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49582519c1
This change adds a new compiler directive 'kage:unit' to Kage. This takes one of these two values: 'pixel' and 'texel'. The default value is 'texel'. With the pixel-unit mode, all the built-in functions treats pixels instead of texels, and the texCoord argument of Fragment is in pixels. This simplifies shader programs as programs no longer have the notion of texels. With the texel-unit mode, the behavior is the same as the current behavior. Closes #1431
70 lines
1.8 KiB
Go
70 lines
1.8 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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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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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(ir *shaderir.Program) *Shader {
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backendsM.Lock()
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defer backendsM.Unlock()
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s := &Shader{
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shader: restorable.NewShader(ir),
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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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func (s *Shader) unit() shaderir.Unit {
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return s.shader.Unit()
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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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// As MarkDisposed can be invoked from finalizers, backendsM should not be used.
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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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var (
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NearestFilterShader = &Shader{shader: restorable.NearestFilterShader}
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LinearFilterShader = &Shader{shader: restorable.LinearFilterShader}
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)
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