ebiten/shader.go
Hajime Hoshi a4e9a05b14 ebiten: reland: use Kage shaders instead of built-in shaders for a color matrix
This replaces the built-in shaders with Kage shadres. This is a
refactoring and doesn't degrade performance:

```
go test -bench=^BenchmarkColorMScale$ -run=^$ . -count=5
```

```
name           old time/op  new time/op  delta
ColorMScale-8   978ns ±15%  1184ns ±46%   ~     (p=0.413 n=4+5)
```

A follow-up change to remove the built-in shaders is needed.

Closes #2364
2022-10-02 15:35:40 +09:00

92 lines
2.4 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 ebiten
import (
"fmt"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
// Shader represents a compiled shader program.
//
// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
type Shader struct {
shader *ui.Shader
}
// NewShader compiles a shader program in the shading language Kage, and retruns the result.
//
// If the compilation fails, NewShader returns an error.
//
// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
func NewShader(src []byte) (*Shader, error) {
ir, err := graphics.CompileShader(src)
if err != nil {
return nil, err
}
return &Shader{
shader: ui.NewShader(ir),
}, nil
}
// Dispose disposes the shader program.
// After disposing, the shader is no longer available.
func (s *Shader) Dispose() {
s.shader.MarkDisposed()
s.shader = nil
}
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
return s.shader.ConvertUniforms(uniforms)
}
type builtinShaderKey struct {
filter graphicsdriver.Filter
address graphicsdriver.Address
useColorM bool
}
var (
builtinShaders = map[builtinShaderKey]*Shader{}
builtinShadersM sync.Mutex
)
func builtinShader(filter graphicsdriver.Filter, address graphicsdriver.Address, useColorM bool) *Shader {
builtinShadersM.Lock()
defer builtinShadersM.Unlock()
key := builtinShaderKey{
filter: filter,
address: address,
useColorM: useColorM,
}
if s, ok := builtinShaders[key]; ok {
return s
}
src := builtinshader.Shader(filter, address, useColorM)
s, err := NewShader(src)
if err != nil {
panic(fmt.Sprintf("ebiten: NewShader for a built-in shader failed: %v", err))
}
builtinShaders[key] = s
return s
}