ebiten/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 ebiten
import (
"fmt"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
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// Shader represents a compiled shader program.
//
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// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
type Shader struct {
shader *ui.Shader
unit shaderir.Unit
}
// NewShader compiles a shader program in the shading language Kage, and returns the result.
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//
// If the compilation fails, NewShader returns an error.
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//
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// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
func NewShader(src []byte) (*Shader, error) {
ir, err := graphics.CompileShader(src)
if err != nil {
return nil, err
}
return &Shader{
shader: ui.NewShader(ir),
unit: ir.Unit,
}, nil
}
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// Dispose disposes the shader program.
// After disposing, the shader is no longer available.
func (s *Shader) Dispose() {
s.shader.MarkDisposed()
s.shader = nil
}
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func (s *Shader) appendUniforms(dst []uint32, uniforms map[string]any) []uint32 {
return s.shader.AppendUniforms(dst, uniforms)
}
type builtinShaderKey struct {
filter builtinshader.Filter
address builtinshader.Address
useColorM bool
}
var (
builtinShaders = map[builtinShaderKey]*Shader{}
builtinShadersM sync.Mutex
)
func builtinShader(filter builtinshader.Filter, address builtinshader.Address, useColorM bool) *Shader {
builtinShadersM.Lock()
defer builtinShadersM.Unlock()
key := builtinShaderKey{
filter: filter,
address: address,
useColorM: useColorM,
}
if s, ok := builtinShaders[key]; ok {
return s
}
var shader *Shader
if address == builtinshader.AddressUnsafe && !useColorM {
switch filter {
case builtinshader.FilterNearest:
shader = &Shader{shader: ui.NearestFilterShader}
case builtinshader.FilterLinear:
shader = &Shader{shader: ui.LinearFilterShader}
}
} else {
src := builtinshader.Shader(filter, address, useColorM)
s, err := NewShader(src)
if err != nil {
panic(fmt.Sprintf("ebiten: NewShader for a built-in shader failed: %v", err))
}
shader = s
}
builtinShaders[key] = shader
return shader
}