// 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) } }