mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
81b9f91f86
With DirectX, the graphics driver cannot be determined until the main loop starts, as a transparent window cannot be treated with DirectX so far. On the other hand, compiling shaders requires a graphics driver as it requires information about Y directions of NDCs and framebuffers. This change delays compiling shaders until the graphics commands are actually executed in the main loop. Updates #1007 Updates #2019
35 lines
889 B
Go
35 lines
889 B
Go
// Copyright 2022 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 ui
|
|
|
|
import (
|
|
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
|
|
)
|
|
|
|
type Shader struct {
|
|
shader *mipmap.Shader
|
|
}
|
|
|
|
func NewShader(src []byte) *Shader {
|
|
return &Shader{
|
|
shader: mipmap.NewShader(src),
|
|
}
|
|
}
|
|
|
|
func (s *Shader) MarkDisposed() {
|
|
s.shader.MarkDisposed()
|
|
s.shader = nil
|
|
}
|