mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/restorable: remove unnecessary functions and variables around shaders
Updates #805
This commit is contained in:
parent
8169253a57
commit
4f3e00ec3a
@ -376,7 +376,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
|
||||
vertices[i+2] += oxf
|
||||
vertices[i+3] += oyf
|
||||
}
|
||||
if shader.ensureShader().Unit() == shaderir.Texels {
|
||||
if shader.ir.Unit == shaderir.Texels {
|
||||
sw, sh := srcs[0].backend.restorable.InternalSize()
|
||||
swf, shf := float32(sw), float32(sh)
|
||||
for i := 0; i < n; i += graphics.VertexFloatCount {
|
||||
|
@ -73,6 +73,12 @@ func (s *Shader) deallocate() {
|
||||
}
|
||||
|
||||
var (
|
||||
NearestFilterShader = &Shader{shader: restorable.NearestFilterShader}
|
||||
LinearFilterShader = &Shader{shader: restorable.LinearFilterShader}
|
||||
NearestFilterShader = &Shader{
|
||||
shader: restorable.NearestFilterShader,
|
||||
ir: restorable.LinearFilterShaderIR,
|
||||
}
|
||||
LinearFilterShader = &Shader{
|
||||
shader: restorable.LinearFilterShader,
|
||||
ir: restorable.LinearFilterShaderIR,
|
||||
}
|
||||
)
|
||||
|
@ -22,14 +22,12 @@ import (
|
||||
|
||||
// images is a set of Image objects.
|
||||
type images struct {
|
||||
images map[*Image]struct{}
|
||||
shaders map[*Shader]struct{}
|
||||
images map[*Image]struct{}
|
||||
}
|
||||
|
||||
// theImages represents the images for the current process.
|
||||
var theImages = &images{
|
||||
images: map[*Image]struct{}{},
|
||||
shaders: map[*Shader]struct{}{},
|
||||
images: map[*Image]struct{}{},
|
||||
}
|
||||
|
||||
func SwapBuffers(graphicsDriver graphicsdriver.Graphics) error {
|
||||
@ -64,19 +62,11 @@ func (i *images) add(img *Image) {
|
||||
i.images[img] = struct{}{}
|
||||
}
|
||||
|
||||
func (i *images) addShader(shader *Shader) {
|
||||
i.shaders[shader] = struct{}{}
|
||||
}
|
||||
|
||||
// remove removes img from the images.
|
||||
func (i *images) remove(img *Image) {
|
||||
delete(i.images, img)
|
||||
}
|
||||
|
||||
func (i *images) removeShader(shader *Shader) {
|
||||
delete(i.shaders, shader)
|
||||
}
|
||||
|
||||
var graphicsDriverInitialized bool
|
||||
|
||||
// InitializeGraphicsDriverState initializes the graphics driver state.
|
||||
|
@ -27,37 +27,26 @@ import (
|
||||
|
||||
type Shader struct {
|
||||
shader *graphicscommand.Shader
|
||||
ir *shaderir.Program
|
||||
}
|
||||
|
||||
func NewShader(ir *shaderir.Program) *Shader {
|
||||
s := &Shader{
|
||||
shader: graphicscommand.NewShader(ir),
|
||||
ir: ir,
|
||||
}
|
||||
theImages.addShader(s)
|
||||
return s
|
||||
}
|
||||
|
||||
func (s *Shader) Dispose() {
|
||||
theImages.removeShader(s)
|
||||
s.shader.Dispose()
|
||||
s.shader = nil
|
||||
s.ir = nil
|
||||
}
|
||||
|
||||
func (s *Shader) restore() {
|
||||
s.shader = graphicscommand.NewShader(s.ir)
|
||||
}
|
||||
|
||||
func (s *Shader) Unit() shaderir.Unit {
|
||||
return s.ir.Unit
|
||||
}
|
||||
|
||||
var (
|
||||
NearestFilterShader *Shader
|
||||
LinearFilterShader *Shader
|
||||
clearShader *Shader
|
||||
NearestFilterShader *Shader
|
||||
NearestFilterShaderIR *shaderir.Program
|
||||
LinearFilterShader *Shader
|
||||
LinearFilterShaderIR *shaderir.Program
|
||||
clearShader *Shader
|
||||
)
|
||||
|
||||
func init() {
|
||||
@ -96,7 +85,9 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
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