internal/graphicsdriver/opengl: Bug fix: A location cache map must be reset when a program is deleted

Closes #1753
This commit is contained in:
Hajime Hoshi 2021-08-14 15:11:41 +09:00
parent 7586f1ca5e
commit 6c8a7d1079
6 changed files with 178 additions and 0 deletions

View File

@ -358,6 +358,8 @@ func (c *context) useProgram(p program) {
} }
func (c *context) deleteProgram(p program) { func (c *context) deleteProgram(p program) {
c.locationCache.deleteProgram(p)
if !gl.IsProgram(uint32(p)) { if !gl.IsProgram(uint32(p)) {
return return
} }

View File

@ -413,6 +413,8 @@ func (c *context) useProgram(p program) {
} }
func (c *context) deleteProgram(p program) { func (c *context) deleteProgram(p program) {
c.locationCache.deleteProgram(p)
gl := c.gl gl := c.gl
if !gl.isProgram.Invoke(p.value).Bool() { if !gl.isProgram.Invoke(p.value).Bool() {
return return

View File

@ -326,6 +326,8 @@ func (c *context) useProgram(p program) {
} }
func (c *context) deleteProgram(p program) { func (c *context) deleteProgram(p program) {
c.locationCache.deleteProgram(p)
if !c.ctx.IsProgram(uint32(p)) { if !c.ctx.IsProgram(uint32(p)) {
return return
} }

View File

@ -38,3 +38,7 @@ func (c *locationCache) GetUniformLocation(context *context, p program, location
} }
return l return l
} }
func (c *locationCache) deleteProgram(p program) {
delete(c.uniformLocationCache, getProgramID(p))
}

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@ -0,0 +1,54 @@
// Copyright 2021 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 !android && !js && !ios
// +build !android,!js,!ios
package processtest_test
import (
"bytes"
"io/ioutil"
"os/exec"
"path/filepath"
"strings"
"testing"
)
func TestPrograms(t *testing.T) {
dir := "testdata"
ents, err := ioutil.ReadDir(dir)
if err != nil {
t.Fatal(err)
}
for _, e := range ents {
if e.IsDir() {
continue
}
n := e.Name()
if !strings.HasSuffix(n, ".go") {
continue
}
t.Run(n, func(t *testing.T) {
cmd := exec.Command("go", "run", filepath.Join(dir, n))
stderr := &bytes.Buffer{}
cmd.Stderr = stderr
if err := cmd.Run(); err != nil {
t.Errorf("%v\n%s", err, stderr)
}
})
}
}

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@ -0,0 +1,114 @@
// Copyright 2021 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
// +build ignore
package main
import (
"errors"
"fmt"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
)
var regularTermination = errors.New("regular termination")
type Game struct {
dst *ebiten.Image
phase int
}
func (g *Game) Update() error {
const w, h = 1, 1
switch g.phase {
case 0:
s, err := ebiten.NewShader([]byte(`package main
var Color vec4
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return Color
}`))
if err != nil {
return err
}
g.dst = ebiten.NewImage(w, h)
op := &ebiten.DrawRectShaderOptions{}
op.CompositeMode = ebiten.CompositeModeCopy
op.Uniforms = map[string]interface{}{
"Color": []float32{1, 1, 1, 1},
}
g.dst.DrawRectShader(w, h, s, op)
if got, want := g.dst.At(0, 0), (color.RGBA{0xff, 0xff, 0xff, 0xff}); got != want {
return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want)
}
// Dispose the shader. When a new shader is created in the next phase, the underlying shader ID might be reused.
// This test checks that the new shader works in this situation.
// The actual disposal will happen after this frame and before the next frame in the current implmentation.
s.Dispose()
g.phase++
case 1:
s, err := ebiten.NewShader([]byte(`package main
var Dummy float
var A, B, G, R float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(R, G, B, A)
}`))
if err != nil {
return err
}
op := &ebiten.DrawRectShaderOptions{}
op.CompositeMode = ebiten.CompositeModeCopy
op.Uniforms = map[string]interface{}{
"Dummy": float32(0),
"R": float32(0.5),
"G": float32(1),
"B": float32(0.5),
"A": float32(1),
}
g.dst.DrawRectShader(w, h, s, op)
if got, want := g.dst.At(0, 0), (color.RGBA{0x80, 0xff, 0x80, 0xff}); got != want {
return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want)
}
return regularTermination
}
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 && err != regularTermination {
panic(err)
}
}