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internal/restorable: integrate Shader.Dispose into internal/atlas
Updates #805
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@ -68,7 +68,8 @@ func (s *Shader) deallocate() {
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if s.shader == nil {
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return
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}
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s.shader.Dispose()
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s.shader.Shader.Dispose()
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s.shader.Shader = nil
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s.shader = nil
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}
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@ -91,7 +91,7 @@ func quadVertices(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32
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func clearImage(i *graphicscommand.Image, region image.Rectangle) {
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vs := quadVertices(float32(region.Min.X), float32(region.Min.Y), float32(region.Max.X), float32(region.Max.Y), 0, 0, 0, 0, 0, 0, 0, 0)
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is := graphics.QuadIndices()
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i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.shader, nil, graphicsdriver.FillAll)
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i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.Shader, nil, graphicsdriver.FillAll)
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}
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// ClearPixels clears the specified region by WritePixels.
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@ -141,5 +141,5 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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}
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imgs[i] = src.Image
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}
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i.Image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule)
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i.Image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.Shader, uniforms, fillRule)
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}
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@ -26,21 +26,16 @@ import (
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)
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type Shader struct {
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shader *graphicscommand.Shader
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Shader *graphicscommand.Shader
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}
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func NewShader(ir *shaderir.Program) *Shader {
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s := &Shader{
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shader: graphicscommand.NewShader(ir),
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Shader: graphicscommand.NewShader(ir),
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}
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return s
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}
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func (s *Shader) Dispose() {
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s.shader.Dispose()
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s.shader = nil
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}
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var (
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NearestFilterShader *Shader
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NearestFilterShaderIR *shaderir.Program
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