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https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
Add internal code for temporary buffers.
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@@ -235,6 +235,8 @@ Graphics::~Graphics()
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for (int i = 0; i < (int) SHADERSTAGE_MAX_ENUM; i++)
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cachedShaderStages[i].clear();
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clearTemporaryResources();
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Shader::deinitialize();
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}
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@@ -887,6 +889,10 @@ void Graphics::setRenderTargets(const RenderTargets &rts)
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realRTs.depthStencil.texture = getTemporaryTexture(dsformat, pixelw, pixelh, reqmsaa);
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realRTs.depthStencil.slice = 0;
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// TODO: fix this to call release at the right time.
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// This only works here because nothing else calls getTemporaryTexture.
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releaseTemporaryTexture(realRTs.depthStencil.texture);
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setRenderTargetsInternal(realRTs, pixelw, pixelh, hasSRGBtexture);
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}
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else
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@@ -989,12 +995,15 @@ Texture *Graphics::getTemporaryTexture(PixelFormat format, int w, int h, int sam
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for (TemporaryTexture &temp : temporaryTextures)
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{
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if (temp.framesSinceUse < 0)
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continue;
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Texture *c = temp.texture;
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if (c->getPixelFormat() == format && c->getPixelWidth() == w
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&& c->getPixelHeight() == h && c->getRequestedMSAA() == samples)
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{
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texture = c;
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temp.framesSinceUse = 0;
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temp.framesSinceUse = -1;
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break;
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}
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}
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@@ -1016,6 +1025,101 @@ Texture *Graphics::getTemporaryTexture(PixelFormat format, int w, int h, int sam
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return texture;
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}
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void Graphics::releaseTemporaryTexture(Texture *texture)
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{
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for (TemporaryTexture &temp : temporaryTextures)
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{
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if (temp.texture == texture)
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{
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temp.framesSinceUse = 0;
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break;
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}
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}
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}
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Buffer *Graphics::getTemporaryBuffer(size_t size, DataFormat format, uint32 usageflags, BufferDataUsage datausage)
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{
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Buffer *buffer = nullptr;
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for (TemporaryBuffer &temp : temporaryBuffers)
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{
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if (temp.framesSinceUse < 0)
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continue;
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Buffer *b = temp.buffer;
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if (temp.size == size && b->getDataMember(0).decl.format == format
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&& b->getUsageFlags() == usageflags && b->getDataUsage() == datausage)
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{
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buffer = b;
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temp.framesSinceUse = -1;
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break;
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}
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}
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if (buffer == nullptr)
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{
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Buffer::Settings settings(usageflags, datausage);
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buffer = newBuffer(settings, format, nullptr, size, 0);
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temporaryBuffers.emplace_back(buffer, size);
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}
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return buffer;
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}
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void Graphics::releaseTemporaryBuffer(Buffer *buffer)
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{
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for (TemporaryBuffer &temp : temporaryBuffers)
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{
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if (temp.buffer == buffer)
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{
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temp.framesSinceUse = 0;
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break;
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}
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}
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}
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void Graphics::updateTemporaryResources()
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{
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for (int i = (int) temporaryTextures.size() - 1; i >= 0; i--)
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{
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auto &t = temporaryTextures[i];
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if (t.framesSinceUse >= MAX_TEMPORARY_RESOURCE_UNUSED_FRAMES)
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{
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t.texture->release();
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t = temporaryTextures.back();
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temporaryTextures.pop_back();
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}
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else if (t.framesSinceUse >= 0)
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t.framesSinceUse++;
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}
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for (int i = (int) temporaryBuffers.size() - 1; i >= 0; i--)
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{
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auto &t = temporaryBuffers[i];
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if (t.framesSinceUse >= MAX_TEMPORARY_RESOURCE_UNUSED_FRAMES)
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{
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t.buffer->release();
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t = temporaryBuffers.back();
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temporaryBuffers.pop_back();
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}
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else if (t.framesSinceUse >= 0)
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t.framesSinceUse++;
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}
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}
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void Graphics::clearTemporaryResources()
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{
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for (auto temp :temporaryBuffers)
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temp.buffer->release();
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for (auto temp : temporaryTextures)
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temp.texture->release();
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temporaryBuffers.clear();
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temporaryTextures.clear();
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}
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void Graphics::intersectScissor(const Rect &rect)
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{
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Rect currect = states.back().scissorRect;
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