mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
c46f62e184
The current implementation is only for macOS so far. Updates #2861
71 lines
2.2 KiB
Go
71 lines
2.2 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"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
|
)
|
|
|
|
// 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) {
|
|
src, err := NewShaderSource(s)
|
|
if err != nil {
|
|
panic(err)
|
|
}
|
|
sources = append(sources, src)
|
|
}
|
|
return sources
|
|
}
|
|
|
|
// ShaderSource is an object encapsulating a shader source code.
|
|
type ShaderSource struct {
|
|
source []byte
|
|
id ShaderSourceID
|
|
}
|
|
|
|
// NewShaderSource creates a new ShaderSource object from the given source code.
|
|
func NewShaderSource(source []byte) (*ShaderSource, error) {
|
|
hash, err := graphics.CalcSourceHash(source)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
return &ShaderSource{
|
|
source: source,
|
|
id: ShaderSourceID(hash),
|
|
}, nil
|
|
}
|
|
|
|
// ID returns a unique identifier for the shader source.
|
|
// The ShaderSourceID value must be the same for the same shader source and the same Ebitengine version.
|
|
// There is no guarantee that the ShaderSourceID value is the same between different Ebitengine versions.
|
|
func (s *ShaderSource) ID() ShaderSourceID {
|
|
return s.id
|
|
}
|
|
|
|
// ShaderSourceID is a uniuqe identifier for a shader source.
|
|
type ShaderSourceID [16]byte
|
|
|
|
// String returns a string representation of the shader source ID.
|
|
func (s ShaderSourceID) String() string {
|
|
return shaderir.SourceHash(s).String()
|
|
}
|