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4818768965
`ShaderSourceID` was confusing as there was no guarantee the same ID is used for the same source if Ebitengine versions are different. `ShaderSource` should be kept as the built-in shader contents should not be exposed. Updates #2861 Closes #2999
44 lines
1.4 KiB
Go
44 lines
1.4 KiB
Go
// Copyright 2024 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package shaderprecomp
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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)
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// AppendBuildinShaderSources appends all the built-in shader sources to the given slice.
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//
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// Do not modify the content of the shader source.
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//
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// AppendBuildinShaderSources is concurrent-safe.
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func AppendBuildinShaderSources(sources []*ShaderSource) []*ShaderSource {
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for _, s := range builtinshader.AppendShaderSources(nil) {
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sources = append(sources, NewShaderSource(s))
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}
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return sources
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}
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// ShaderSource is an object encapsulating a shader source code.
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type ShaderSource struct {
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source []byte
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}
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// NewShaderSource creates a new ShaderSource object from the given source code.
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func NewShaderSource(source []byte) *ShaderSource {
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return &ShaderSource{
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source: source,
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}
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}
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