ebiten/examples/shaderprecomp/register_darwin.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

49 lines
1.3 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 main
import (
"embed"
"errors"
"fmt"
"io/fs"
"os"
"github.com/hajimehoshi/ebiten/v2/shaderprecomp"
)
//go:embed metallib/*.metallib
var metallibs embed.FS
func registerPrecompiledShaders() error {
srcs := shaderprecomp.AppendBuildinShaderSources(nil)
srcs = append(srcs, shaderprecomp.NewShaderSource(defaultShaderSourceBytes))
for i, src := range srcs {
name := fmt.Sprintf("%d.metallib", i)
lib, err := metallibs.ReadFile("metallib/" + name)
if err != nil {
if errors.Is(err, fs.ErrNotExist) {
fmt.Fprintf(os.Stderr, "precompiled Metal library %s was not found. Run 'go generate' for 'metallib' directory to generate them.\n", name)
continue
}
return err
}
shaderprecomp.RegisterMetalLibrary(src, lib)
}
return nil
}