vendor dependencies, make some changes to how input is done
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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 graphicscommand
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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var nextShaderID = 1
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func genNextShaderID() int {
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id := nextShaderID
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nextShaderID++
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return id
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}
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type Shader struct {
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shader graphicsdriver.Shader
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ir *shaderir.Program
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id int
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}
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func NewShader(ir *shaderir.Program) *Shader {
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s := &Shader{
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ir: ir,
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id: genNextShaderID(),
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}
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c := &newShaderCommand{
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result: s,
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ir: ir,
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}
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theCommandQueueManager.enqueueCommand(c)
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return s
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}
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func (s *Shader) Dispose() {
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c := &disposeShaderCommand{
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target: s,
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}
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theCommandQueueManager.enqueueCommand(c)
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}
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func (s *Shader) unit() shaderir.Unit {
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return s.ir.Unit
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}
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