func (i *Image) DrawImage(img *Image, options *DrawImageOptions) error {
	i.drawImage(img, options)
	return nil
}
func (i *Image) DrawImage(img *Image, options *DrawImageOptions) error {
	i.drawImage(img, options)
	return nil
}
// DrawImage draws the given image on the image i.
//
// DrawImage accepts the options. For details, see the document of
// DrawImageOptions.
//
// For drawing, the pixels of the argument image at the time of this call is
// adopted. Even if the argument image is mutated after this call, the drawing
// result is never affected.
//
// When the image i is disposed, DrawImage does nothing.
// When the given image img is disposed, DrawImage panics.
//
// When the given image is as same as i, DrawImage panics.
//
// DrawImage works more efficiently as batches
// when the successive calls of DrawImages satisfy the below conditions:
//
//   * All render targets are same (A in A.DrawImage(B, op))
//   * Either all ColorM element values are same or all the ColorM have only
//      diagonal ('scale') elements
//     * If only (*ColorM).Scale is applied to a ColorM, the ColorM has only
//       diagonal elements. The other ColorM functions might modify the other
//       elements.
//   * All CompositeMode values are same
//   * All Filter values are same
//
// Even when all the above conditions are satisfied, multiple draw commands can
// be used in really rare cases. Ebiten images usually share an internal
// automatic texture atlas, but when you consume the atlas, or you create a huge
// image, those images cannot be on the same texture atlas. In this case, draw
// commands are separated. The texture atlas size is 4096x4096 so far. Another
// case is when you use an offscreen as a render source. An offscreen doesn't
// share the texture atlas with high probability.
//
// For more performance tips, see https://github.com/hajimehoshi/ebiten/wiki/Performance-Tips.
//
// DrawImage always returns nil as of 1.5.0-alpha.