vendor dependencies, make some changes to how input is done
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+123
@@ -0,0 +1,123 @@
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// 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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"fmt"
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"runtime"
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"golang.org/x/sync/errgroup"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
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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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ir *shaderir.Program
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shader *graphicscommand.Shader
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}
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func NewShader(ir *shaderir.Program) *Shader {
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// A shader is initialized lazily, and the lock is not needed.
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return &Shader{
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ir: ir,
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}
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}
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func (s *Shader) finalize() {
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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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appendDeferred(func() {
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s.deallocate()
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})
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}
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func (s *Shader) ensureShader() *graphicscommand.Shader {
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if s.shader != nil {
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return s.shader
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}
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s.shader = graphicscommand.NewShader(s.ir)
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runtime.SetFinalizer(s, (*Shader).finalize)
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return s.shader
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}
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// Deallocate deallocates the internal state.
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func (s *Shader) Deallocate() {
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backendsM.Lock()
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defer backendsM.Unlock()
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if !inFrame {
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appendDeferred(func() {
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s.deallocate()
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})
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return
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}
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s.deallocate()
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}
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func (s *Shader) deallocate() {
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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
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LinearFilterShader *Shader
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clearShader *Shader
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)
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func init() {
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var wg errgroup.Group
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
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if err != nil {
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return fmt.Errorf("atlas: compiling the nearest shader failed: %w", err)
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}
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NearestFilterShader = NewShader(ir)
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return nil
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})
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
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if err != nil {
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return fmt.Errorf("atlas: compiling the linear shader failed: %w", err)
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}
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LinearFilterShader = NewShader(ir)
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return nil
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})
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wg.Go(func() error {
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ir, err := graphics.CompileShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(0)
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}`))
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if err != nil {
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return fmt.Errorf("atlas: compiling the clear shader failed: %w", err)
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}
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clearShader = NewShader(ir)
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return nil
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})
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if err := wg.Wait(); err != nil {
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panic(err)
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}
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}
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