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7b9cc8deb4
When a shader is disposed, all the images depending on it should become stale, i.e., discard its all the rendering history items, because they cannot be restored due to the lack of data on the GPU.
263 lines
6.4 KiB
Go
263 lines
6.4 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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}
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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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r := false
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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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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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s.shader.Dispose()
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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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i.image.Dispose()
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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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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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