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2 Commits

Author SHA1 Message Date
Hajime Hoshi
9c931c4c97 shaderprecomp: remove a file for PS5 2024-08-18 00:52:34 +09:00
Hajime Hoshi
17322c9c3b all: reduce files for PS5 2024-08-17 23:06:01 +09:00
3 changed files with 1 additions and 74 deletions

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@ -99,7 +99,7 @@ func (g *Graphics) SetVsyncEnabled(enabled bool) {
}
func (g *Graphics) NeedsClearingScreen() bool {
return false
return true
}
func (g *Graphics) MaxImageSize() int {

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@ -1,23 +0,0 @@
// Copyright 2024 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
func RegisterPrecompiledShaders(source []byte, vertex, pixel []byte) {
// TODO: Implement this.
}

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@ -1,50 +0,0 @@
// Copyright 2024 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
package shaderprecomp
import (
"io"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/playstation5"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/pssl"
)
// CompileToPSSL compiles the shader source to PlayStaton Shader Language to writers.
//
// CompileToPSSL is concurrent-safe.
func CompileToPSSL(vertexWriter, pixelWriter io.Writer, source *ShaderSource) error {
ir, err := graphics.CompileShader(source.source)
if err != nil {
return err
}
vs, ps := pssl.Compile(ir)
if _, err = vertexWriter.Write([]byte(vs)); err != nil {
return err
}
if _, err = pixelWriter.Write([]byte(ps)); err != nil {
return err
}
return nil
}
// RegisterPlayStationShaders registers a precompiled PlayStation Shader for a shader source.
//
// RegisterPlayStationShaders is concurrent-safe.
func RegisterPlayStationShaders(source *ShaderSource, vertexShader, pixelShader []byte) {
playstation5.RegisterPrecompiledShaders(source.source, vertexShader, pixelShader)
}