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internal/graphicscommand: add Shader.id
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@ -98,7 +98,7 @@ func (c *drawTrianglesCommand) String() string {
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}
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}
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return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule)
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return fmt.Sprintf("draw-triangles: dst: %s <- src: [%s], num of dst regions: %d, num of indices: %d, blend: %s, fill rule: %s, shader id: %d", dst, strings.Join(srcstrs[:], ", "), len(c.dstRegions), c.numIndices(), blend, c.fillRule, c.shader.id)
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}
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// Exec executes the drawTrianglesCommand.
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@ -46,11 +46,11 @@ type Image struct {
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bufferedWritePixelsArgs []writePixelsCommandArgs
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}
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var nextID = 1
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var nextImageID = 1
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func genNextID() int {
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id := nextID
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nextID++
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func genNextImageID() int {
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id := nextImageID
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nextImageID++
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return id
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}
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@ -62,7 +62,7 @@ func NewImage(width, height int, screenFramebuffer bool) *Image {
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width: width,
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height: height,
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screen: screenFramebuffer,
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id: genNextID(),
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id: genNextImageID(),
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}
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c := &newImageCommand{
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result: i,
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@ -19,14 +19,24 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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var nextShaderID = 1
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func genNextShaderID() int {
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id := nextShaderID
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nextShaderID++
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return id
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}
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type Shader struct {
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shader graphicsdriver.Shader
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ir *shaderir.Program
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id int
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}
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func NewShader(ir *shaderir.Program) *Shader {
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s := &Shader{
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ir: ir,
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id: genNextShaderID(),
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}
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c := &newShaderCommand{
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result: s,
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