Skip to content

Commit

Permalink
internal/graphicsdriver/metal: release MTLLibrary
Browse files Browse the repository at this point in the history
  • Loading branch information
hajimehoshi committed May 4, 2024
1 parent 322ad99 commit ca9a806
Show file tree
Hide file tree
Showing 3 changed files with 84 additions and 2 deletions.
4 changes: 4 additions & 0 deletions internal/graphicsdriver/metal/mtl/mtl_darwin.go
Original file line number Diff line number Diff line change
Expand Up @@ -1028,6 +1028,10 @@ func (l Library) MakeFunction(name string) (Function, error) {
return Function{f}, nil
}

func (l Library) Release() {
l.library.Send(sel_release)
}

// Texture is a memory allocation for storing formatted
// image data that is accessible to the GPU.
//
Expand Down
8 changes: 6 additions & 2 deletions internal/graphicsdriver/metal/shader_darwin.go
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,7 @@ type Shader struct {
id graphicsdriver.ShaderID

ir *shaderir.Program
lib mtl.Library
fs mtl.Function
vs mtl.Function
rpss map[shaderRpsKey]mtl.RenderPipelineState
Expand Down Expand Up @@ -60,6 +61,7 @@ func (s *Shader) Dispose() {
}
s.vs.Release()
s.fs.Release()
s.lib.Release()
}

func (s *Shader) init(device mtl.Device) error {
Expand All @@ -68,11 +70,13 @@ func (s *Shader) init(device mtl.Device) error {
if err != nil {
return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src)
}
vs, err := lib.MakeFunction(msl.VertexName)
s.lib = lib

vs, err := s.lib.MakeFunction(msl.VertexName)
if err != nil {
return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src)
}
fs, err := lib.MakeFunction(msl.FragmentName)
fs, err := s.lib.MakeFunction(msl.FragmentName)
if err != nil {
return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src)
}
Expand Down
74 changes: 74 additions & 0 deletions internal/processtest/testdata/shader.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,74 @@
// Copyright 2024 The Ebitengine 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.

//go:build ignore

package main

import (
"fmt"

"github.com/hajimehoshi/ebiten/v2"
)

// This test confirms that deallocation of a shader works correctly.

type Game struct {
count int

img *ebiten.Image
}

func (g *Game) Update() error {
if g.img == nil {
g.img = ebiten.NewImage(1, 1)
}

g.count++

s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
return vec4(%d/255.0)
}
`, g.count)))
if err != nil {
return err
}

// Use the shader to ensure that the shader is actually allocated.
g.img.DrawRectShader(1, 1, s, nil)

s.Deallocate()

if g.count == 60 {
return ebiten.Termination
}
return nil
}

func (g *Game) Draw(screen *ebiten.Image) {
}

func (g *Game) Layout(w, h int) (int, int) {
return 320, 240
}

func main() {
if err := ebiten.RunGame(&Game{}); err != nil {
panic(err)
}
}

0 comments on commit ca9a806

Please sign in to comment.