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https://github.com/hajimehoshi/ebiten.git
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10415d417a
Closes #2429
103 lines
2.7 KiB
Go
103 lines
2.7 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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"fmt"
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"sync"
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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/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://ebitengine.org/en/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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// If the compilation fails, NewShader returns an error.
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//
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// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
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func NewShader(src []byte) (*Shader, error) {
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ir, err := graphics.CompileShader(src)
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if err != nil {
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return nil, err
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}
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return &Shader{
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shader: ui.NewShader(ir),
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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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func (s *Shader) convertUniforms(uniforms map[string]any) [][]float32 {
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return s.shader.ConvertUniforms(uniforms)
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}
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type builtinShaderKey struct {
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filter builtinshader.Filter
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address builtinshader.Address
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useColorM bool
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}
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var (
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builtinShaders = map[builtinShaderKey]*Shader{}
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builtinShadersM sync.Mutex
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)
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func builtinShader(filter builtinshader.Filter, address builtinshader.Address, useColorM bool) *Shader {
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builtinShadersM.Lock()
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defer builtinShadersM.Unlock()
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key := builtinShaderKey{
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filter: filter,
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address: address,
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useColorM: useColorM,
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}
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if s, ok := builtinShaders[key]; ok {
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return s
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}
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var shader *Shader
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if address == builtinshader.AddressUnsafe && !useColorM {
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switch filter {
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case builtinshader.FilterNearest:
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shader = &Shader{shader: ui.NearestFilterShader}
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case builtinshader.FilterLinear:
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shader = &Shader{shader: ui.LinearFilterShader}
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}
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} else {
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src := builtinshader.Shader(filter, address, useColorM)
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s, err := NewShader(src)
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if err != nil {
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panic(fmt.Sprintf("ebiten: NewShader for a built-in shader failed: %v", err))
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}
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shader = s
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}
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builtinShaders[key] = shader
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return shader
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}
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