ebiten/internal/processtest/testdata/issue2129.go

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// Copyright 2022 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.
//go:build ignore
package main
import "github.com/hajimehoshi/ebiten/v2"
type Game struct {
count int
}
func (g *Game) Update() error {
const shaderData = `
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(1)
}
`
g.count++
if g.count == 16 {
return ebiten.Termination
}
if g.count < 8 {
go func() {
s, err := ebiten.NewShader([]byte(shaderData))
if err != nil {
panic(err)
}
s.Deallocate()
}()
return nil
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
}
func (g *Game) Layout(width, height int) (int, int) {
return width, height
}
func main() {
if err := ebiten.RunGame(&Game{}); err != nil {
panic(err)
}
}