internal/shaderir/metal: rename to msl

Closes #2010
This commit is contained in:
Hajime Hoshi 2022-03-10 00:08:36 +09:00
parent 2453f8f0df
commit 47bfd0db9e
5 changed files with 5 additions and 5 deletions

View File

@ -20,7 +20,7 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/metal" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
) )
type shaderRpsKey struct { type shaderRpsKey struct {

View File

@ -26,7 +26,7 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/shader" "github.com/hajimehoshi/ebiten/v2/internal/shader"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/metal" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
) )
func glslVertexNormalize(str string) string { func glslVertexNormalize(str string) string {

View File

@ -20,7 +20,7 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/metal" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
) )
func block(localVars []shaderir.Type, offset int, stmts ...shaderir.Stmt) *shaderir.Block { func block(localVars []shaderir.Type, offset int, stmts ...shaderir.Stmt) *shaderir.Block {

View File

@ -36,7 +36,7 @@ type compileContext struct {
func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) string { func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) string {
if t.Main != shaderir.Struct { if t.Main != shaderir.Struct {
panic("metal: the given type at structName must be a struct") panic("msl: the given type at structName must be a struct")
} }
s := t.String() s := t.String()
if n, ok := c.structNames[s]; ok { if n, ok := c.structNames[s]; ok {

View File

@ -30,7 +30,7 @@ func typeString(t *shaderir.Type, packed bool, ref bool) string {
} }
return t return t
case shaderir.Struct: case shaderir.Struct:
panic("metal: a struct is not implemented") panic("msl: a struct is not implemented")
default: default:
t := basicTypeString(t.Main, packed) t := basicTypeString(t.Main, packed)
if ref { if ref {