
* Move window building to egui-winit * Move icon loading to egui-winit * `use glow::HasContext;` -> `use glow::HasContext as _;` * Move FileStorage into epi behind a feature flag * De-duplicate screen_size_in_pixels and native_pixels_per_point * Move creation of FileStorage to epi * Handle epi app output (window size changes etc) in egui-winit * Move app and memory persistence and autosave logic to egui-winit * fix check.sh * Make the epi backend opt-in for egui_glium and egui_glow * Fix persistence * Add integration name to epi::IntegrationInfo and the demo * Clean up Cargo.toml files and fix making egui_glium optional * fix typo * Make egui_glium compile without the `epi` feature
622 lines
20 KiB
Rust
622 lines
20 KiB
Rust
#![allow(unsafe_code)]
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use egui::{
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emath::Rect,
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epaint::{Color32, Mesh, Vertex},
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};
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use memoffset::offset_of;
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use std::convert::TryInto;
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use glow::HasContext as _;
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const VERT_SRC: &str = include_str!("shader/vertex.glsl");
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const FRAG_SRC: &str = include_str!("shader/fragment.glsl");
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fn srgbtexture2d(gl: &glow::Context, data: &[u8], w: usize, h: usize) -> glow::NativeTexture {
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assert_eq!(data.len(), w * h * 4);
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assert!(w >= 1);
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assert!(h >= 1);
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unsafe {
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let tex = gl.create_texture().unwrap();
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gl.bind_texture(glow::TEXTURE_2D, Some(tex));
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gl.tex_parameter_i32(
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glow::TEXTURE_2D,
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glow::TEXTURE_MAG_FILTER,
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glow::LINEAR as i32,
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);
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gl.tex_parameter_i32(
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glow::TEXTURE_2D,
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glow::TEXTURE_WRAP_S,
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glow::CLAMP_TO_EDGE as i32,
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);
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gl.tex_parameter_i32(
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glow::TEXTURE_2D,
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glow::TEXTURE_WRAP_T,
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glow::CLAMP_TO_EDGE as i32,
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);
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gl.tex_storage_2d(glow::TEXTURE_2D, 1, glow::SRGB8_ALPHA8, w as i32, h as i32);
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gl.tex_sub_image_2d(
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glow::TEXTURE_2D,
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0,
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0,
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0,
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w as i32,
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h as i32,
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glow::RGBA,
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glow::UNSIGNED_BYTE,
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glow::PixelUnpackData::Slice(data),
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);
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assert_eq!(gl.get_error(), glow::NO_ERROR, "OpenGL error occurred!");
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tex
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}
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}
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unsafe fn as_u8_slice<T>(s: &[T]) -> &[u8] {
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std::slice::from_raw_parts(s.as_ptr().cast::<u8>(), s.len() * std::mem::size_of::<T>())
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}
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/// OpenGL painter
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///
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/// This struct must be destroyed with [`Painter::destroy`] before dropping, to ensure OpenGL
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/// objects have been properly deleted and are not leaked.
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pub struct Painter {
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program: glow::NativeProgram,
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u_screen_size: glow::UniformLocation,
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u_sampler: glow::UniformLocation,
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egui_texture: Option<glow::NativeTexture>,
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egui_texture_version: Option<u64>,
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/// `None` means unallocated (freed) slot.
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user_textures: Vec<Option<UserTexture>>,
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vertex_array: glow::NativeVertexArray,
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vertex_buffer: glow::NativeBuffer,
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element_array_buffer: glow::NativeBuffer,
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// Stores outdated OpenGL textures that are yet to be deleted
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old_textures: Vec<glow::NativeTexture>,
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// Only in debug builds, to make sure we are destroyed correctly.
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#[cfg(debug_assertions)]
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destroyed: bool,
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}
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#[derive(Default)]
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struct UserTexture {
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/// Pending upload (will be emptied later).
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/// This is the format glow likes.
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data: Vec<u8>,
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size: (usize, usize),
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/// Lazily uploaded
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gl_texture: Option<glow::NativeTexture>,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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#[allow(dead_code)]
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enum ShaderVersion {
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Gl120,
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Gl140,
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Es100,
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Es300,
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}
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impl ShaderVersion {
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fn get(gl: &glow::Context) -> Self {
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Self::parse(unsafe { &gl.get_parameter_string(glow::SHADING_LANGUAGE_VERSION) })
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}
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#[inline]
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fn parse(glsl_ver: &str) -> Self {
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let start = glsl_ver.find(|c| char::is_ascii_digit(&c)).unwrap();
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let es = glsl_ver[..start].contains(" ES ");
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let ver = glsl_ver[start..].splitn(2, ' ').next().unwrap();
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let [maj, min]: [u8; 2] = ver
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.splitn(3, '.')
