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https://github.com/hajimehoshi/ebiten.git
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internal/buffered: remove unnecessary deferred functions for shaders
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parent
3f1b7e78b8
commit
19ee79e2cb
@ -393,7 +393,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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vertices[i+2] += oxf
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vertices[i+3] += oyf
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}
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if shader.unit() == shaderir.Texels {
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if shader.ensureShader().Unit() == shaderir.Texels {
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sw, sh := srcs[0].backend.restorable.InternalSize()
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swf, shf := float32(sw), float32(sh)
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for i := 0; i < n; i += graphics.VertexFloatCount {
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@ -432,7 +432,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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imgs[i] = src.backend.restorable
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}
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i.backend.restorable.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, evenOdd)
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i.backend.restorable.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, evenOdd)
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for _, src := range srcs {
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if src == nil {
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@ -22,22 +22,24 @@ import (
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)
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type Shader struct {
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ir *shaderir.Program
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shader *restorable.Shader
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}
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func NewShader(ir *shaderir.Program) *Shader {
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backendsM.Lock()
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defer backendsM.Unlock()
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s := &Shader{
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shader: restorable.NewShader(ir),
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// A shader is initialized lazily, and the lock is not needed.
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return &Shader{
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ir: ir,
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}
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runtime.SetFinalizer(s, (*Shader).MarkDisposed)
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return s
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}
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func (s *Shader) unit() shaderir.Unit {
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return s.shader.Unit()
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func (s *Shader) ensureShader() *restorable.Shader {
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if s.shader != nil {
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return s.shader
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}
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s.shader = restorable.NewShader(s.ir)
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s.ir = nil
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return s.shader
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}
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// MarkDisposed marks the shader as disposed. The actual operation is deferred.
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@ -162,38 +162,12 @@ type Shader struct {
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}
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func NewShader(ir *shaderir.Program) *Shader {
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s := &Shader{}
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s.initialize(ir)
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return s
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}
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func (s *Shader) initialize(ir *shaderir.Program) {
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if maybeCanAddDelayedCommand() {
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if tryAddDelayedCommand(func() {
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s.initializeImpl(ir)
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}) {
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return
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}
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return &Shader{
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shader: atlas.NewShader(ir),
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}
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s.initializeImpl(ir)
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}
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func (s *Shader) initializeImpl(ir *shaderir.Program) {
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s.shader = atlas.NewShader(ir)
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}
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func (s *Shader) MarkDisposed() {
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if maybeCanAddDelayedCommand() {
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if tryAddDelayedCommand(func() {
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s.markDisposedImpl()
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}) {
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return
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}
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}
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s.markDisposedImpl()
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}
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func (s *Shader) markDisposedImpl() {
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s.shader.MarkDisposed()
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s.shader = nil
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}
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