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internal/restorable: integrate the implementation into internal/atlas
Closes #805
This commit is contained in:
parent
812cd494de
commit
c404b448aa
@ -26,7 +26,6 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/packing"
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"github.com/hajimehoshi/ebiten/v2/internal/packing"
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"github.com/hajimehoshi/ebiten/v2/internal/restorable"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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)
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@ -141,7 +140,7 @@ func (b *backend) extendIfNeeded(width, height int) {
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vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
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vs := quadVertices(0, 0, float32(sw), float32(sh), 0, 0, float32(sw), float32(sh), 1, 1, 1, 1)
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is := graphics.QuadIndices()
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is := graphics.QuadIndices()
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dr := image.Rect(0, 0, sw, sh)
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dr := image.Rect(0, 0, sw, sh)
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newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader.ensureShader().Shader, nil, graphicsdriver.FillAll)
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newImg.DrawTriangles(srcs, vs, is, graphicsdriver.BlendCopy, dr, [graphics.ShaderImageCount]image.Rectangle{}, NearestFilterShader.ensureShader(), nil, graphicsdriver.FillAll)
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b.image.Dispose()
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b.image.Dispose()
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b.image = newImg
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b.image = newImg
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@ -165,7 +164,7 @@ func newClearedImage(width, height int, screen bool) *graphicscommand.Image {
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func clearImage(i *graphicscommand.Image, region image.Rectangle) {
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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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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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is := graphics.QuadIndices()
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i.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, vs, is, graphicsdriver.BlendClear, region, [graphics.ShaderImageCount]image.Rectangle{}, restorable.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.ensureShader(), nil, graphicsdriver.FillAll)
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}
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}
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func (b *backend) clearPixels(region image.Rectangle) {
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func (b *backend) clearPixels(region image.Rectangle) {
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@ -501,7 +500,7 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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imgs[i] = src.backend.image
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imgs[i] = src.backend.image
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}
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}
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i.backend.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader().Shader, uniforms, fillRule)
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i.backend.image.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, fillRule)
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for _, src := range srcs {
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for _, src := range srcs {
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if src == nil {
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if src == nil {
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@ -15,15 +15,20 @@
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package atlas
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package atlas
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import (
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import (
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"fmt"
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"runtime"
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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/restorable"
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"golang.org/x/sync/errgroup"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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)
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type Shader struct {
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type Shader struct {
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ir *shaderir.Program
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ir *shaderir.Program
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shader *restorable.Shader
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shader *graphicscommand.Shader
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}
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}
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func NewShader(ir *shaderir.Program) *Shader {
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func NewShader(ir *shaderir.Program) *Shader {
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@ -33,11 +38,11 @@ func NewShader(ir *shaderir.Program) *Shader {
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}
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}
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}
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}
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func (s *Shader) ensureShader() *restorable.Shader {
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func (s *Shader) ensureShader() *graphicscommand.Shader {
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if s.shader != nil {
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if s.shader != nil {
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return s.shader
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return s.shader
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}
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}
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s.shader = restorable.NewShader(s.ir)
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s.shader = graphicscommand.NewShader(s.ir)
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runtime.SetFinalizer(s, func(shader *Shader) {
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runtime.SetFinalizer(s, func(shader *Shader) {
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// A function from finalizer must not be blocked, but disposing operation can be blocked.
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// A function from finalizer must not be blocked, but disposing operation can be blocked.
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// Defer this operation until it becomes safe. (#913)
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// Defer this operation until it becomes safe. (#913)
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@ -68,18 +73,49 @@ func (s *Shader) deallocate() {
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if s.shader == nil {
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if s.shader == nil {
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return
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return
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}
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}
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s.shader.Shader.Dispose()
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s.shader.Dispose()
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s.shader.Shader = nil
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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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var (
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var (
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NearestFilterShader = &Shader{
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NearestFilterShader *Shader
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shader: restorable.NearestFilterShader,
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LinearFilterShader *Shader
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ir: restorable.LinearFilterShaderIR,
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clearShader *Shader
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}
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LinearFilterShader = &Shader{
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shader: restorable.LinearFilterShader,
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ir: restorable.LinearFilterShaderIR,
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}
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)
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)
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func init() {
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var wg errgroup.Group
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
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if err != nil {
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return fmt.Errorf("atlas: compiling the nearest shader failed: %w", err)
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}
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NearestFilterShader = NewShader(ir)
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return nil
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})
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
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if err != nil {
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return fmt.Errorf("atlas: compiling the linear shader failed: %w", err)
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}
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LinearFilterShader = NewShader(ir)
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return nil
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})
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(0)
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}`))
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if err != nil {
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return fmt.Errorf("atlas: compiling the clear shader failed: %w", err)
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}
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clearShader = NewShader(ir)
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return nil
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})
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if err := wg.Wait(); err != nil {
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panic(err)
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}
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}
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@ -1,22 +0,0 @@
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// Copyright 2017 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Package restorable used to offer an Image struct that stores image commands
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// and restores its pixel data from the commands when context lost happens.
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//
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// However, now Ebitengine doesn't handle context losts, and this package is
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// just a thin wrapper.
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//
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// TODO: Integrate this package into internal/atlas and internal/graphicscommand (#805).
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package restorable
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@ -1,88 +0,0 @@
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package restorable
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import (
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"fmt"
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"golang.org/x/sync/errgroup"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type Shader struct {
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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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}
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return s
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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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LinearFilterShader *Shader
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LinearFilterShaderIR *shaderir.Program
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ClearShader *Shader
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)
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func init() {
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var wg errgroup.Group
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var nearestIR, linearIR, clearIR *shaderir.Program
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
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if err != nil {
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return fmt.Errorf("restorable: compiling the nearest shader failed: %w", err)
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}
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nearestIR = ir
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return nil
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})
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
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if err != nil {
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return fmt.Errorf("restorable: compiling the linear shader failed: %w", err)
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}
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linearIR = ir
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return nil
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})
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(0)
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}`))
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if err != nil {
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return fmt.Errorf("restorable: compiling the clear shader failed: %w", err)
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}
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clearIR = ir
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return nil
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})
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if err := wg.Wait(); err != nil {
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panic(err)
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}
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NearestFilterShaderIR = nearestIR
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NearestFilterShader = NewShader(nearestIR)
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LinearFilterShaderIR = linearIR
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LinearFilterShader = NewShader(linearIR)
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ClearShader = NewShader(clearIR)
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}
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