2020-05-26 15:26:55 +02:00
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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2021-03-11 15:13:24 +01:00
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package atlas
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2020-05-26 15:26:55 +02:00
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import (
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"runtime"
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2024-09-06 04:15:54 +02:00
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"github.com/hajimehoshi/ebiten/v2/internal/restorable"
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2022-04-03 19:15:33 +02:00
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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2020-05-26 15:26:55 +02:00
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)
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type Shader struct {
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ir *shaderir.Program
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shader *restorable.Shader
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2020-05-26 15:26:55 +02:00
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}
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2022-04-03 19:15:33 +02:00
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func NewShader(ir *shaderir.Program) *Shader {
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// A shader is initialized lazily, and the lock is not needed.
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return &Shader{
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ir: ir,
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2020-05-26 15:26:55 +02:00
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}
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}
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2024-01-29 15:14:12 +01:00
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func (s *Shader) finalize() {
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// A function from finalizer must not be blocked, but disposing operation can be blocked.
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// Defer this operation until it becomes safe. (#913)
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appendDeferred(func() {
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s.deallocate()
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})
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}
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func (s *Shader) ensureShader() *restorable.Shader {
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if s.shader != nil {
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return s.shader
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}
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s.shader = restorable.NewShader(s.ir)
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runtime.SetFinalizer(s, (*Shader).finalize)
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return s.shader
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}
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2023-11-03 08:05:41 +01:00
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// Deallocate deallocates the internal state.
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func (s *Shader) Deallocate() {
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2023-11-03 08:59:59 +01:00
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backendsM.Lock()
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defer backendsM.Unlock()
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if !inFrame {
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appendDeferred(func() {
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s.deallocate()
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})
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return
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}
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2023-11-03 08:05:41 +01:00
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s.deallocate()
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}
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2023-11-03 08:05:41 +01:00
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func (s *Shader) deallocate() {
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2020-05-28 20:47:06 +02:00
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runtime.SetFinalizer(s, nil)
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if s.shader == nil {
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return
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}
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s.shader.Shader.Dispose()
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s.shader.Shader = nil
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s.shader = nil
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}
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var (
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NearestFilterShader = &Shader{
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shader: restorable.NearestFilterShader,
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ir: restorable.LinearFilterShaderIR,
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}
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LinearFilterShader = &Shader{
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shader: restorable.LinearFilterShader,
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ir: restorable.LinearFilterShaderIR,
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}
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)
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