// 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. package shaderprecomp import ( "github.com/hajimehoshi/ebiten/v2/internal/builtinshader" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) // AppendBuildinShaderSources appends all the built-in shader sources to the given slice. // // Do not modify the content of the shader source. // // AppendBuildinShaderSources is concurrent-safe. func AppendBuildinShaderSources(sources []*ShaderSource) []*ShaderSource { for _, s := range builtinshader.AppendShaderSources(nil) { src, err := NewShaderSource(s) if err != nil { panic(err) } sources = append(sources, src) } return sources } // ShaderSource is an object encapsulating a shader source code. type ShaderSource struct { source []byte id ShaderSourceID } // NewShaderSource creates a new ShaderSource object from the given source code. func NewShaderSource(source []byte) (*ShaderSource, error) { hash, err := graphics.CalcSourceHash(source) if err != nil { return nil, err } return &ShaderSource{ source: source, id: ShaderSourceID(hash), }, nil } // ID returns a unique identifier for the shader source. // The ShaderSourceID value must be the same for the same shader source and the same Ebitengine version. // There is no guarantee that the ShaderSourceID value is the same between different Ebitengine versions. func (s *ShaderSource) ID() ShaderSourceID { return s.id } // ShaderSourceID is a uniuqe identifier for a shader source. type ShaderSourceID [16]byte // String returns a string representation of the shader source ID. func (s ShaderSourceID) String() string { return shaderir.SourceHash(s).String() }