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81b9f91f86
With DirectX, the graphics driver cannot be determined until the main loop starts, as a transparent window cannot be treated with DirectX so far. On the other hand, compiling shaders requires a graphics driver as it requires information about Y directions of NDCs and framebuffers. This change delays compiling shaders until the graphics commands are actually executed in the main loop. Updates #1007 Updates #2019
46 lines
1.4 KiB
Go
46 lines
1.4 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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// Shader represents a compiled shader program.
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//
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// For the details about the shader, see https://ebiten.org/documents/shader.html.
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type Shader struct {
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shader *ui.Shader
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}
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// NewShader compiles a shader program in the shading language Kage, and retruns the result.
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//
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// As of v2.3.0, the error value is always nil, and
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// the actual complation happens lazily after the main loop starts.
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//
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// For the details about the shader, see https://ebiten.org/documents/shader.html.
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func NewShader(src []byte) (*Shader, error) {
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return &Shader{
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shader: ui.NewShader(src),
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}, nil
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}
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// Dispose disposes the shader program.
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// After disposing, the shader is no longer available.
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func (s *Shader) Dispose() {
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s.shader.MarkDisposed()
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s.shader = nil
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}
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