noita-mapcap/bin/stitch/stitched-image-cache.go

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// Copyright (c) 2022-2023 David Vogel
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
package main
import (
"image"
"image/color"
"runtime"
"sync"
)
// StitchedImageCache contains part of the actual image data of a stitched image.
// This can be regenerated or invalidated at will.
type StitchedImageCache struct {
sync.Mutex
stitchedImage *StitchedImage // The parent object.
rect image.Rectangle // Position and size of the cached area.
image *image.RGBA // Cached RGBA image. The bounds of this image are determined by the filename.
idleCounter byte // Is incremented when this cache object idles, and reset every time the cache is used.
}
func NewStitchedImageCache(stitchedImage *StitchedImage, rect image.Rectangle) StitchedImageCache {
return StitchedImageCache{
stitchedImage: stitchedImage,
rect: rect,
}
}
// InvalidateAuto invalidates this cache object when it had idled for too long.
// The cache will be invalidated after `threshold + 1` calls to InvalidateAuto.
func (sic *StitchedImageCache) InvalidateAuto(threshold byte) {
sic.Lock()
defer sic.Unlock()
if sic.image != nil {
if sic.idleCounter >= threshold {
sic.image = nil
return
}
sic.idleCounter++
}
}
// Invalidate clears the cached image.
func (sic *StitchedImageCache) Invalidate() {
sic.Lock()
defer sic.Unlock()
sic.image = nil
}
// Regenerate refills the cache image with valid image data.
// This will block until there is a valid image, and it will *always* return a valid image.
func (sic *StitchedImageCache) Regenerate() *image.RGBA {
sic.Lock()
defer sic.Unlock()
sic.idleCounter = 0
// Check if there is already a cache image.
if sic.image != nil {
return sic.image
}
si := sic.stitchedImage
cacheImage := image.NewRGBA(sic.rect)
// List of tiles that intersect with the to be generated cache image.
intersectingTiles := []*ImageTile{}
for i := range si.tiles {
tile := &si.tiles[i]
if tile.Bounds().Overlaps(sic.rect) {
intersectingTiles = append(intersectingTiles, tile)
}
}
// Start worker threads.
workerQueue := make(chan image.Rectangle)
waitGroup := sync.WaitGroup{}
workers := (runtime.NumCPU() + 1) / 2
for i := 0; i < workers; i++ {
waitGroup.Add(1)
go func() {
defer waitGroup.Done()
for workload := range workerQueue {
// List of tiles that intersect with the workload chunk.
workloadTiles := []*ImageTile{}
// Get only the tiles that intersect with the workload bounds.
for _, tile := range intersectingTiles {
if tile.Bounds().Overlaps(workload) {
workloadTiles = append(workloadTiles, tile)
}
}
// Draw blended tiles into cache image.
// Restricted by the workload rectangle.
si.blendMethod.Draw(workloadTiles, cacheImage.SubImage(workload).(*image.RGBA))
}
}()
}
// Divide rect into chunks and push to workers.
for _, chunk := range GridifyRectangle(sic.rect, StitchedImageCacheGridSize) {
workerQueue <- chunk
}
close(workerQueue)
// Wait until all worker threads are done.
waitGroup.Wait()
// Draw overlays.
for _, overlay := range si.overlays {
if overlay != nil {
overlay.Draw(cacheImage)
}
}
// Update cached image.
sic.image = cacheImage
return cacheImage
}
// Returns the pixel color at x and y.
func (sic *StitchedImageCache) RGBAAt(x, y int) color.RGBA {
// Fast path: The image is loaded.
sic.Lock()
if sic.image != nil {
defer sic.Unlock()
sic.idleCounter = 0
return sic.image.RGBAAt(x, y)
}
sic.Unlock()
// Slow path: The image data needs to be generated first.
// This will block until the cache is regenerated.
return sic.Regenerate().RGBAAt(x, y)
}
// Returns the pixel color at x and y.
func (sic *StitchedImageCache) At(x, y int) color.Color {
return sic.RGBAAt(x, y)
}
func (sic *StitchedImageCache) Bounds() image.Rectangle {
return sic.rect
}