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internal/graphicsdriver/metal: release MTLLibrary
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322ad99568
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@ -1028,6 +1028,10 @@ func (l Library) MakeFunction(name string) (Function, error) {
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return Function{f}, nil
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return Function{f}, nil
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}
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}
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func (l Library) Release() {
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l.library.Send(sel_release)
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}
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// Texture is a memory allocation for storing formatted
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// Texture is a memory allocation for storing formatted
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// image data that is accessible to the GPU.
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// image data that is accessible to the GPU.
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//
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//
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@ -33,6 +33,7 @@ type Shader struct {
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id graphicsdriver.ShaderID
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id graphicsdriver.ShaderID
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ir *shaderir.Program
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ir *shaderir.Program
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lib mtl.Library
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fs mtl.Function
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fs mtl.Function
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vs mtl.Function
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vs mtl.Function
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rpss map[shaderRpsKey]mtl.RenderPipelineState
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rpss map[shaderRpsKey]mtl.RenderPipelineState
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@ -60,6 +61,7 @@ func (s *Shader) Dispose() {
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}
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}
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s.vs.Release()
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s.vs.Release()
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s.fs.Release()
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s.fs.Release()
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s.lib.Release()
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}
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}
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func (s *Shader) init(device mtl.Device) error {
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func (s *Shader) init(device mtl.Device) error {
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@ -68,11 +70,13 @@ func (s *Shader) init(device mtl.Device) error {
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if err != nil {
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if err != nil {
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return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src)
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return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src)
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}
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}
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vs, err := lib.MakeFunction(msl.VertexName)
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s.lib = lib
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vs, err := s.lib.MakeFunction(msl.VertexName)
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if err != nil {
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if err != nil {
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return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src)
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return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src)
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}
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}
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fs, err := lib.MakeFunction(msl.FragmentName)
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fs, err := s.lib.MakeFunction(msl.FragmentName)
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if err != nil {
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if err != nil {
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return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src)
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return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src)
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}
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}
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74
internal/processtest/testdata/shader.go
vendored
Normal file
74
internal/processtest/testdata/shader.go
vendored
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@ -0,0 +1,74 @@
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// Copyright 2024 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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package main
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/v2"
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)
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// This test confirms that deallocation of a shader works correctly.
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type Game struct {
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count int
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img *ebiten.Image
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}
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func (g *Game) Update() error {
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if g.img == nil {
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g.img = ebiten.NewImage(1, 1)
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}
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g.count++
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s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//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(%d/255.0)
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}
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`, g.count)))
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if err != nil {
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return err
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}
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// Use the shader to ensure that the shader is actually allocated.
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g.img.DrawRectShader(1, 1, s, nil)
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s.Deallocate()
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if g.count == 60 {
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return ebiten.Termination
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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(w, h int) (int, int) {
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return 320, 240
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}
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func main() {
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if err := ebiten.RunGame(&Game{}); err != nil {
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panic(err)
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}
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}
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