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

@ -65,7 +65,10 @@ func xmain() error {
return err return err
} }
for _, s := range builtinshader.AppendShaderSources(nil) { 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 { if _, err := w.WriteString("\n"); err != nil {
return err return err
} }
@ -76,6 +79,8 @@ func xmain() error {
return err return err
} }
} }
}
}
if err := w.Flush(); err != nil { if err := w.Flush(); err != nil {
return err return err

View File

@ -200,12 +200,3 @@ func Fragment() vec4 {
return vec4(0) 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
}