internal/graphicsdriver/metal: release MTLLibrary

This commit is contained in:
Hajime Hoshi 2024-05-04 19:09:02 +09:00
parent 322ad99568
commit ca9a80600d
3 changed files with 84 additions and 2 deletions

View File

@ -1028,6 +1028,10 @@ func (l Library) MakeFunction(name string) (Function, error) {
return Function{f}, nil return Function{f}, nil
} }
func (l Library) Release() {
l.library.Send(sel_release)
}
// Texture is a memory allocation for storing formatted // Texture is a memory allocation for storing formatted
// image data that is accessible to the GPU. // image data that is accessible to the GPU.
// //

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@ -33,6 +33,7 @@ type Shader struct {
id graphicsdriver.ShaderID id graphicsdriver.ShaderID
ir *shaderir.Program ir *shaderir.Program
lib mtl.Library
fs mtl.Function fs mtl.Function
vs mtl.Function vs mtl.Function
rpss map[shaderRpsKey]mtl.RenderPipelineState rpss map[shaderRpsKey]mtl.RenderPipelineState
@ -60,6 +61,7 @@ func (s *Shader) Dispose() {
} }
s.vs.Release() s.vs.Release()
s.fs.Release() s.fs.Release()
s.lib.Release()
} }
func (s *Shader) init(device mtl.Device) error { func (s *Shader) init(device mtl.Device) error {
@ -68,11 +70,13 @@ func (s *Shader) init(device mtl.Device) error {
if err != nil { if err != nil {
return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src) return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src)
} }
vs, err := lib.MakeFunction(msl.VertexName) s.lib = lib
vs, err := s.lib.MakeFunction(msl.VertexName)
if err != nil { if err != nil {
return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src) return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src)
} }
fs, err := lib.MakeFunction(msl.FragmentName) fs, err := s.lib.MakeFunction(msl.FragmentName)
if err != nil { if err != nil {
return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src) return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src)
} }

74
internal/processtest/testdata/shader.go vendored Normal file
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@ -0,0 +1,74 @@
// Copyright 2024 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
package main
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2"
)
// This test confirms that deallocation of a shader works correctly.
type Game struct {
count int
img *ebiten.Image
}
func (g *Game) Update() error {
if g.img == nil {
g.img = ebiten.NewImage(1, 1)
}
g.count++
s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(%d/255.0)
}
`, g.count)))
if err != nil {
return err
}
// Use the shader to ensure that the shader is actually allocated.
g.img.DrawRectShader(1, 1, s, nil)
s.Deallocate()
if g.count == 60 {
return ebiten.Termination
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
}
func (g *Game) Layout(w, h int) (int, int) {
return 320, 240
}
func main() {
if err := ebiten.RunGame(&Game{}); err != nil {
panic(err)
}
}