internal/restorable: integrate Shader.Dispose into internal/atlas

Updates #805
This commit is contained in:
Hajime Hoshi 2024-01-13 18:38:36 +09:00
parent 2a465c2d0b
commit bfa2c460a2
3 changed files with 6 additions and 10 deletions

View File

@ -68,7 +68,8 @@ func (s *Shader) deallocate() {
if s.shader == nil {
return
}
s.shader.Dispose()
s.shader.Shader.Dispose()
s.shader.Shader = nil
s.shader = nil
}

View File

@ -91,7 +91,7 @@ func quadVertices(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1, cr, cg, cb, ca float32
func clearImage(i *graphicscommand.Image, region image.Rectangle) {
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)
is := graphics.QuadIndices()
i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.shader, nil, graphicsdriver.FillAll)
i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, clearShader.Shader, nil, graphicsdriver.FillAll)
}
// ClearPixels clears the specified region by WritePixels.
@ -141,5 +141,5 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
}
imgs[i] = src.Image
}
i.Image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.shader, uniforms, fillRule)
i.Image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.Shader, uniforms, fillRule)
}

View File

@ -26,21 +26,16 @@ import (
)
type Shader struct {
shader *graphicscommand.Shader
Shader *graphicscommand.Shader
}
func NewShader(ir *shaderir.Program) *Shader {
s := &Shader{
shader: graphicscommand.NewShader(ir),
Shader: graphicscommand.NewShader(ir),
}
return s
}
func (s *Shader) Dispose() {
s.shader.Dispose()
s.shader = nil
}
var (
NearestFilterShader *Shader
NearestFilterShaderIR *shaderir.Program