|
|
}
|
|
for e := range edges {
|
|
if _, ok := current[e.target]; ok {
|
|
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(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
i.contextLost = false
|
|
|
|
return nil
|
|
}
|
|
|
|
// InitializeGraphicsDriverState initializes the graphics driver state.
|
|
func InitializeGraphicsDriverState() error {
|
|
return graphicscommand.ResetGraphicsDriverState()
|
|
}
|
|
|
|
// OnContextLost is called when the context lost is detected in an explicit way.
|
|
func OnContextLost() {
|
|
if !canDetectContextLostExplicitly {
|
|
panic("restorable: OnContextLost cannot be called in this environment")
|
|
}
|
|
theImages.contextLost = true
|
|
}
|