mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Revert "internal/restorable: integrate the implementation into internal/atlas"
This reverts commit c404b448aa
.
Updates #3083
This commit is contained in:
parent
81c75e1b0a
commit
0b01aeea16
@ -27,6 +27,7 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/packing"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/restorable"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
@ -143,7 +144,7 @@ func (b *backend) extendIfNeeded(width, height int) {
|
||||
graphics.QuadVerticesFromDstAndSrc(vs, 0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
|
||||
is := graphics.QuadIndices()
|
||||
dr := image.Rect(0, 0, sw, sh)
|
||||
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
|
||||
newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderSrcImageCount]image.Rectangle{}, NearestFilterShader.ensureShader().Shader, nil, graphicsdriver.FillRuleFillAll)
|
||||
b.image.Dispose()
|
||||
|
||||
b.image = newImg
|
||||
@ -168,7 +169,7 @@ func clearImage(i *graphicscommand.Image, region image.Rectangle) {
|
||||
vs := make([]float32, 4*graphics.VertexFloatCount)
|
||||
graphics.QuadVerticesFromDstAndSrc(vs, float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0)
|
||||
is := graphics.QuadIndices()
|
||||
i.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderSrcImageCount]image.Rectangle{}, clearShader.ensureShader(), nil, graphicsdriver.FillRuleFillAll)
|
||||
i.DrawTriangles([graphics.ShaderSrcImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderSrcImageCount]image.Rectangle{}, restorable.ClearShader.Shader, nil, graphicsdriver.FillRuleFillAll)
|
||||
}
|
||||
|
||||
func (b *backend) clearPixels(region image.Rectangle) {
|
||||
@ -520,7 +521,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
|
||||
imgs[i] = src.backend.image
|
||||
}
|
||||
|
||||
i.backend.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, fillRule)
|
||||
i.backend.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader().Shader, uniforms, fillRule)
|
||||
|
||||
for _, src := range srcs {
|
||||
if src == nil {
|
||||
|
@ -15,20 +15,15 @@
|
||||
package atlas
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"runtime"
|
||||
|
||||
"golang.org/x/sync/errgroup"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/restorable"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
type Shader struct {
|
||||
ir *shaderir.Program
|
||||
shader *graphicscommand.Shader
|
||||
shader *restorable.Shader
|
||||
}
|
||||
|
||||
func NewShader(ir *shaderir.Program) *Shader {
|
||||
@ -46,11 +41,11 @@ func (s *Shader) finalize() {
|
||||
})
|
||||
}
|
||||
|
||||
func (s *Shader) ensureShader() *graphicscommand.Shader {
|
||||
func (s *Shader) ensureShader() *restorable.Shader {
|
||||
if s.shader != nil {
|
||||
return s.shader
|
||||
}
|
||||
s.shader = graphicscommand.NewShader(s.ir)
|
||||
s.shader = restorable.NewShader(s.ir)
|
||||
runtime.SetFinalizer(s, (*Shader).finalize)
|
||||
return s.shader
|
||||
}
|
||||
@ -75,43 +70,18 @@ func (s *Shader) deallocate() {
|
||||
if s.shader == nil {
|
||||
return
|
||||
}
|
||||
s.shader.Dispose()
|
||||
s.shader.Shader.Dispose()
|
||||
s.shader.Shader = nil
|
||||
s.shader = nil
|
||||
}
|
||||
|
||||
var (
|
||||
NearestFilterShader *Shader
|
||||
LinearFilterShader *Shader
|
||||
clearShader *Shader
|
||||
)
|
||||
|
||||
func init() {
|
||||
var wg errgroup.Group
|
||||
wg.Go(func() error {
|
||||
ir, err := graphics.CompileShader([]byte(builtinshader.ShaderSource(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
|
||||
if err != nil {
|
||||
return fmt.Errorf("atlas: compiling the nearest shader failed: %w", err)
|
||||
}
|
||||
NearestFilterShader = NewShader(ir)
|
||||
return nil
|
||||
})
|
||||
wg.Go(func() error {
|
||||
ir, err := graphics.CompileShader([]byte(builtinshader.ShaderSource(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
|
||||
if err != nil {
|
||||
return fmt.Errorf("atlas: compiling the linear shader failed: %w", err)
|
||||
}
|
||||
LinearFilterShader = NewShader(ir)
|
||||
return nil
|
||||
})
|
||||
wg.Go(func() error {
|
||||
ir, err := graphics.CompileShader([]byte(builtinshader.ClearShaderSource))
|
||||
if err != nil {
|
||||
return fmt.Errorf("atlas: compiling the clear shader failed: %w", err)
|
||||
}
|
||||
clearShader = NewShader(ir)
|
||||
return nil
|
||||
})
|
||||
if err := wg.Wait(); err != nil {
|
||||
panic(err)
|
||||
NearestFilterShader = &Shader{
|
||||
shader: restorable.NearestFilterShader,
|
||||
ir: restorable.LinearFilterShaderIR,
|
||||
}
|
||||
}
|
||||
LinearFilterShader = &Shader{
|
||||
shader: restorable.LinearFilterShader,
|
||||
ir: restorable.LinearFilterShaderIR,
|
||||
}
|
||||
)
|
||||
|
22
internal/restorable/doc.go
Normal file
22
internal/restorable/doc.go
Normal file
@ -0,0 +1,22 @@
|
||||
// Copyright 2017 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 used to offer an Image struct that stores image commands
|
||||
// and restores its pixel data from the commands when context lost happens.
|
||||
//
|
||||
// However, now Ebitengine doesn't handle context losts, and this package is
|
||||
// just a thin wrapper.
|
||||
//
|
||||
// TODO: Integrate this package into internal/atlas and internal/graphicscommand (#805).
|
||||
package restorable
|
82
internal/restorable/shader.go
Normal file
82
internal/restorable/shader.go
Normal file
@ -0,0 +1,82 @@
|
||||
// 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"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
type Shader struct {
|
||||
Shader *graphicscommand.Shader
|
||||
}
|
||||
|
||||
func NewShader(ir *shaderir.Program) *Shader {
|
||||
s := &Shader{
|
||||
Shader: graphicscommand.NewShader(ir),
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
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.ShaderSource(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.ShaderSource(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(builtinshader.ClearShaderSource))
|
||||
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)
|
||||
}
|
Loading…
Reference in New Issue
Block a user