ebiten/internal/graphicsdriver/opengl/shader.go

80 lines
2.1 KiB
Go
Raw Permalink Normal View History

// 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.
2014-12-09 15:16:04 +01:00
//go:build !playstation5
package opengl
2013-06-15 10:07:14 +02:00
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
2020-10-03 19:35:13 +02:00
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
)
type Shader struct {
id graphicsdriver.ShaderID
graphics *Graphics
ir *shaderir.Program
p program
}
func newShader(id graphicsdriver.ShaderID, graphics *Graphics, program *shaderir.Program) (*Shader, error) {
s := &Shader{
id: id,
graphics: graphics,
ir: program,
}
if err := s.compile(); err != nil {
return nil, err
}
return s, nil
2015-01-02 15:30:22 +01:00
}
func (s *Shader) ID() graphicsdriver.ShaderID {
return s.id
}
func (s *Shader) Dispose() {
s.graphics.context.deleteProgram(s.p)
s.graphics.removeShader(s)
}
func (s *Shader) compile() error {
vssrc, fssrc := glsl.Compile(s.ir, s.graphics.context.glslVersion())
vs, err := s.graphics.context.newShader(gl.VERTEX_SHADER, vssrc)
if err != nil {
return fmt.Errorf("opengl: vertex shader compile error: %v, source:\n%s", err, vssrc)
}
defer s.graphics.context.ctx.DeleteShader(uint32(vs))
fs, err := s.graphics.context.newShader(gl.FRAGMENT_SHADER, fssrc)
if err != nil {
return fmt.Errorf("opengl: fragment shader compile error: %v, source:\n%s", err, fssrc)
}
defer s.graphics.context.ctx.DeleteShader(uint32(fs))
p, err := s.graphics.context.newProgram([]shader{vs, fs}, theArrayBufferLayout.names())
if err != nil {
return err
}
s.p = p
return nil
}