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.take(2)
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.map(|x| x.parse().unwrap_or_default())
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.collect::<Vec<u8>>()
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.try_into()
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.unwrap();
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if es {
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if maj >= 3 {
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Self::Es300
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} else {
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Self::Es100
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}
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} else if maj > 1 || (maj == 1 && min >= 40) {
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Self::Gl140
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} else {
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Self::Gl120
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}
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}
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fn version(&self) -> &'static str {
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match self {
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Self::Gl120 => "#version 120\n",
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Self::Gl140 => "#version 140\n",
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Self::Es100 => "#version 100\n",
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Self::Es300 => "#version 300 es\n",
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}
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}
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}
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#[test]
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fn test_shader_version() {
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use ShaderVersion::{Es100, Es300, Gl120, Gl140};
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for (s, v) in [
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("1.2 OpenGL foo bar", Gl120),
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("3.0", Gl140),
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("0.0", Gl120),
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("OpenGL ES GLSL 3.00 (WebGL2)", Es300),
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("OpenGL ES GLSL 1.00 (WebGL)", Es100),
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("OpenGL ES GLSL ES 1.00 foo bar", Es100),
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("WebGL GLSL ES 3.00 foo bar", Es300),
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("WebGL GLSL ES 3.00", Es300),
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("WebGL GLSL ES 1.0 foo bar", Es100),
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] {
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assert_eq!(ShaderVersion::parse(s), v);
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}
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}
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impl Painter {
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pub fn new(gl: &glow::Context) -> Painter {
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let header = ShaderVersion::get(gl).version();
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let mut v_src = header.to_owned();
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v_src.push_str(VERT_SRC);
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let mut f_src = header.to_owned();
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f_src.push_str(FRAG_SRC);
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unsafe {
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let v = gl.create_shader(glow::VERTEX_SHADER).unwrap();
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gl.shader_source(v, &v_src);
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gl.compile_shader(v);
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if !gl.get_shader_compile_status(v) {
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panic!(
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"Failed to compile vertex shader: {}",
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gl.get_shader_info_log(v)
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);
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}
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let f = gl.create_shader(glow::FRAGMENT_SHADER).unwrap();
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gl.shader_source(f, &f_src);
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gl.compile_shader(f);
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if !gl.get_shader_compile_status(f) {
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panic!(
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"Failed to compile fragment shader: {}",
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gl.get_shader_info_log(f)
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);
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}
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let program = gl.create_program().unwrap();
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gl.attach_shader(program, v);
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gl.attach_shader(program, f);
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gl.link_program(program);
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if !gl.get_program_link_status(program) {
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panic!("{}", gl.get_program_info_log(program));
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}
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gl.detach_shader(program, v);
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gl.detach_shader(program, f);
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gl.delete_shader(v);
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gl.delete_shader(f);
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let u_screen_size = gl.get_uniform_location(program, "u_screen_size").unwrap();
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let u_sampler = gl.get_uniform_location(program, "u_sampler").unwrap();
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let vertex_array = gl.create_vertex_array().unwrap();
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let vertex_buffer = gl.create_buffer().unwrap();
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let element_array_buffer = gl.create_buffer().unwrap();
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gl.bind_vertex_array(Some(vertex_array));
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer));
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let a_pos_loc = gl.get_attrib_location(program, "a_pos").unwrap();
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let a_tc_loc = gl.get_attrib_location(program, "a_tc").unwrap();
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let a_srgba_loc = gl.get_attrib_location(program, "a_srgba").unwrap();
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gl.vertex_attrib_pointer_f32(
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a_pos_loc,
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2,
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glow::FLOAT,
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false,
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std::mem::size_of::<Vertex>() as i32,
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offset_of!(Vertex, pos) as i32,
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);
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gl.enable_vertex_attrib_array(a_pos_loc);
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gl.vertex_attrib_pointer_f32(
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a_tc_loc,
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2,
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glow::FLOAT,
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false,
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std::mem::size_of::<Vertex>() as i32,
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offset_of!(Vertex, uv) as i32,
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);
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gl.enable_vertex_attrib_array(a_tc_loc);
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gl.vertex_attrib_pointer_f32(
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a_srgba_loc,
