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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
67 lines
2.3 KiB
Go
67 lines
2.3 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/directx"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
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)
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const (
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// HLSLVertexShaderProfile is the target profile for vertex shaders.
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HLSLVertexShaderProfile = directx.VertexShaderProfile
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// HLSLPixelShaderProfile is the target profile for pixel shaders.
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HLSLPixelShaderProfile = directx.PixelShaderProfile
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// HLSLVertexShaderEntryPoint is the entry point name for vertex shaders.
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HLSLVertexShaderEntryPoint = directx.VertexShaderEntryPoint
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// HLSLPixelShaderEntryPoint is the entry point name for pixel shaders.
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HLSLPixelShaderEntryPoint = directx.PixelShaderEntryPoint
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)
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// CompileToHLSL compiles the shader source to High-Level Shader Language to writers.
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//
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// CompileToHLSL is concurrent-safe.
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func CompileToHLSL(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 := hlsl.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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// RegisterFXCs registers a precompiled HLSL (FXC) for a shader source.
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// vertexFXC and pixelFXC must be the content of .fxc files generated by `fxc` command.
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// For more details, see https://learn.microsoft.com/en-us/windows/win32/direct3dtools/dx-graphics-tools-fxc-using.
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//
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// RegisterFXCs is concurrent-safe.
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func RegisterFXCs(source *ShaderSource, vertexFXC, pixelFXC []byte) {
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directx.RegisterPrecompiledFXCs(source.source, vertexFXC, pixelFXC)
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}
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