mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 06:57:27 +01:00
83 lines
2.1 KiB
Go
83 lines
2.1 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 restorable
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import (
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"fmt"
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"golang.org/x/sync/errgroup"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type Shader struct {
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shader *graphicscommand.Shader
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ir *shaderir.Program
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}
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func NewShader(ir *shaderir.Program) *Shader {
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s := &Shader{
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shader: graphicscommand.NewShader(ir),
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ir: ir,
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}
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theImages.addShader(s)
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return s
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}
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func (s *Shader) Dispose() {
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theImages.removeShader(s)
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s.shader.Dispose()
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s.shader = nil
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s.ir = nil
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}
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func (s *Shader) restore() {
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s.shader = graphicscommand.NewShader(s.ir)
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}
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var (
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NearestFilterShader *Shader
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LinearFilterShader *Shader
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)
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func init() {
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var wg errgroup.Group
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var nearestIR, linearIR *shaderir.Program
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
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if err != nil {
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return fmt.Errorf("restorable: compiling the nearest shader failed: %w", err)
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}
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nearestIR = ir
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return nil
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})
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
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if err != nil {
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return fmt.Errorf("restorable: compiling the linear shader failed: %w", err)
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}
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linearIR = ir
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return nil
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})
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if err := wg.Wait(); err != nil {
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panic(err)
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}
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NearestFilterShader = NewShader(nearestIR)
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LinearFilterShader = NewShader(linearIR)
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}
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