shaderprecomp: add pssl

This commit is contained in:
Hajime Hoshi 2024-05-12 14:19:02 +09:00
parent a108dac797
commit 5bb060b1e9
5 changed files with 67 additions and 0 deletions

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@ -153,3 +153,7 @@ func (s *Shader) ID() graphicsdriver.ShaderID {
func (s *Shader) Dispose() { func (s *Shader) Dispose() {
C.ebitengine_DisposeShader(C.int(s.id)) C.ebitengine_DisposeShader(C.int(s.id))
} }
func RegisterPrecompiledShaders(hash shaderir.SourceHash, vertex, pixel []byte) {
// TODO: Implement this.
}

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@ -15,3 +15,11 @@
// The actual implementation will be provided by -overlay. // The actual implementation will be provided by -overlay.
package pssl package pssl
import (
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
panic("not implemented")
}

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@ -12,6 +12,8 @@
// See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
// limitations under the License. // limitations under the License.
//go:build !playstation5
package shaderprecomp package shaderprecomp
import ( import (

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@ -0,0 +1,51 @@
// 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
package shaderprecomp
import (
"io"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/playstation5"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/pssl"
)
// CompileToPSSL compiles the shader source to PlayStaton Shader Language to writers.
//
// CompileToPSSL is concurrent-safe.
func CompileToPSSL(vertexWriter, pixelWriter io.Writer, source *ShaderSource) error {
ir, err := graphics.CompileShader(source.source)
if err != nil {
return err
}
vs, ps := pssl.Compile(ir)
if _, err = vertexWriter.Write([]byte(vs)); err != nil {
return err
}
if _, err = pixelWriter.Write([]byte(ps)); err != nil {
return err
}
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(shaderir.SourceHash(source.ID()), vertexShader, pixelShader)
}

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@ -12,6 +12,8 @@
// See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
// limitations under the License. // limitations under the License.
//go:build !playstation5
package shaderprecomp package shaderprecomp
import ( import (