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internal/graphicsdriver/playstation5: separate the shader part
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parent
002e375d64
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657e04d3d1
@ -153,7 +153,3 @@ func (s *Shader) ID() graphicsdriver.ShaderID {
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func (s *Shader) Dispose() {
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C.ebitengine_DisposeShader(C.int(s.id))
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}
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func RegisterPrecompiledShaders(hash shaderir.SourceHash, vertex, pixel []byte) {
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// TODO: Implement this.
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}
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27
internal/graphicsdriver/playstation5/shader_paystation5.go
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27
internal/graphicsdriver/playstation5/shader_paystation5.go
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@ -0,0 +1,27 @@
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// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build playstation5
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// This is a separated pure Go file so that the `shaderprecomp` package can use this without Cgo.
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package playstation5
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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func RegisterPrecompiledShaders(hash shaderir.SourceHash, vertex, pixel []byte) {
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// TODO: Implement this.
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}
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