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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/shaderir/msl: always use the same function names
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parent
a176694dfb
commit
a4abc4472b
@ -63,21 +63,16 @@ func (s *Shader) Dispose() {
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}
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func (s *Shader) init(device mtl.Device) error {
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const (
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v = "Vertex"
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f = "Fragment"
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)
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src := msl.Compile(s.ir, v, f)
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src := msl.Compile(s.ir)
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lib, err := device.MakeLibrary(src, mtl.CompileOptions{})
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if err != nil {
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return fmt.Errorf("metal: device.MakeLibrary failed: %w, source: %s", err, src)
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}
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vs, err := lib.MakeFunction(v)
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vs, err := lib.MakeFunction(msl.VertexName)
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if err != nil {
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return fmt.Errorf("metal: lib.MakeFunction for vertex failed: %w, source: %s", err, src)
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}
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fs, err := lib.MakeFunction(f)
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fs, err := lib.MakeFunction(msl.FragmentName)
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if err != nil {
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return fmt.Errorf("metal: lib.MakeFunction for fragment failed: %w, source: %s", err, src)
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}
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@ -195,7 +195,7 @@ func TestCompile(t *testing.T) {
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}
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if tc.Metal != nil {
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m := msl.Compile(s, "Vertex", "Fragment")
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m := msl.Compile(s)
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if got, want := metalNormalize(m), metalNormalize(string(tc.Metal)); got != want {
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compare(t, "Metal", got, want)
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}
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@ -203,7 +203,7 @@ func TestCompile(t *testing.T) {
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// Just check that Compile doesn't cause panic.
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// TODO: Should the results be tested?
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msl.Compile(s, "Vertex", "Fragmentp")
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msl.Compile(s)
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})
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}
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}
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@ -1088,7 +1088,7 @@ void main(void) {
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t.Errorf("%s fragment: got: %s, want: %s", tc.Name, got, want)
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}
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}
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m := msl.Compile(&tc.Program, "Vertex", "Fragment")
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m := msl.Compile(&tc.Program)
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if tc.Metal != "" {
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got := m
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want := tc.Metal + "\n"
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@ -65,7 +65,12 @@ constexpr sampler texture_sampler{filter::nearest};`
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return str
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}
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func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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const (
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VertexName = "Vertex"
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FragmentName = "Fragment"
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)
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func Compile(p *shaderir.Program) (shader string) {
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c := &compileContext{
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structNames: map[string]string{},
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}
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@ -109,7 +114,7 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 {
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lines = append(lines, "")
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lines = append(lines,
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fmt.Sprintf("vertex Varyings %s(", vertex),
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fmt.Sprintf("vertex Varyings %s(", VertexName),
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"\tuint vid [[vertex_id]],",
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"\tconst device Attributes* attributes [[buffer(0)]]")
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for i, u := range p.Uniforms {
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@ -132,7 +137,7 @@ func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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if p.FragmentFunc.Block != nil && len(p.FragmentFunc.Block.Stmts) > 0 {
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lines = append(lines, "")
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lines = append(lines,
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fmt.Sprintf("fragment float4 %s(", fragment),
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fmt.Sprintf("fragment float4 %s(", FragmentName),
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"\tVaryings varyings [[stage_in]]")
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for i, u := range p.Uniforms {
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lines[len(lines)-1] += ","
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