mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Remove the render target when closing the window
This commit is contained in:
parent
5d2e2476b6
commit
7cea6f4bc8
@ -37,6 +37,10 @@ func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
|
||||
return context
|
||||
}
|
||||
|
||||
func (context *Context) Dispose() {
|
||||
context.ids.DeleteRenderTarget(context.screenId)
|
||||
}
|
||||
|
||||
func (context *Context) update(draw func(graphics.Context)) {
|
||||
C.glEnable(C.GL_TEXTURE_2D)
|
||||
C.glEnable(C.GL_BLEND)
|
||||
|
@ -81,3 +81,9 @@ func (i *ids) CreateRenderTarget(width, height int, filter graphics.Filter) (
|
||||
|
||||
return renderTargetId, nil
|
||||
}
|
||||
|
||||
func (i *ids) DeleteRenderTarget(id graphics.RenderTargetId) {
|
||||
renderTarget := i.renderTargets[id]
|
||||
rendertarget.Dispose(renderTarget)
|
||||
delete(i.renderTargets, id)
|
||||
}
|
||||
|
@ -57,3 +57,15 @@ func CreateWithFramebuffer(width, height int, framebuffer Framebuffer) (
|
||||
*gtexture.RenderTarget, error) {
|
||||
return gtexture.NewRenderTarget(framebuffer, width, height), nil
|
||||
}
|
||||
|
||||
type disposer struct {
|
||||
}
|
||||
|
||||
func (d *disposer) Dispose(native interface{}) {
|
||||
framebuffer := C.GLuint(native.(Framebuffer))
|
||||
C.glDeleteFramebuffers(1, &framebuffer)
|
||||
}
|
||||
|
||||
func Dispose(renderTarget *gtexture.RenderTarget) {
|
||||
renderTarget.Dispose(&disposer{})
|
||||
}
|
||||
|
@ -21,3 +21,11 @@ type OffscreenSetter interface {
|
||||
func (r *RenderTarget) SetAsOffscreen(setter OffscreenSetter) {
|
||||
setter.Set(r.framebuffer, 0, 0, r.offscreenWidth, r.offscreenHeight)
|
||||
}
|
||||
|
||||
type RenderTargetDisposer interface {
|
||||
Dispose(framebuffer interface{})
|
||||
}
|
||||
|
||||
func (r *RenderTarget) Dispose(disposer RenderTargetDisposer) {
|
||||
disposer.Dispose(r.framebuffer)
|
||||
}
|
||||
|
@ -12,7 +12,6 @@ package cocoa
|
||||
// EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext);
|
||||
// NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext);
|
||||
//
|
||||
// NSOpenGLContext* GetGLContext(EbitenGameWindow* window);
|
||||
// void UseGLContext(NSOpenGLContext* glContext);
|
||||
// void UnuseGLContext(void);
|
||||
//
|
||||
@ -31,12 +30,11 @@ type GameWindow struct {
|
||||
screenHeight int
|
||||
screenScale int
|
||||
title string
|
||||
closed bool
|
||||
native *C.EbitenGameWindow
|
||||
pressedKeys map[ui.Key]struct{}
|
||||
context *opengl.Context
|
||||
funcs chan func()
|
||||
funcs chan func(*opengl.Context)
|
||||
funcsDone chan struct{}
|
||||
closed chan struct{}
|
||||
events chan interface{}
|
||||
}
|
||||
|
||||
@ -48,10 +46,10 @@ func newGameWindow(width, height, scale int, title string) *GameWindow {
|
||||
screenHeight: height,
|
||||
screenScale: scale,
|
||||
title: title,
|
||||
closed: false,
|
||||
pressedKeys: map[ui.Key]struct{}{},
|
||||
funcs: make(chan func()),
|
||||
funcs: make(chan func(*opengl.Context)),
|
||||
funcsDone: make(chan struct{}),
|
||||
closed: make(chan struct{}),
|
||||
}
|
||||
}
|
||||
|
||||
@ -70,22 +68,30 @@ func (w *GameWindow) run(graphicsDevice *opengl.Device, sharedContext *C.NSOpenG
|
||||
glContext)
|
||||
windows[w.native] = w
|
||||
close(ch)
|
||||
w.loop()
|
||||
w.loop(glContext)
|
||||
}()
|
||||
<-ch
|
||||
w.useGLContext(func() {
|
||||
w.context = w.graphicsDevice.CreateContext(
|
||||
w.screenWidth, w.screenHeight, w.screenScale)
|
||||
})
|
||||
}
|
||||
|
||||
func (w *GameWindow) loop() {
|
||||
func (w *GameWindow) loop(glContext *C.NSOpenGLContext) {
|
||||
C.UseGLContext(glContext)
|
||||
context := w.graphicsDevice.CreateContext(
|
||||
w.screenWidth, w.screenHeight, w.screenScale)
|
||||
C.UnuseGLContext()
|
||||
|
||||
defer func() {
|
||||
C.UseGLContext(glContext)
|
||||
context.Dispose()
|
||||
C.UnuseGLContext()
|
||||
}()
|
||||
|
||||
for {
|
||||
select {
|
||||
case <-w.closed:
|
||||
return
|
||||
case f := <-w.funcs:
|
||||
glContext := C.GetGLContext(w.native)
|
||||
C.UseGLContext(glContext)
|
||||
f()
|
||||
f(context)
|
||||
C.UnuseGLContext()
|
||||
w.funcsDone <- struct{}{}
|
||||
}
|
||||
@ -93,15 +99,12 @@ func (w *GameWindow) loop() {
|
||||
}
|
||||
|
||||
func (w *GameWindow) Draw(f func(graphics.Context)) {
|
||||
if w.closed {
|
||||
return
|
||||
}
|
||||
w.useGLContext(func() {
|
||||
w.graphicsDevice.Update(w.context, f)
|
||||
w.useGLContext(func(context *opengl.Context) {
|
||||
w.graphicsDevice.Update(context, f)
|
||||
})
|
||||
}
|
||||
|
||||
func (w *GameWindow) useGLContext(f func()) {
|
||||
func (w *GameWindow) useGLContext(f func(*opengl.Context)) {
|
||||
w.funcs <- f
|
||||
<-w.funcsDone
|
||||
}
|
||||
@ -201,7 +204,7 @@ func ebiten_MouseStateUpdated(nativeWindow C.EbitenGameWindowPtr, inputType C.In
|
||||
//export ebiten_WindowClosed
|
||||
func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
|
||||
w := windows[nativeWindow]
|
||||
w.closed = true
|
||||
close(w.closed)
|
||||
w.notify(ui.WindowClosedEvent{})
|
||||
delete(windows, nativeWindow)
|
||||
}
|
||||
|
@ -108,7 +108,3 @@ void UnuseGLContext(void) {
|
||||
CGLContextObj cglContext = [glContext CGLContextObj];
|
||||
CGLUnlockContext(cglContext);
|
||||
}
|
||||
|
||||
NSOpenGLContext* GetGLContext(EbitenGameWindow* window) {
|
||||
return [window glContext];
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user