ebiten/internal/graphicsdriver/opengl/shader.go
Hajime Hoshi b1d7a5f595 shaderir/glsl: Enable dFdx for WebGL
With WebGL1, an extension is required for dFdx. On the other hand,
with WebGL2, GLSL ES 300 is required and the extension is forbidden.
This change fixes shaderir/glsl to switch the output depends on the
WebGL version.

This change also adds a new build tag 'ebitenwebgl1' forcing WebGL 1.

Updates #1404
2020-11-21 19:07:54 +09:00

77 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 opengl
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
)
type Shader struct {
id driver.ShaderID
graphics *Graphics
ir *shaderir.Program
p program
}
func newShader(id driver.ShaderID, graphics *Graphics, program *shaderir.Program) (*Shader, error) {
s := &Shader{
id: id,
graphics: graphics,
ir: program,
}
if err := s.compile(); err != nil {
return nil, err
}
return s, nil
}
func (s *Shader) ID() driver.ShaderID {
return s.id
}
func (s *Shader) Dispose() {
s.graphics.context.deleteProgram(s.p)
s.graphics.removeShader(s)
}
func (s *Shader) compile() error {
vssrc, fssrc := glsl.Compile(s.ir, glslVersion())
vs, err := s.graphics.context.newShader(vertexShader, vssrc)
if err != nil {
return fmt.Errorf("opengl: vertex shader compile error: %v, source:\n%s", err, vssrc)
}
defer s.graphics.context.deleteShader(vs)
fs, err := s.graphics.context.newShader(fragmentShader, fssrc)
if err != nil {
return fmt.Errorf("opengl: fragment shader compile error: %v, source:\n%s", err, fssrc)
}
defer s.graphics.context.deleteShader(fs)
p, err := s.graphics.context.newProgram([]shader{vs, fs}, theArrayBufferLayout.names())
if err != nil {
return err
}
s.p = p
return nil
}