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internal/graphicscommand: introduce commandQueuePool and commandQueueManager
This removes the restriction of the number of command queues. Updates #1704
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@ -71,5 +71,5 @@ func (t *temporaryBytes) reset() {
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//
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// Be careful that the returned pixels might not be zero-cleared.
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func AllocBytes(size int) []byte {
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return currentCommandQueue().temporaryBytes.alloc(size)
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return theCommandQueueManager.allocBytes(size)
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}
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@ -19,6 +19,7 @@ import (
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"image"
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"math"
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"strings"
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"sync"
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"sync/atomic"
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"github.com/hajimehoshi/ebiten/v2/internal/debug"
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@ -81,24 +82,6 @@ type commandQueue struct {
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err atomic.Value
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}
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// theCommandQueues is the set of command queues for the current process.
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var (
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theCommandQueues = [...]*commandQueue{
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{},
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{},
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}
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commandQueueIndex int
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)
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func currentCommandQueue() *commandQueue {
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return theCommandQueues[commandQueueIndex]
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}
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func switchCommandQueue() {
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commandQueueIndex++
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commandQueueIndex = commandQueueIndex % len(theCommandQueues)
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}
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func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
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n := len(q.indices)
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q.indices = append(q.indices, indices...)
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@ -217,6 +200,8 @@ func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
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if endFrame && swapBuffersForGL != nil {
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swapBuffersForGL()
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}
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theCommandQueueManager.putCommandQueue(q)
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}, sync)
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if sync && flushErr != nil {
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@ -312,9 +297,7 @@ func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
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// If endFrame is true, the current screen might be used to present.
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func FlushCommands(graphicsDriver graphicsdriver.Graphics, endFrame bool, swapBuffersForGL func()) error {
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flushImageBuffers()
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q := currentCommandQueue()
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switchCommandQueue()
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if err := q.Flush(graphicsDriver, endFrame, swapBuffersForGL); err != nil {
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if err := theCommandQueueManager.flush(graphicsDriver, endFrame, swapBuffersForGL); err != nil {
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return err
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}
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return nil
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@ -651,6 +634,89 @@ func MaxImageSize(graphicsDriver graphicsdriver.Graphics) int {
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return size
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}
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type commandQueuePool struct {
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cache []*commandQueue
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m sync.Mutex
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}
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func (c *commandQueuePool) get() (*commandQueue, error) {
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c.m.Lock()
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defer c.m.Unlock()
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if len(c.cache) == 0 {
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return &commandQueue{}, nil
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}
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for _, q := range c.cache {
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if err := q.err.Load(); err != nil {
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return nil, err.(error)
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}
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}
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q := c.cache[len(c.cache)-1]
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c.cache[len(c.cache)-1] = nil
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c.cache = c.cache[:len(c.cache)-1]
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return q, nil
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}
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func (c *commandQueuePool) put(queue *commandQueue) {
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c.m.Lock()
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defer c.m.Unlock()
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c.cache = append(c.cache, queue)
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}
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type commandQueueManager struct {
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pool commandQueuePool
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current *commandQueue
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}
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var theCommandQueueManager commandQueueManager
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func (c *commandQueueManager) allocBytes(size int) []byte {
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if c.current == nil {
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c.current, _ = c.pool.get()
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}
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return c.current.temporaryBytes.alloc(size)
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}
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func (c *commandQueueManager) enqueueCommand(command command) {
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if c.current == nil {
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c.current, _ = c.pool.get()
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}
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c.current.Enqueue(command)
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}
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// put can be called from any goroutines.
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func (c *commandQueueManager) putCommandQueue(commandQueue *commandQueue) {
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c.pool.put(commandQueue)
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}
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func (c *commandQueueManager) enqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, evenOdd bool) {
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if c.current == nil {
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c.current, _ = c.pool.get()
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}
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c.current.EnqueueDrawTrianglesCommand(dst, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd)
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}
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func (c *commandQueueManager) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool, swapBuffersForGL func()) error {
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// Switch the command queue.
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prev := c.current
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q, err := c.pool.get()
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if err != nil {
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return err
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}
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c.current = q
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if prev == nil {
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return nil
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}
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if err := prev.Flush(graphicsDriver, endFrame, swapBuffersForGL); err != nil {
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return err
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}
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return nil
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}
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func max(a, b int) int {
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if a < b {
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return b
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@ -88,7 +88,7 @@ func NewImage(width, height int, screenFramebuffer bool) *Image {
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height: height,
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screen: screenFramebuffer,
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}
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currentCommandQueue().Enqueue(c)
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theCommandQueueManager.enqueueCommand(c)
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return i
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}
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@ -100,7 +100,7 @@ func (i *Image) flushBufferedWritePixels() {
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dst: i,
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args: i.bufferedWritePixelsArgs,
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}
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currentCommandQueue().Enqueue(c)
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theCommandQueueManager.enqueueCommand(c)
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i.bufferedWritePixelsArgs = nil
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}
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@ -110,7 +110,7 @@ func (i *Image) Dispose() {
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c := &disposeImageCommand{
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target: i,
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}
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currentCommandQueue().Enqueue(c)
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theCommandQueueManager.enqueueCommand(c)
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}
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func (i *Image) InternalSize() (int, int) {
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@ -159,7 +159,7 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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}
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i.flushBufferedWritePixels()
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currentCommandQueue().EnqueueDrawTrianglesCommand(i, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd)
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theCommandQueueManager.enqueueDrawTrianglesCommand(i, srcs, vertices, indices, blend, dstRegion, srcRegions, shader, uniforms, evenOdd)
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}
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// ReadPixels reads the image's pixels.
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@ -170,8 +170,8 @@ func (i *Image) ReadPixels(graphicsDriver graphicsdriver.Graphics, args []graphi
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img: i,
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args: args,
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}
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currentCommandQueue().Enqueue(c)
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if err := currentCommandQueue().Flush(graphicsDriver, false, nil); err != nil {
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theCommandQueueManager.enqueueCommand(c)
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if err := theCommandQueueManager.flush(graphicsDriver, false, nil); err != nil {
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return err
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}
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return nil
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@ -200,8 +200,8 @@ func (i *Image) IsInvalidated(graphicsDriver graphicsdriver.Graphics) (bool, err
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c := &isInvalidatedCommand{
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image: i,
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}
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currentCommandQueue().Enqueue(c)
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if err := currentCommandQueue().Flush(graphicsDriver, false, nil); err != nil {
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theCommandQueueManager.enqueueCommand(c)
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if err := theCommandQueueManager.flush(graphicsDriver, false, nil); err != nil {
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return false, err
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}
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return c.result, nil
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@ -32,7 +32,7 @@ func NewShader(ir *shaderir.Program) *Shader {
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result: s,
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ir: ir,
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}
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currentCommandQueue().Enqueue(c)
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theCommandQueueManager.enqueueCommand(c)
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return s
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}
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@ -40,7 +40,7 @@ func (s *Shader) Dispose() {
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c := &disposeShaderCommand{
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target: s,
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}
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currentCommandQueue().Enqueue(c)
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theCommandQueueManager.enqueueCommand(c)
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}
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func (s *Shader) unit() shaderir.Unit {
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