ebiten/internal/restorable/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 restorable
import (
"fmt"
"golang.org/x/sync/errgroup"
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
type Shader struct {
shader *graphicscommand.Shader
}
func NewShader(ir *shaderir.Program) *Shader {
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s := &Shader{
shader: graphicscommand.NewShader(ir),
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}
return s
}
func (s *Shader) Dispose() {
s.shader.Dispose()
s.shader = nil
}
var (
NearestFilterShader *Shader
NearestFilterShaderIR *shaderir.Program
LinearFilterShader *Shader
LinearFilterShaderIR *shaderir.Program
clearShader *Shader
)
func init() {
var wg errgroup.Group
var nearestIR, linearIR, clearIR *shaderir.Program
wg.Go(func() error {
ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
if err != nil {
return fmt.Errorf("restorable: compiling the nearest shader failed: %w", err)
}
nearestIR = ir
return nil
})
wg.Go(func() error {
ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
if err != nil {
return fmt.Errorf("restorable: compiling the linear shader failed: %w", err)
}
linearIR = ir
return nil
})
wg.Go(func() error {
ir, err := graphics.CompileShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(0)
}`))
if err != nil {
return fmt.Errorf("restorable: compiling the clear shader failed: %w", err)
}
clearIR = ir
return nil
})
if err := wg.Wait(); err != nil {
panic(err)
}
NearestFilterShaderIR = nearestIR
NearestFilterShader = NewShader(nearestIR)
LinearFilterShaderIR = linearIR
LinearFilterShader = NewShader(linearIR)
clearShader = NewShader(clearIR)
}