// Copyright 2022 The Ebiten 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" ) var regularTermination = errors.New("regular termination") type Game struct { count int } func (g *Game) Update() error { const shaderData = ` package main func Fragment(position vec4, texCoord vec2, color vec4) vec4 { return vec4(1) } ` g.count++ if g.count == 16 { return regularTermination } if g.count < 8 { go func() { s, err := ebiten.NewShader([]byte(shaderData)) if err != nil { panic(err) } s.Dispose() }() return nil } return nil } func (g *Game) Draw(screen *ebiten.Image) { } func (g *Game) Layout(width, height int) (int, int) { return width, height } func main() { if err := ebiten.RunGame(&Game{}); err != nil && !errors.Is(err, regularTermination) { panic(err) } }