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https://github.com/hajimehoshi/ebiten.git
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internal/restorable: Remove needsDisposingWhenRestoring
Now restoring from context lost doesn't work on browsers. Then, the constant needsDisposingWhenRestoring is actually always true.
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dddfe73604
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@ -17,6 +17,4 @@
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package restorable
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package restorable
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const needsDisposingWhenRestoring = true
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const canDetectContextLostExplicitly = true
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const canDetectContextLostExplicitly = true
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@ -14,11 +14,5 @@
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package restorable
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package restorable
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// needsDisposingWhenRestoring reports whether disposing resources is necessary or not when restoring.
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//
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// On browsers, disposing resources is not required since the objects are already managed by JavaScript GC and they
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// are already invalidated. Rather, disposing them when restoring causes warnings on the console.
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const needsDisposingWhenRestoring = false
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// canDetectContextLostExplicitly reports whether the context lost can be detected by handlers in an explicit way.
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// canDetectContextLostExplicitly reports whether the context lost can be detected by handlers in an explicit way.
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const canDetectContextLostExplicitly = true
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const canDetectContextLostExplicitly = true
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@ -19,6 +19,4 @@
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package restorable
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package restorable
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const needsDisposingWhenRestoring = true
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const canDetectContextLostExplicitly = false
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const canDetectContextLostExplicitly = false
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@ -201,9 +201,7 @@ func (i *images) restore() error {
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// Dispose all the shaders ahead of restoring. A current shader ID and a new shader ID can be duplicated.
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// Dispose all the shaders ahead of restoring. A current shader ID and a new shader ID can be duplicated.
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for s := range i.shaders {
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for s := range i.shaders {
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if needsDisposingWhenRestoring {
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s.shader.Dispose()
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s.shader.Dispose()
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}
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s.shader = nil
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s.shader = nil
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}
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}
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for s := range i.shaders {
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for s := range i.shaders {
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@ -213,9 +211,7 @@ func (i *images) restore() error {
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// Dispose all the images ahead of restoring. A current texture ID and a new texture ID can be duplicated.
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// Dispose all the images ahead of restoring. A current texture ID and a new texture ID can be duplicated.
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// TODO: Write a test to confirm that ID duplication never happens.
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// TODO: Write a test to confirm that ID duplication never happens.
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for i := range i.images {
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for i := range i.images {
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if needsDisposingWhenRestoring {
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i.image.Dispose()
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i.image.Dispose()
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}
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i.image = nil
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i.image = nil
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}
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}
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