mirror of
https://github.com/hajimehoshi/ebiten.git
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internal/graphicsdriver/opengl: Bug fix: A location cache map must be reset when a program is deleted
Closes #1753
This commit is contained in:
parent
7586f1ca5e
commit
6c8a7d1079
@ -358,6 +358,8 @@ func (c *context) useProgram(p program) {
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}
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func (c *context) deleteProgram(p program) {
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c.locationCache.deleteProgram(p)
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if !gl.IsProgram(uint32(p)) {
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return
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}
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@ -413,6 +413,8 @@ func (c *context) useProgram(p program) {
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}
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func (c *context) deleteProgram(p program) {
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c.locationCache.deleteProgram(p)
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gl := c.gl
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if !gl.isProgram.Invoke(p.value).Bool() {
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return
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@ -326,6 +326,8 @@ func (c *context) useProgram(p program) {
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}
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func (c *context) deleteProgram(p program) {
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c.locationCache.deleteProgram(p)
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if !c.ctx.IsProgram(uint32(p)) {
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return
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}
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@ -38,3 +38,7 @@ func (c *locationCache) GetUniformLocation(context *context, p program, location
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}
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return l
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}
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func (c *locationCache) deleteProgram(p program) {
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delete(c.uniformLocationCache, getProgramID(p))
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}
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54
internal/processtest/processtest_test.go
Normal file
54
internal/processtest/processtest_test.go
Normal file
@ -0,0 +1,54 @@
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build !android && !js && !ios
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// +build !android,!js,!ios
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package processtest_test
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import (
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"bytes"
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"io/ioutil"
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"os/exec"
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"path/filepath"
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"strings"
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"testing"
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)
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func TestPrograms(t *testing.T) {
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dir := "testdata"
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ents, err := ioutil.ReadDir(dir)
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if err != nil {
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t.Fatal(err)
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}
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for _, e := range ents {
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if e.IsDir() {
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continue
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}
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n := e.Name()
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if !strings.HasSuffix(n, ".go") {
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continue
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}
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t.Run(n, func(t *testing.T) {
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cmd := exec.Command("go", "run", filepath.Join(dir, n))
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stderr := &bytes.Buffer{}
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cmd.Stderr = stderr
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if err := cmd.Run(); err != nil {
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t.Errorf("%v\n%s", err, stderr)
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}
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})
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}
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}
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114
internal/processtest/testdata/issue1753.go
vendored
Normal file
114
internal/processtest/testdata/issue1753.go
vendored
Normal file
@ -0,0 +1,114 @@
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ignore
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// +build ignore
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package main
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import (
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"errors"
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"fmt"
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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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)
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var regularTermination = errors.New("regular termination")
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type Game struct {
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dst *ebiten.Image
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phase int
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}
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func (g *Game) Update() error {
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const w, h = 1, 1
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switch g.phase {
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case 0:
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s, err := ebiten.NewShader([]byte(`package main
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var Color vec4
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return Color
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}`))
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if err != nil {
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return err
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}
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g.dst = ebiten.NewImage(w, h)
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op := &ebiten.DrawRectShaderOptions{}
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op.CompositeMode = ebiten.CompositeModeCopy
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op.Uniforms = map[string]interface{}{
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"Color": []float32{1, 1, 1, 1},
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}
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g.dst.DrawRectShader(w, h, s, op)
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if got, want := g.dst.At(0, 0), (color.RGBA{0xff, 0xff, 0xff, 0xff}); got != want {
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return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want)
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}
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// Dispose the shader. When a new shader is created in the next phase, the underlying shader ID might be reused.
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// This test checks that the new shader works in this situation.
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// The actual disposal will happen after this frame and before the next frame in the current implmentation.
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s.Dispose()
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g.phase++
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case 1:
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s, err := ebiten.NewShader([]byte(`package main
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var Dummy float
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var A, B, G, R float
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(R, G, B, A)
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}`))
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if err != nil {
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return err
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}
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op := &ebiten.DrawRectShaderOptions{}
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op.CompositeMode = ebiten.CompositeModeCopy
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op.Uniforms = map[string]interface{}{
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"Dummy": float32(0),
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"R": float32(0.5),
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"G": float32(1),
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"B": float32(0.5),
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"A": float32(1),
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}
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g.dst.DrawRectShader(w, h, s, op)
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if got, want := g.dst.At(0, 0), (color.RGBA{0x80, 0xff, 0x80, 0xff}); got != want {
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return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want)
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}
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return regularTermination
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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}
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func (g *Game) Layout(width, height int) (int, int) {
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return width, height
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}
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func main() {
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if err := ebiten.RunGame(&Game{}); err != nil && err != regularTermination {
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panic(err)
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}
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}
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