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https://github.com/hajimehoshi/ebiten.git
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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
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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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"path/filepath"
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphicscommand"
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)
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// forceRestoring reports whether restoring forcely happens or not.
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var forceRestoring = false
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// needsRestoring reports whether restoring process works or not.
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func needsRestoring() bool {
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if forceRestoring {
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return true
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}
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return graphicscommand.NeedsRestoring()
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}
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// EnableRestoringForTesting forces to enable restoring for testing.
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func EnableRestoringForTesting() {
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forceRestoring = true
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}
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// images is a set of Image objects.
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type images struct {
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images map[*Image]struct{}
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shaders map[*Shader]struct{}
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lastTarget *Image
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contextLost bool
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}
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// theImages represents the images for the current process.
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var theImages = &images{
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images: map[*Image]struct{}{},
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shaders: map[*Shader]struct{}{},
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}
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// ResolveStaleImages flushes the queued draw commands and resolves
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// all stale images.
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//
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// ResolveStaleImages is intended to be called at the end of a frame.
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func ResolveStaleImages() error {
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if err := graphicscommand.FlushCommands(); err != nil {
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return err
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}
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if !needsRestoring() {
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return nil
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}
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return theImages.resolveStaleImages()
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}
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// RestoreIfNeeded restores the images.
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//
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// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
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func RestoreIfNeeded() error {
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if !needsRestoring() {
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return nil
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}
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if !forceRestoring {
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var r bool
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if canDetectContextLostExplicitly {
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r = theImages.contextLost
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} else {
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// As isInvalidated() is expensive, call this only for one image.
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// This assumes that if there is one image that is invalidated, all images are invalidated.
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for img := range theImages.images {
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// The screen image might not have a texture. Skip this.
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if img.screen {
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continue
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}
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var err error
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r, err = img.isInvalidated()
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if err != nil {
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return err
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}
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break
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}
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}
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if !r {
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return nil
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}
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}
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err := graphicscommand.ResetGraphicsDriverState()
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if err == driver.GraphicsNotReady {
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return nil
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}
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if err != nil {
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return err
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}
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return theImages.restore()
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}
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// DumpImages dumps all the current images to the specified directory.
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//
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// This is for testing usage.
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func DumpImages(dir string) error {
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for img := range theImages.images {
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if err := img.Dump(filepath.Join(dir, "*.png"), false); 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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// add adds img to the images.
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func (i *images) add(img *Image) {
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i.images[img] = struct{}{}
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}
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func (i *images) addShader(shader *Shader) {
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i.shaders[shader] = struct{}{}
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}
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// remove removes img from the images.
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func (i *images) remove(img *Image) {
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i.makeStaleIfDependingOn(img)
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delete(i.images, img)
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}
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func (i *images) removeShader(shader *Shader) {
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i.makeStaleIfDependingOnShader(shader)
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delete(i.shaders, shader)
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}
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// resolveStaleImages resolves stale images.
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func (i *images) resolveStaleImages() error {
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i.lastTarget = nil
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for img := range i.images {
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if err := img.resolveStale(); 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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// makeStaleIfDependingOn makes all the images stale that depend on target.
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//
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// When target is modified, all images depending on target can't be restored with target.
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// makeStaleIfDependingOn is called in such situation.
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func (i *images) makeStaleIfDependingOn(target *Image) {
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if target == nil {
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panic("restorable: target must not be nil at makeStaleIfDependingOn")
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}
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if i.lastTarget == target {
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return
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}
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i.lastTarget = target
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for img := range i.images {
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img.makeStaleIfDependingOn(target)
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}
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}
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// makeStaleIfDependingOn makes all the images stale that depend on shader.
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func (i *images) makeStaleIfDependingOnShader(shader *Shader) {
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if shader == nil {
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panic("restorable: shader must not be nil at makeStaleIfDependingOnShader")
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}
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for img := range i.images {
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img.makeStaleIfDependingOnShader(shader)
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}
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}
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// restore restores the images.
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//
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// Restoring means to make all *graphicscommand.Image objects have their textures and framebuffers.
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func (i *images) restore() error {
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if !needsRestoring() {
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panic("restorable: restore cannot be called when restoring is disabled")
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}
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// Dispose all the shaders ahead of restoring. A current shader ID and a new shader ID can be duplicated.
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for s := range i.shaders {
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if needsDisposingWhenRestoring {
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s.shader.Dispose()
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}
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s.shader = nil
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}
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for s := range i.shaders {
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s.restore()
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}
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// Dispose all the images ahead of restoring. A current texture ID and a new texture ID can be duplicated.
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// TODO: Write a test to confirm that ID duplication never happens.
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for i := range i.images {
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if needsDisposingWhenRestoring {
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i.image.Dispose()
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}
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i.image = nil
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}
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// Let's do topological sort based on dependencies of drawing history.
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// It is assured that there are not loops since cyclic drawing makes images stale.
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type edge struct {
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source *Image
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target *Image
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}
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images := map[*Image]struct{}{}
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for i := range i.images {
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if !i.priority {
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images[i] = struct{}{}
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}
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}
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edges := map[edge]struct{}{}
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for t := range images {
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for s := range t.dependingImages() {
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edges[edge{source: s, target: t}] = struct{}{}
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}
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}
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sorted := []*Image{}
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for i := range i.images {
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if i.priority {
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sorted = append(sorted, i)
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}
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}
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for len(images) > 0 {
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// current repesents images that have no incoming edges.
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current := map[*Image]struct{}{}
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for i := range images {
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current[i] = struct{}{}
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}
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for e := range edges {
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if _, ok := current[e.target]; ok {
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delete(current, e.target)
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}
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}
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for i := range current {
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delete(images, i)
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sorted = append(sorted, i)
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}
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removed := []edge{}
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for e := range edges {
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if _, ok := current[e.source]; ok {
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removed = append(removed, e)
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}
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}
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for _, e := range removed {
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delete(edges, e)
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}
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}
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for _, img := range sorted {
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if err := img.restore(); err != nil {
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return err
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}
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}
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i.contextLost = false
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return nil
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}
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// InitializeGraphicsDriverState initializes the graphics driver state.
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func InitializeGraphicsDriverState() error {
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return graphicscommand.ResetGraphicsDriverState()
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}
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// OnContextLost is called when the context lost is detected in an explicit way.
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func OnContextLost() {
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if !canDetectContextLostExplicitly {
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panic("restorable: OnContextLost cannot be called in this environment")
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}
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theImages.contextLost = true
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}
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