all: reduce files for PS5

This commit is contained in:
Hajime Hoshi 2024-08-17 23:05:22 +09:00
parent 26038c2ac1
commit 17322c9c3b
3 changed files with 1 additions and 32 deletions

View File

@ -99,7 +99,7 @@ func (g *Graphics) SetVsyncEnabled(enabled bool) {
} }
func (g *Graphics) NeedsClearingScreen() bool { func (g *Graphics) NeedsClearingScreen() bool {
return false return true
} }
func (g *Graphics) MaxImageSize() int { func (g *Graphics) MaxImageSize() int {

View File

@ -1,23 +0,0 @@
// 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 playstation5
// This is a separated pure Go file so that the `shaderprecomp` package can use this without Cgo.
package playstation5
func RegisterPrecompiledShaders(source []byte, vertex, pixel []byte) {
// TODO: Implement this.
}

View File

@ -20,7 +20,6 @@ import (
"io" "io"
"github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/playstation5"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/pssl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/pssl"
) )
@ -41,10 +40,3 @@ func CompileToPSSL(vertexWriter, pixelWriter io.Writer, source *ShaderSource) er
} }
return nil return nil
} }
// RegisterPlayStationShaders registers a precompiled PlayStation Shader for a shader source.
//
// RegisterPlayStationShaders is concurrent-safe.
func RegisterPlayStationShaders(source *ShaderSource, vertexShader, pixelShader []byte) {
playstation5.RegisterPrecompiledShaders(source.source, vertexShader, pixelShader)
}