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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
49 lines
1.6 KiB
Go
49 lines
1.6 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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//go:build !playstation5
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package shaderprecomp
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import (
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"io"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
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)
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// CompileToMSL compiles the shader source to Metal Shader Language, and writes the result to w.
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//
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// CompileToMSL is concurrent-safe.
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func CompileToMSL(w io.Writer, source *ShaderSource) error {
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ir, err := graphics.CompileShader(source.source)
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if err != nil {
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return err
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}
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if _, err = w.Write([]byte(msl.Compile(ir))); err != nil {
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return err
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}
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return nil
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}
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// RegisterMetalLibrary registers a precompiled Metal library for a shader source.
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// library must be the content of a .metallib file.
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// For more details, see https://developer.apple.com/documentation/metal/shader_libraries/building_a_shader_library_by_precompiling_source_files.
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//
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// RegisterMetalLibrary is concurrent-safe.
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func RegisterMetalLibrary(source *ShaderSource, library []byte) {
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metal.RegisterPrecompiledLibrary(source.source, library)
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}
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