ebiten/shaderprecomp/shaderprecomp_windows.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

67 lines
2.3 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.
//go:build !playstation5
package shaderprecomp
import (
"io"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/directx"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
)
const (
// HLSLVertexShaderProfile is the target profile for vertex shaders.
HLSLVertexShaderProfile = directx.VertexShaderProfile
// HLSLPixelShaderProfile is the target profile for pixel shaders.
HLSLPixelShaderProfile = directx.PixelShaderProfile
// HLSLVertexShaderEntryPoint is the entry point name for vertex shaders.
HLSLVertexShaderEntryPoint = directx.VertexShaderEntryPoint
// HLSLPixelShaderEntryPoint is the entry point name for pixel shaders.
HLSLPixelShaderEntryPoint = directx.PixelShaderEntryPoint
)
// CompileToHLSL compiles the shader source to High-Level Shader Language to writers.
//
// CompileToHLSL is concurrent-safe.
func CompileToHLSL(vertexWriter, pixelWriter io.Writer, source *ShaderSource) error {
ir, err := graphics.CompileShader(source.source)
if err != nil {
return err
}
vs, ps := hlsl.Compile(ir)
if _, err = vertexWriter.Write([]byte(vs)); err != nil {
return err
}
if _, err = pixelWriter.Write([]byte(ps)); err != nil {
return err
}
return nil
}
// RegisterFXCs registers a precompiled HLSL (FXC) for a shader source.
// vertexFXC and pixelFXC must be the content of .fxc files generated by `fxc` command.
// For more details, see https://learn.microsoft.com/en-us/windows/win32/direct3dtools/dx-graphics-tools-fxc-using.
//
// RegisterFXCs is concurrent-safe.
func RegisterFXCs(source *ShaderSource, vertexFXC, pixelFXC []byte) {
directx.RegisterPrecompiledFXCs(source.source, vertexFXC, pixelFXC)
}