ebiten/internal/graphicscommand/shader.go

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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 graphicscommand
import (
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
var nextShaderID = 1
func genNextShaderID() int {
id := nextShaderID
nextShaderID++
return id
}
type Shader struct {
shader graphicsdriver.Shader
ir *shaderir.Program
id int
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// name is used only for logging.
name string
}
func NewShader(ir *shaderir.Program, name string) *Shader {
s := &Shader{
ir: ir,
id: genNextShaderID(),
name: name,
}
c := &newShaderCommand{
result: s,
ir: ir,
}
theCommandQueueManager.enqueueCommand(c)
return s
}
func (s *Shader) Dispose() {
c := &disposeShaderCommand{
target: s,
}
theCommandQueueManager.enqueueCommand(c)
}
func (s *Shader) unit() shaderir.Unit {
return s.ir.Unit
}