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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
51 lines
1.6 KiB
Go
51 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/playstation5"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/pssl"
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)
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// CompileToPSSL compiles the shader source to PlayStaton Shader Language to writers.
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//
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// CompileToPSSL is concurrent-safe.
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func CompileToPSSL(vertexWriter, pixelWriter 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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vs, ps := pssl.Compile(ir)
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if _, err = vertexWriter.Write([]byte(vs)); err != nil {
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return err
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}
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if _, err = pixelWriter.Write([]byte(ps)); 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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// RegisterPlayStationShaders registers a precompiled PlayStation Shader for a shader source.
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//
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// RegisterPlayStationShaders is concurrent-safe.
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func RegisterPlayStationShaders(source *ShaderSource, vertexShader, pixelShader []byte) {
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playstation5.RegisterPrecompiledShaders(source.source, vertexShader, pixelShader)
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}
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