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https://github.com/hajimehoshi/ebiten.git
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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
49 lines
1.3 KiB
Go
49 lines
1.3 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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package main
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import (
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"embed"
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"errors"
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"fmt"
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"io/fs"
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"os"
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"github.com/hajimehoshi/ebiten/v2/shaderprecomp"
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)
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//go:embed metallib/*.metallib
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var metallibs embed.FS
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func registerPrecompiledShaders() error {
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srcs := shaderprecomp.AppendBuildinShaderSources(nil)
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srcs = append(srcs, shaderprecomp.NewShaderSource(defaultShaderSourceBytes))
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for i, src := range srcs {
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name := fmt.Sprintf("%d.metallib", i)
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lib, err := metallibs.ReadFile("metallib/" + name)
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if err != nil {
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if errors.Is(err, fs.ErrNotExist) {
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fmt.Fprintf(os.Stderr, "precompiled Metal library %s was not found. Run 'go generate' for 'metallib' directory to generate them.\n", name)
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continue
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}
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return err
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}
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shaderprecomp.RegisterMetalLibrary(src, lib)
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}
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return nil
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}
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