ebiten/internal/restorable/images.go
Hajime Hoshi daf349ab72 internal/graphicscommand: bug fix: present at the end of the frame explicitly
Before this change, presenting happened when the rendering destination
was the final screen. Now this assumption is wrong as the final screen
might be used in the middle of the commands due to DrawFinalScreen.

Instead, this change adds a new argument `present` to FlushCommands to
present the screen explicitly at the end of the frame.

Closes #2386
2022-10-15 01:54:46 +09:00

302 lines
8.2 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 (
"runtime"
"github.com/hajimehoshi/ebiten/v2/internal/debug"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
)
// forceRestoring reports whether restoring forcely happens or not.
var forceRestoring = false
var needsRestoringByGraphicsDriver bool
// needsRestoring reports whether restoring process works or not.
func needsRestoring() bool {
return forceRestoring || needsRestoringByGraphicsDriver
}
// 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.
// If present is true, the current screen is used to present when flushing the commands.
//
// ResolveStaleImages is intended to be called at the end of a frame.
func ResolveStaleImages(graphicsDriver graphicsdriver.Graphics, present bool) error {
if debug.IsDebug {
debug.Logf("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)
}
if err := graphicscommand.FlushCommands(graphicsDriver, present); err != nil {
return err
}
if !needsRestoring() {
return nil
}
return theImages.resolveStaleImages(graphicsDriver)
}
// RestoreIfNeeded restores the images.
//
// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
func RestoreIfNeeded(graphicsDriver graphicsdriver.Graphics) 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.imageType == ImageTypeScreen {
continue
}
var err error
r, err = img.isInvalidated(graphicsDriver)
if err != nil {
return err
}
break
}
}
if !r {
return nil
}
}
err := graphicscommand.ResetGraphicsDriverState(graphicsDriver)
if err == graphicsdriver.GraphicsNotReady {
return nil
}
if 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 {
i.lastTarget = nil
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 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(graphicsDriver graphicsdriver.Graphics) 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 {
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 {
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(graphicsDriver); err != nil {
return err
}
}
i.contextLost = false
return nil
}
var graphicsDriverInitialized bool
// InitializeGraphicsDriverState initializes the graphics driver state.
func InitializeGraphicsDriverState(graphicsDriver graphicsdriver.Graphics) error {
graphicsDriverInitialized = true
needsRestoringByGraphicsDriver = graphicsDriver.NeedsRestoring()
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() {
canDetectContextLostExplicitly = true
theImages.contextLost = true
}
// canDetectContextLostExplicitly reports whether Ebitengine can detect a context lost in an explicit way.
// On Android, a context lost can be detected via GLSurfaceView.Renderer.onSurfaceCreated.
// On iOS w/ OpenGL ES, this can be detected only when gomobile-build is used.
var canDetectContextLostExplicitly = runtime.GOOS == "android"