internal/graphicsdriver/playstation5: separate the shader part

This commit is contained in:
Hajime Hoshi 2024-05-19 18:01:58 +09:00
parent 002e375d64
commit 657e04d3d1
2 changed files with 27 additions and 4 deletions

View File

@ -153,7 +153,3 @@ 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.
}

View File

@ -0,0 +1,27 @@
// Copyright 2023 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
import (
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
func RegisterPrecompiledShaders(hash shaderir.SourceHash, vertex, pixel []byte) {
// TODO: Implement this.
}