ebiten/shaderprecomp/shaderprecomp.go
Hajime Hoshi 4818768965 shaderprecomp: remove ShaderSourceID
`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
2024-05-27 00:01:05 +09:00

44 lines
1.4 KiB
Go

// 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"
)
// 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) {
sources = append(sources, NewShaderSource(s))
}
return sources
}
// ShaderSource is an object encapsulating a shader source code.
type ShaderSource struct {
source []byte
}
// NewShaderSource creates a new ShaderSource object from the given source code.
func NewShaderSource(source []byte) *ShaderSource {
return &ShaderSource{
source: source,
}
}