// 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 graphicscommand import ( "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) var nextShaderID = 1 func genNextShaderID() int { id := nextShaderID nextShaderID++ return id } type Shader struct { shader graphicsdriver.Shader ir *shaderir.Program id int } func NewShader(ir *shaderir.Program) *Shader { s := &Shader{ ir: ir, id: genNextShaderID(), } c := &newShaderCommand{ result: s, ir: ir, } theCommandQueueManager.enqueueCommand(c) return s } func (s *Shader) Dispose() { c := &disposeShaderCommand{ target: s, } theCommandQueueManager.enqueueCommand(c) } func (s *Shader) unit() shaderir.Unit { return s.ir.Unit }