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4,
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glow::UNSIGNED_BYTE,
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false,
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std::mem::size_of::<Vertex>() as i32,
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offset_of!(Vertex, color) as i32,
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);
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gl.enable_vertex_attrib_array(a_srgba_loc);
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assert_eq!(gl.get_error(), glow::NO_ERROR, "OpenGL error occurred!");
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Painter {
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program,
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u_screen_size,
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u_sampler,
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egui_texture: None,
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egui_texture_version: None,
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user_textures: Default::default(),
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vertex_array,
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vertex_buffer,
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element_array_buffer,
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old_textures: Vec::new(),
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#[cfg(debug_assertions)]
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destroyed: false,
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}
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}
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}
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pub fn upload_egui_texture(&mut self, gl: &glow::Context, texture: &egui::Texture) {
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self.assert_not_destroyed();
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if self.egui_texture_version == Some(texture.version) {
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return; // No change
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}
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let pixels: Vec<u8> = texture
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.pixels
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.iter()
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.flat_map(|a| Vec::from(Color32::from_white_alpha(*a).to_array()))
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.collect();
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if let Some(old_tex) = std::mem::replace(
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&mut self.egui_texture,
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Some(srgbtexture2d(gl, &pixels, texture.width, texture.height)),
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) {
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unsafe {
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gl.delete_texture(old_tex);
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}
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}
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self.egui_texture_version = Some(texture.version);
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}
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unsafe fn prepare_painting(
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&mut self,
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gl_window: &glutin::WindowedContext<glutin::PossiblyCurrent>,
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gl: &glow::Context,
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pixels_per_point: f32,
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) -> (u32, u32) {
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gl.enable(glow::SCISSOR_TEST);
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// egui outputs mesh in both winding orders:
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gl.disable(glow::CULL_FACE);
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gl.enable(glow::BLEND);
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gl.blend_equation(glow::FUNC_ADD);
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gl.blend_func_separate(
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// egui outputs colors with premultiplied alpha:
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glow::ONE,
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glow::ONE_MINUS_SRC_ALPHA,
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// Less important, but this is technically the correct alpha blend function
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// when you want to make use of the framebuffer alpha (for screenshots, compositing, etc).
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glow::ONE_MINUS_DST_ALPHA,
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glow::ONE,
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);
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let glutin::dpi::PhysicalSize {
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width: width_in_pixels,
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height: height_in_pixels,
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} = gl_window.window().inner_size();
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let width_in_points = width_in_pixels as f32 / pixels_per_point;
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let height_in_points = height_in_pixels as f32 / pixels_per_point;
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gl.viewport(0, 0, width_in_pixels as i32, height_in_pixels as i32);
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gl.use_program(Some(self.program));
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// The texture coordinates for text are so that both nearest and linear should work with the egui font texture.
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// For user textures linear sampling is more likely to be the right choice.
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gl.uniform_2_f32(Some(&self.u_screen_size), width_in_points, height_in_points);
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gl.uniform_1_i32(Some(&self.u_sampler), 0);
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gl.active_texture(glow::TEXTURE0);
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gl.bind_vertex_array(Some(self.vertex_array));
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vertex_buffer));
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gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.element_array_buffer));
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(width_in_pixels, height_in_pixels)
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}
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/// Main entry-point for painting a frame.
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/// You should call `target.clear_color(..)` before
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/// and `target.finish()` after this.
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///
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/// The following OpenGL features will be set:
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/// - Scissor test will be enabled
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/// - Cull face will be disabled
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/// - Blend will be enabled
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///
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/// The scissor area and blend parameters will be changed.
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///
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/// As well as this, the following objects will be rebound:
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/// - Vertex Array
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/// - Vertex Buffer
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/// - Element Buffer
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/// - Texture (and active texture will be set to 0)
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/// - Program
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///
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/// Please be mindful of these effects when integrating into your program, and also be mindful
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/// of the effects your program might have on this code. Look at the source if in doubt.
