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
44 lines
1.4 KiB
Go
44 lines
1.4 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"
|
|
)
|
|
|
|
// 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) {
|
|
sources = append(sources, NewShaderSource(s))
|
|
}
|
|
return sources
|
|
}
|
|
|
|
// ShaderSource is an object encapsulating a shader source code.
|
|
type ShaderSource struct {
|
|
source []byte
|
|
}
|
|
|
|
// NewShaderSource creates a new ShaderSource object from the given source code.
|
|
func NewShaderSource(source []byte) *ShaderSource {
|
|
return &ShaderSource{
|
|
source: source,
|
|
}
|
|
}
|