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- // Copyright 2020 The Ebiten Authors
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- package restorable
- import (
- "fmt"
- "golang.org/x/sync/errgroup"
- "github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
- "github.com/hajimehoshi/ebiten/v2/internal/graphics"
- "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
- "github.com/hajimehoshi/ebiten/v2/internal/shaderir"
- )
- type Shader struct {
- shader *graphicscommand.Shader
- ir *shaderir.Program
- name string
- }
- func NewShader(ir *shaderir.Program, name string) *Shader {
- s := &Shader{
- shader: graphicscommand.NewShader(ir, name),
- ir: ir,
- name: name,
- }
- theImages.addShader(s)
- return s
- }
- func (s *Shader) Dispose() {
- theImages.removeShader(s)
- s.shader.Dispose()
- s.shader = nil
- s.ir = nil
- }
- func (s *Shader) restore() {
- s.shader = graphicscommand.NewShader(s.ir, s.name)
- }
- func (s *Shader) Unit() shaderir.Unit {
- return s.ir.Unit
- }
- var (
- NearestFilterShader *Shader
- LinearFilterShader *Shader
- clearShader *Shader
- )
- func init() {
- var wg errgroup.Group
- var nearestIR, linearIR, clearIR *shaderir.Program
- wg.Go(func() error {
- ir, err := graphics.CompileShader([]byte(builtinshader.ShaderSource(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
- if err != nil {
- return fmt.Errorf("restorable: compiling the nearest shader failed: %w", err)
- }
- nearestIR = ir
- return nil
- })
- wg.Go(func() error {
- ir, err := graphics.CompileShader([]byte(builtinshader.ShaderSource(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
- if err != nil {
- return fmt.Errorf("restorable: compiling the linear shader failed: %w", err)
- }
- linearIR = ir
- return nil
- })
- wg.Go(func() error {
- ir, err := graphics.CompileShader([]byte(builtinshader.ClearShaderSource))
- if err != nil {
- return fmt.Errorf("restorable: compiling the clear shader failed: %w", err)
- }
- clearIR = ir
- return nil
- })
- if err := wg.Wait(); err != nil {
- panic(err)
- }
- NearestFilterShader = NewShader(nearestIR, "nearest")
- LinearFilterShader = NewShader(linearIR, "linear")
- clearShader = NewShader(clearIR, "clear")
- }
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