mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-15 07:27:32 +01:00
83 lines
1.9 KiB
Go
83 lines
1.9 KiB
Go
// 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 (
|
|
"runtime"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2/internal/restorable"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
|
)
|
|
|
|
type Shader struct {
|
|
ir *shaderir.Program
|
|
shader *restorable.Shader
|
|
name string
|
|
}
|
|
|
|
func NewShader(ir *shaderir.Program, name string) *Shader {
|
|
// A shader is initialized lazily, and the lock is not needed.
|
|
return &Shader{
|
|
ir: ir,
|
|
name: name,
|
|
}
|
|
}
|
|
|
|
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() *restorable.Shader {
|
|
if s.shader != nil {
|
|
return s.shader
|
|
}
|
|
s.shader = restorable.NewShader(s.ir, s.name)
|
|
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{shader: restorable.NearestFilterShader}
|
|
LinearFilterShader = &Shader{shader: restorable.LinearFilterShader}
|
|
)
|