// 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/metal" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl" ) // CompileToMSL compiles the shader source to Metal Shader Language, and writes the result to w. // // CompileToMSL is concurrent-safe. func CompileToMSL(w io.Writer, source *ShaderSource) error { ir, err := graphics.CompileShader(source.source) if err != nil { return err } if _, err = w.Write([]byte(msl.Compile(ir))); err != nil { return err } return nil } // RegisterMetalLibrary registers a precompiled Metal library for a shader source. // library must be the content of a .metallib file. // For more details, see https://developer.apple.com/documentation/metal/shader_libraries/building_a_shader_library_by_precompiling_source_files. // // RegisterMetalLibrary is concurrent-safe. func RegisterMetalLibrary(source *ShaderSource, library []byte) { metal.RegisterPrecompiledLibrary(source.source, library) }