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internal/buffer: bug fix: shader manipulations must be buffered
Closes #2162
This commit is contained in:
parent
2d23168aca
commit
c490347cef
@ -229,12 +229,32 @@ type Shader struct {
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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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return &Shader{
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s := &Shader{}
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shader: atlas.NewShader(ir),
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s.initialize(ir)
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return s
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}
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func (s *Shader) initialize(ir *shaderir.Program) {
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if maybeCanAddDelayedCommand() {
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if tryAddDelayedCommand(func() error {
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s.initialize(ir)
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return nil
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}) {
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return
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}
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}
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}
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s.shader = atlas.NewShader(ir)
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}
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}
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func (s *Shader) MarkDisposed() {
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func (s *Shader) MarkDisposed() {
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if maybeCanAddDelayedCommand() {
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if tryAddDelayedCommand(func() error {
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s.MarkDisposed()
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return nil
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}) {
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return
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}
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}
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s.shader.MarkDisposed()
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s.shader.MarkDisposed()
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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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65
internal/processtest/testdata/issue2162.go
vendored
Normal file
65
internal/processtest/testdata/issue2162.go
vendored
Normal file
@ -0,0 +1,65 @@
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// Copyright 2022 The Ebitengine 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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//go:build ignore
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// +build ignore
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package main
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import (
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"errors"
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"github.com/hajimehoshi/ebiten/v2"
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)
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func init() {
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s, err := ebiten.NewShader([]byte(`
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(1)
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}`))
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if err != nil {
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panic(err)
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}
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s.Dispose()
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}
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var regularTermination = errors.New("regular termination")
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type Game struct {
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counter int
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}
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func (g *Game) Update() error {
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g.counter++
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if g.counter > 1 {
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return regularTermination
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return outsideWidth, outsideHeight
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}
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func main() {
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// Run a game loop at least for one frame to ensure the shader disposed.
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if err := ebiten.RunGame(&Game{}); err != nil && err != regularTermination {
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panic(err)
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}
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}
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