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pub fn paint_meshes(
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&mut self,
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gl_window: &glutin::WindowedContext<glutin::PossiblyCurrent>,
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gl: &glow::Context,
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pixels_per_point: f32,
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clipped_meshes: Vec<egui::ClippedMesh>,
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egui_texture: &egui::Texture,
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) {
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self.assert_not_destroyed();
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self.upload_egui_texture(gl, egui_texture);
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self.upload_pending_user_textures(gl);
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let size_in_pixels = unsafe { self.prepare_painting(gl_window, gl, pixels_per_point) };
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for egui::ClippedMesh(clip_rect, mesh) in clipped_meshes {
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self.paint_mesh(gl, size_in_pixels, pixels_per_point, clip_rect, &mesh)
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}
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assert_eq!(
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unsafe { gl.get_error() },
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glow::NO_ERROR,
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"OpenGL error occurred!"
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);
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}
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#[inline(never)] // Easier profiling
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fn paint_mesh(
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&mut self,
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gl: &glow::Context,
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size_in_pixels: (u32, u32),
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pixels_per_point: f32,
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clip_rect: Rect,
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mesh: &Mesh,
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) {
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debug_assert!(mesh.is_valid());
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if let Some(texture) = self.get_texture(mesh.texture_id) {
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unsafe {
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gl.buffer_data_u8_slice(
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glow::ARRAY_BUFFER,
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as_u8_slice(mesh.vertices.as_slice()),
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glow::STREAM_DRAW,
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);
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gl.buffer_data_u8_slice(
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glow::ELEMENT_ARRAY_BUFFER,
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as_u8_slice(mesh.indices.as_slice()),
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glow::STREAM_DRAW,
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);
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gl.bind_texture(glow::TEXTURE_2D, Some(texture));
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}
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// Transform clip rect to physical pixels:
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let clip_min_x = pixels_per_point * clip_rect.min.x;
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let clip_min_y = pixels_per_point * clip_rect.min.y;
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let clip_max_x = pixels_per_point * clip_rect.max.x;
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let clip_max_y = pixels_per_point * clip_rect.max.y;
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// Make sure clip rect can fit within a `u32`:
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let clip_min_x = clip_min_x.clamp(0.0, size_in_pixels.0 as f32);
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let clip_min_y = clip_min_y.clamp(0.0, size_in_pixels.1 as f32);
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let clip_max_x = clip_max_x.clamp(clip_min_x, size_in_pixels.0 as f32);
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let clip_max_y = clip_max_y.clamp(clip_min_y, size_in_pixels.1 as f32);
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let clip_min_x = clip_min_x.round() as i32;
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let clip_min_y = clip_min_y.round() as i32;
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let clip_max_x = clip_max_x.round() as i32;
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let clip_max_y = clip_max_y.round() as i32;
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unsafe {
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gl.scissor(
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clip_min_x,
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size_in_pixels.1 as i32 - clip_max_y,
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clip_max_x - clip_min_x,
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clip_max_y - clip_min_y,
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);
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gl.draw_elements(
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glow::TRIANGLES,
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mesh.indices.len() as i32,
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glow::UNSIGNED_INT,
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0,
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);
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}
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}
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}
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// ------------------------------------------------------------------------
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// user textures: this is an experimental feature.
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// No need to implement this in your egui integration!
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pub fn alloc_user_texture(&mut self) -> egui::TextureId {
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self.assert_not_destroyed();
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for (i, tex) in self.user_textures.iter_mut().enumerate() {
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if tex.is_none() {
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*tex = Some(Default::default());
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return egui::TextureId::User(i as u64);
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}
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}
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let id = egui::TextureId::User(self.user_textures.len() as u64);
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self.user_textures.push(Some(Default::default()));
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id
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}
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/// register glow texture as egui texture
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/// Usable for render to image rectangle
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pub fn register_glow_texture(&mut self, texture: glow::NativeTexture) -> egui::TextureId {
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self.assert_not_destroyed();
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let id = self.alloc_user_texture();
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if let egui::TextureId::User(id) = id {
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if let Some(Some(user_texture)) = self.user_textures.get_mut(id as usize) {
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if let UserTexture {
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gl_texture: Some(old_tex),
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..
