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shader.go
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shader.go
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// 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"
"sync/atomic"
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"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
unit shaderir.Unit
}
// NewShader compiles a shader program in the shading language Kage, and returns 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) {
return newShader(src, "")
}
func newShader(src []byte, name string) (*Shader, error) {
ir, err := graphics.CompileShader(src)
if err != nil {
return nil, err
}
return &Shader{
shader: ui.NewShader(ir, name),
unit: ir.Unit,
}, nil
}
// Dispose disposes the shader program.
// After disposing, the shader is no longer available.
//
// Deprecated: as of v2.7. Use Deallocate instead.
func (s *Shader) Dispose() {
s.shader.Deallocate()
s.shader = nil
}
func (s *Shader) isDisposed() bool {
return s.shader == nil
}
// Deallocate deallocates the internal state of the shader.
// Even after Deallocate is called, the shader is still available.
// In this case, the shader's internal state is allocated again.
//
// Usually, you don't have to call Deallocate since the internal state is automatically released by GC.
// However, if you are sure that the shader is no longer used but not sure how this shader object is referred,
// you can call Deallocate to make sure that the internal state is deallocated.
//
// If the shader is disposed, Deallocate does nothing.
func (s *Shader) Deallocate() {
if s.shader == nil {
return
}
s.shader.Deallocate()
}
func (s *Shader) appendUniforms(dst []uint32, uniforms map[string]any) []uint32 {
return s.shader.AppendUniforms(dst, uniforms)
}
var (
builtinShadersForRead atomic.Pointer[[builtinshader.FilterCount][builtinshader.AddressCount][2]*Shader]
builtinShadersM sync.Mutex
)
func builtinShader(filter builtinshader.Filter, address builtinshader.Address, useColorM bool) *Shader {
var c int
if useColorM {
c = 1
}
if read := builtinShadersForRead.Load(); read != nil {
if s := (*read)[filter][address][c]; s != nil {
return s
}
}
builtinShadersM.Lock()
defer builtinShadersM.Unlock()
// Double check in case another goroutine already created a shader.
if read := builtinShadersForRead.Load(); read != nil {
if s := (*read)[filter][address][c]; s != nil {
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.ShaderSource(filter, address, useColorM)
var name string
switch filter {
case builtinshader.FilterNearest:
name = "nearest"
case builtinshader.FilterLinear:
name = "linear"
}
switch address {
case builtinshader.AddressClampToZero:
name += "-clamptozero"
case builtinshader.AddressRepeat:
name += "-repeat"
}
if useColorM {
name += "-colorm"
}
s, err := newShader(src, name)
if err != nil {
panic(fmt.Sprintf("ebiten: NewShader for a built-in shader failed: %v", err))
}
shader = s
}
var shaders [builtinshader.FilterCount][builtinshader.AddressCount][2]*Shader
if ptr := builtinShadersForRead.Load(); ptr != nil {
shaders = *ptr
}
shaders[filter][address][c] = shader
builtinShadersForRead.Store(&shaders)
return shader
}