mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
419bb4c1e9
This is a preparation for other types of uniform values. Updates #2305
103 lines
2.7 KiB
Go
103 lines
2.7 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/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]any) [][]uint32 {
|
|
return s.shader.ConvertUniforms(uniforms)
|
|
}
|
|
|
|
type builtinShaderKey struct {
|
|
filter builtinshader.Filter
|
|
address builtinshader.Address
|
|
useColorM bool
|
|
}
|
|
|
|
var (
|
|
builtinShaders = map[builtinShaderKey]*Shader{}
|
|
builtinShadersM sync.Mutex
|
|
)
|
|
|
|
func builtinShader(filter builtinshader.Filter, address builtinshader.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
|
|
}
|
|
|
|
var shader *Shader
|
|
if address == builtinshader.AddressUnsafe && !useColorM {
|
|
switch filter {
|
|
case builtinshader.FilterNearest:
|
|
shader = &Shader{shader: ui.NearestFilterShader}
|
|
case builtinshader.FilterLinear:
|
|
shader = &Shader{shader: ui.LinearFilterShader}
|
|
}
|
|
} else {
|
|
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))
|
|
}
|
|
shader = s
|
|
}
|
|
|
|
builtinShaders[key] = shader
|
|
return shader
|
|
}
|