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} = std::mem::replace(
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user_texture,
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UserTexture {
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data: vec![],
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size: (0, 0),
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gl_texture: Some(texture),
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},
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) {
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|
self.old_textures.push(old_tex);
|
|
}
|
|
}
|
|
}
|
|
id
|
|
}
|
|
|
|
pub fn set_user_texture(
|
|
&mut self,
|
|
id: egui::TextureId,
|
|
size: (usize, usize),
|
|
pixels: &[Color32],
|
|
) {
|
|
self.assert_not_destroyed();
|
|
|
|
assert_eq!(
|
|
size.0 * size.1,
|
|
pixels.len(),
|
|
"Mismatch between texture size and texel count"
|
|
);
|
|
|
|
if let egui::TextureId::User(id) = id {
|
|
if let Some(Some(user_texture)) = self.user_textures.get_mut(id as usize) {
|
|
let data: Vec<u8> = pixels
|
|
.iter()
|
|
.flat_map(|srgba| Vec::from(srgba.to_array()))
|
|
.collect();
|
|
|
|
if let UserTexture {
|
|
gl_texture: Some(old_tex),
|
|
..
|
|
} = std::mem::replace(
|
|
user_texture,
|
|
UserTexture {
|
|
data,
|
|
size,
|
|
gl_texture: None,
|
|
},
|
|
) {
|
|
self.old_textures.push(old_tex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn free_user_texture(&mut self, id: egui::TextureId) {
|
|
self.assert_not_destroyed();
|
|
|
|
if let egui::TextureId::User(id) = id {
|
|
let index = id as usize;
|
|
if index < self.user_textures.len() {
|
|
self.user_textures[index] = None;
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn get_texture(&self, texture_id: egui::TextureId) -> Option<glow::NativeTexture> {
|
|
self.assert_not_destroyed();
|
|
|
|
match texture_id {
|
|
egui::TextureId::Egui => self.egui_texture,
|
|
egui::TextureId::User(id) => self.user_textures.get(id as usize)?.as_ref()?.gl_texture,
|
|
}
|
|
}
|
|
|
|
pub fn upload_pending_user_textures(&mut self, gl: &glow::Context) {
|
|
self.assert_not_destroyed();
|
|
|
|
for user_texture in self.user_textures.iter_mut().flatten() {
|
|
if user_texture.gl_texture.is_none() {
|
|
let data = std::mem::take(&mut user_texture.data);
|
|
user_texture.gl_texture = Some(srgbtexture2d(
|
|
gl,
|
|
&data,
|
|
user_texture.size.0,
|
|
user_texture.size.1,
|
|
));
|
|
user_texture.size = (0, 0);
|
|
}
|
|
}
|
|
for t in self.old_textures.drain(..) {
|
|
unsafe {
|
|
gl.delete_texture(t);
|
|
}
|
|
}
|
|
}
|
|
|
|
unsafe fn destroy_gl(&self, gl: &glow::Context) {
|
|
gl.delete_program(self.program);
|
|
if let Some(tex) = self.egui_texture {
|
|
gl.delete_texture(tex);
|
|
}
|
|
for tex in self.user_textures.iter().flatten() {
|
|
if let Some(t) = tex.gl_texture {
|
|
gl.delete_texture(t);
|
|
}
|
|
}
|
|
gl.delete_vertex_array(self.vertex_array);
|
|
gl.delete_buffer(self.vertex_buffer);
|
|
gl.delete_buffer(self.element_array_buffer);
|
|
for t in &self.old_textures {
|
|
gl.delete_texture(*t);
|
|
}
|
|
}
|
|
|
|
/// This function must be called before Painter is dropped, as Painter has some OpenGL objects
|
|
/// that should be deleted.
|
|
#[cfg(debug_assertions)]
|
|
pub fn destroy(&mut self, gl: &glow::Context) {
|
|
debug_assert!(!self.destroyed, "Only destroy egui once!");
|
|
unsafe {
|
|
self.destroy_gl(gl);
|
|
}
|
|
self.destroyed = true;
|
|
}
|
|
|
|
#[cfg(not(debug_assertions))]
|
|
pub fn destroy(&self, gl: &glow::Context) {
|
|
unsafe {
|
|
self.destroy_gl(gl);
|
|
}
|
|
}
|
|
|
|
#[cfg(debug_assertions)]
|
|
fn assert_not_destroyed(&self) {
|
|
assert!(!self.destroyed, "egui has already been destroyed!");
|
|
}
|
|
|
|
#[inline(always)]
|
|
#[cfg(not(debug_assertions))]
|
|
#[allow(clippy::unused_self)]
|
|
fn assert_not_destroyed(&self) {}
|
|
}
|
|
|
|
impl Drop for Painter {
|
|
fn drop(&mut self) {
|
|
#[cfg(debug_assertions)]
|
|
assert!(
|
|
self.destroyed,
|
|
"Make sure to destroy() rather than dropping, to avoid leaking OpenGL objects!"
|
|
);
|
|
}
|
|
}
|