ebiten/internal/processtest/testdata/shader.go

75 lines
1.5 KiB
Go
Raw Normal View History

// Copyright 2024 The Ebitengine 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.
//go:build ignore
package main
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2"
)
// This test confirms that deallocation of a shader works correctly.
type Game struct {
count int
img *ebiten.Image
}
func (g *Game) Update() error {
if g.img == nil {
g.img = ebiten.NewImage(1, 1)
}
g.count++
s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(%d/255.0)
}
`, g.count)))
if err != nil {
return err
}
// Use the shader to ensure that the shader is actually allocated.
g.img.DrawRectShader(1, 1, s, nil)
s.Deallocate()
if g.count == 60 {
return ebiten.Termination
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
}
func (g *Game) Layout(w, h int) (int, int) {
return 320, 240
}
func main() {
if err := ebiten.RunGame(&Game{}); err != nil {
panic(err)
}
}