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internal/graphicsdriver/metal: release MTLLibrary
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// 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. | ||
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//go:build ignore | ||
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package main | ||
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import ( | ||
"fmt" | ||
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"github.com/hajimehoshi/ebiten/v2" | ||
) | ||
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// This test confirms that deallocation of a shader works correctly. | ||
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type Game struct { | ||
count int | ||
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img *ebiten.Image | ||
} | ||
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func (g *Game) Update() error { | ||
if g.img == nil { | ||
g.img = ebiten.NewImage(1, 1) | ||
} | ||
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g.count++ | ||
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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 | ||
} | ||
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// Use the shader to ensure that the shader is actually allocated. | ||
g.img.DrawRectShader(1, 1, s, nil) | ||
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s.Deallocate() | ||
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if g.count == 60 { | ||
return ebiten.Termination | ||
} | ||
return nil | ||
} | ||
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func (g *Game) Draw(screen *ebiten.Image) { | ||
} | ||
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func (g *Game) Layout(w, h int) (int, int) { | ||
return 320, 240 | ||
} | ||
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func main() { | ||
if err := ebiten.RunGame(&Game{}); err != nil { | ||
panic(err) | ||
} | ||
} |