// Copyright 2020 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. package atlas import ( "fmt" "runtime" "golang.org/x/sync/errgroup" "github.com/hajimehoshi/ebiten/v2/internal/builtinshader" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type Shader struct { ir *shaderir.Program shader *graphicscommand.Shader } func NewShader(ir *shaderir.Program) *Shader { // A shader is initialized lazily, and the lock is not needed. return &Shader{ ir: ir, } } func (s *Shader) finalize() { // A function from finalizer must not be blocked, but disposing operation can be blocked. // Defer this operation until it becomes safe. (#913) appendDeferred(func() { s.deallocate() }) } func (s *Shader) ensureShader() *graphicscommand.Shader { if s.shader != nil { return s.shader } s.shader = graphicscommand.NewShader(s.ir) runtime.SetFinalizer(s, (*Shader).finalize) return s.shader } // Deallocate deallocates the internal state. func (s *Shader) Deallocate() { backendsM.Lock() defer backendsM.Unlock() if !inFrame { appendDeferred(func() { s.deallocate() }) return } s.deallocate() } func (s *Shader) deallocate() { runtime.SetFinalizer(s, nil) if s.shader == nil { return } s.shader.Dispose() s.shader = nil } var ( NearestFilterShader *Shader LinearFilterShader *Shader clearShader *Shader ) func init() { var wg errgroup.Group wg.Go(func() error { ir, err := graphics.CompileShader([]byte(builtinshader.ShaderSource(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false))) if err != nil { return fmt.Errorf("atlas: compiling the nearest shader failed: %w", err) } NearestFilterShader = NewShader(ir) return nil }) wg.Go(func() error { ir, err := graphics.CompileShader([]byte(builtinshader.ShaderSource(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false))) if err != nil { return fmt.Errorf("atlas: compiling the linear shader failed: %w", err) } LinearFilterShader = NewShader(ir) return nil }) wg.Go(func() error { ir, err := graphics.CompileShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(0) }`)) if err != nil { return fmt.Errorf("atlas: compiling the clear shader failed: %w", err) } clearShader = NewShader(ir) return nil }) if err := wg.Wait(); err != nil { panic(err) } }