internal/buffer: bug fix: shader manipulations must be buffered

Closes #2162
This commit is contained in:
Hajime Hoshi 2022-06-25 01:30:02 +09:00
parent 2d23168aca
commit c490347cef
2 changed files with 87 additions and 2 deletions

View File

@ -229,12 +229,32 @@ type Shader struct {
}
func NewShader(ir *shaderir.Program) *Shader {
return &Shader{
shader: atlas.NewShader(ir),
s := &Shader{}
s.initialize(ir)
return s
}
func (s *Shader) initialize(ir *shaderir.Program) {
if maybeCanAddDelayedCommand() {
if tryAddDelayedCommand(func() error {
s.initialize(ir)
return nil
}) {
return
}
}
s.shader = atlas.NewShader(ir)
}
func (s *Shader) MarkDisposed() {
if maybeCanAddDelayedCommand() {
if tryAddDelayedCommand(func() error {
s.MarkDisposed()
return nil
}) {
return
}
}
s.shader.MarkDisposed()
s.shader = nil
}

View File

@ -0,0 +1,65 @@
// Copyright 2022 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build ignore
// +build ignore
package main
import (
"errors"
"github.com/hajimehoshi/ebiten/v2"
)
func init() {
s, err := ebiten.NewShader([]byte(`
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(1)
}`))
if err != nil {
panic(err)
}
s.Dispose()
}
var regularTermination = errors.New("regular termination")
type Game struct {
counter int
}
func (g *Game) Update() error {
g.counter++
if g.counter > 1 {
return regularTermination
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return outsideWidth, outsideHeight
}
func main() {
// Run a game loop at least for one frame to ensure the shader disposed.
if err := ebiten.RunGame(&Game{}); err != nil && err != regularTermination {
panic(err)
}
}