mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
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
|
|
//
|
|
// 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.
|
|
|
|
//go:build !playstation5
|
|
|
|
package shaderprecomp
|
|
|
|
import (
|
|
"io"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
|
|
)
|
|
|
|
// CompileToMSL compiles the shader source to Metal Shader Language, and writes the result to w.
|
|
//
|
|
// CompileToMSL is concurrent-safe.
|
|
func CompileToMSL(w io.Writer, source *ShaderSource) error {
|
|
ir, err := graphics.CompileShader(source.source)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if _, err = w.Write([]byte(msl.Compile(ir))); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// RegisterMetalLibrary registers a precompiled Metal library for a shader source.
|
|
// library must be the content of a .metallib file.
|
|
// For more details, see https://developer.apple.com/documentation/metal/shader_libraries/building_a_shader_library_by_precompiling_source_files.
|
|
//
|
|
// RegisterMetalLibrary is concurrent-safe.
|
|
func RegisterMetalLibrary(source *ShaderSource, library []byte) {
|
|
metal.RegisterPrecompiledLibrary(source.source, library)
|
|
}
|