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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
56 lines
1.4 KiB
Go
56 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 atlas
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import (
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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/restorable"
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)
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type Shader struct {
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shader *restorable.Shader
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}
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func NewShader(src []byte) *Shader {
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s := &Shader{
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shader: restorable.NewShader(src),
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}
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runtime.SetFinalizer(s, (*Shader).MarkDisposed)
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return s
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}
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// MarkDisposed marks the shader as disposed. The actual operation is deferred.
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// MarkDisposed can be called from finalizers.
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//
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// A function from finalizer must not be blocked, but disposing operation can be blocked.
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// Defer this operation until it becomes safe. (#913)
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func (s *Shader) MarkDisposed() {
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deferredM.Lock()
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deferred = append(deferred, func() {
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s.dispose()
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})
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deferredM.Unlock()
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}
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func (s *Shader) dispose() {
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runtime.SetFinalizer(s, nil)
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if s.shader == nil {
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return
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}
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s.shader.Dispose()
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s.shader = nil
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}
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