internal/builtinshader: refactoring

This commit is contained in:
Hajime Hoshi 2024-11-16 15:29:52 +09:00
parent d021209d84
commit de1ef0bec8
2 changed files with 14 additions and 18 deletions

View File

@ -65,15 +65,20 @@ func xmain() error {
return err
}
for _, s := range builtinshader.AppendShaderSources(nil) {
if _, err := w.WriteString("\n"); err != nil {
return err
}
if _, err := w.WriteString("//ebitengine:shader\n"); err != nil {
return err
}
if _, err := fmt.Fprintf(w, "const _ = %q\n", s); err != nil {
return err
for filter := builtinshader.Filter(0); filter < builtinshader.FilterCount; filter++ {
for address := builtinshader.Address(0); address < builtinshader.AddressCount; address++ {
for _, useColorM := range []bool{false, true} {
s := builtinshader.ShaderSource(filter, address, useColorM)
if _, err := w.WriteString("\n"); err != nil {
return err
}
if _, err := w.WriteString("//ebitengine:shader\n"); err != nil {
return err
}
if _, err := fmt.Fprintf(w, "const _ = %q\n", s); err != nil {
return err
}
}
}
}

View File

@ -200,12 +200,3 @@ func Fragment() vec4 {
return vec4(0)
}
`
func AppendShaderSources(sources [][]byte) [][]byte {
for filter := Filter(0); filter < FilterCount; filter++ {
for address := Address(0); address < AddressCount; address++ {
sources = append(sources, ShaderSource(filter, address, false), ShaderSource(filter, address, true))
}
}
return sources
}