mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
Add PipelineManager#restoreContext
method for restoring uniforms.
Also add `WebGLShader#syncUniforms` and other code necessary to retain and reapply uniform state on the GPU.
This commit is contained in:
parent
9b8bb39e7c
commit
8906e22aeb
4 changed files with 78 additions and 0 deletions
|
@ -1248,6 +1248,24 @@ var PipelineManager = new Class({
|
|||
return this.set(this.FX_PIPELINE);
|
||||
},
|
||||
|
||||
/**
|
||||
* Restore WebGL resources after context was lost.
|
||||
*
|
||||
* Calls `rebind` on this Pipeline Manager.
|
||||
* Then calls `restoreContext` on each pipeline in turn.
|
||||
*
|
||||
* @method Phaser.Renderer.WebGL.PipelineManager#restoreContext
|
||||
* @since 3.80.0
|
||||
*/
|
||||
restoreContext: function ()
|
||||
{
|
||||
this.rebind();
|
||||
this.pipelines.each(function (_, pipeline)
|
||||
{
|
||||
pipeline.restoreContext();
|
||||
});
|
||||
},
|
||||
|
||||
/**
|
||||
* Use this to reset the gl context to the state that Phaser requires to continue rendering.
|
||||
*
|
||||
|
|
|
@ -1194,6 +1194,24 @@ var WebGLPipeline = new Class({
|
|||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* This method is called if the WebGL context is lost and restored.
|
||||
* It ensures that uniforms are synced back to the GPU
|
||||
* for all shaders in this pipeline.
|
||||
*
|
||||
* @method Phaser.Renderer.WebGL.WebGLPipeline#restoreContext
|
||||
* @since 3.80.0
|
||||
*/
|
||||
restoreContext: function ()
|
||||
{
|
||||
var shaders = this.shaders;
|
||||
|
||||
for (var i = 0; i < shaders.length; i++)
|
||||
{
|
||||
shaders[i].syncUniforms();
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Binds the vertex buffer to be the active ARRAY_BUFFER on the WebGL context.
|
||||
*
|
||||
|
|
|
@ -391,6 +391,7 @@ var WebGLShader = new Class({
|
|||
{
|
||||
name: name,
|
||||
location: location,
|
||||
setter: null,
|
||||
value1: null,
|
||||
value2: null,
|
||||
value3: null,
|
||||
|
@ -418,6 +419,7 @@ var WebGLShader = new Class({
|
|||
{
|
||||
name: name,
|
||||
location: location,
|
||||
setter: null,
|
||||
value1: null,
|
||||
value2: null,
|
||||
value3: null,
|
||||
|
@ -432,6 +434,25 @@ var WebGLShader = new Class({
|
|||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* Repopulate uniforms on the GPU.
|
||||
*
|
||||
* This is called automatically by the pipeline when the context is
|
||||
* lost and then recovered. By the time this method is called,
|
||||
* the WebGL resources are already recreated, so we just need to
|
||||
* re-populate them.
|
||||
*
|
||||
* @method Phaser.Renderer.WebGL.WebGLShader#syncUniforms
|
||||
* @since 3.80.0
|
||||
*/
|
||||
syncUniforms: function ()
|
||||
{
|
||||
ArrayEach(this.uniforms, function (uniform)
|
||||
{
|
||||
uniform.setter.call(this.gl, uniform.location.webGLUniformLocation, uniform.value1, uniform.value2, uniform.value3, uniform.value4);
|
||||
});
|
||||
},
|
||||
|
||||
/**
|
||||
* Checks to see if the given uniform name exists and is active in this shader.
|
||||
*
|
||||
|
@ -504,6 +525,11 @@ var WebGLShader = new Class({
|
|||
|
||||
if (skipCheck || uniform.value1 !== value1)
|
||||
{
|
||||
if (!uniform.setter)
|
||||
{
|
||||
uniform.setter = setter;
|
||||
}
|
||||
|
||||
uniform.value1 = value1;
|
||||
|
||||
this.renderer.setProgram(this.program);
|
||||
|
@ -549,6 +575,11 @@ var WebGLShader = new Class({
|
|||
|
||||
if (skipCheck || uniform.value1 !== value1 || uniform.value2 !== value2)
|
||||
{
|
||||
if (!uniform.setter)
|
||||
{
|
||||
uniform.setter = setter;
|
||||
}
|
||||
|
||||
uniform.value1 = value1;
|
||||
uniform.value2 = value2;
|
||||
|
||||
|
@ -596,6 +627,11 @@ var WebGLShader = new Class({
|
|||
|
||||
if (skipCheck || uniform.value1 !== value1 || uniform.value2 !== value2 || uniform.value3 !== value3)
|
||||
{
|
||||
if (!uniform.setter)
|
||||
{
|
||||
uniform.setter = setter;
|
||||
}
|
||||
|
||||
uniform.value1 = value1;
|
||||
uniform.value2 = value2;
|
||||
uniform.value3 = value3;
|
||||
|
@ -645,6 +681,11 @@ var WebGLShader = new Class({
|
|||
|
||||
if (skipCheck || uniform.value1 !== value1 || uniform.value2 !== value2 || uniform.value3 !== value3 || uniform.value4 !== value4)
|
||||
{
|
||||
if (!uniform.setter)
|
||||
{
|
||||
uniform.setter = setter;
|
||||
}
|
||||
|
||||
uniform.value1 = value1;
|
||||
uniform.value2 = value2;
|
||||
uniform.value3 = value3;
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
*
|
||||
* @property {string} name - The name of the uniform as defined in the shader.
|
||||
* @property {number} location - The location of the uniform.
|
||||
* @property {?function} setter - The setter function called on the WebGL context to set the uniform value.
|
||||
* @property {number} [value1] - The first cached value of the uniform.
|
||||
* @property {number} [value2] - The first cached value of the uniform.
|
||||
* @property {number} [value3] - The first cached value of the uniform.
|
||||
|
|
Loading…
Reference in a new issue