v0.5.2
flutter_gpu_shaders
Build tools for Flutter GPU shader bundles/libraries.
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Build tools for Flutter GPU shader bundles/libraries.
以下为英文项目原文快照,最新内容请访问 GitHub。
Build tools for Flutter GPU shader bundles/libraries.
Use native asset build hooks to import Flutter GPU shader bundle assets.
shaders/my_cool_shader.vert and shaders/my_cool_shader.frag..shaderbundle.json. For this example, we'll assume the following file is saved as my_cool_bundle.shaderbundle.json:{
"CoolVertex": {
"type": "vertex",
"file": "shaders/my_cool_shader.vert"
},
"CoolFragment": {
"type": "fragment",
"file": "shaders/my_cool_shader.frag"
}
}
buildShaderBundleJson. The build hook must be named hook/build.dart in your project; this script will be automatically invoked by Flutter:import 'package:hooks/hooks.dart';
import 'package:flutter_gpu_shaders/build.dart';
void main(List<String> args) async {
await build(args, (config, output) async {
await buildShaderBundleJson(
buildInput: config,
buildOutput: output,
manifestFileName: 'my_cool_bundle.shaderbundle.json');
});
}
buildShaderBundleJson always declares the manifest and directly listed
shader files as build dependencies. With Flutter SDKs whose impellerc
supports --depfile for shader bundles, it also declares transitive
#include dependencies from the generated depfile. Older impellerc
builds continue to use the manifest scan fallback.pubspec.yaml, add the built shader bundle as an asset:flutter:
assets:
- build/shaderbundles/my_cool_bundle.shaderbundle
pubspec.yaml:await buildShaderBundleJson(
buildInput: config,
buildOutput: output,
manifestFileName: 'my_cool_bundle.shaderbundle.json',
assetMode: ShaderBundleAssetMode.dataAssetsIfAvailable,
);
With DataAssets enabled, the result's flutterAssetKey is the key to pass
to gpu.ShaderLibrary.fromAsset. When DataAssets are unavailable,
dataAssetsIfAvailable falls back to the legacy file output. Use
ShaderBundleAssetMode.dataAssetsRequired to fail fast with guidance
instead.gpu.ShaderLibrary.fromAsset in your project. For example:import 'package:flutter_gpu/gpu.dart' as gpu;
final String _kBaseShaderBundlePath =
'build/shaderbundles/my_cool_bundle.shaderbundle';
gpu.ShaderLibrary? _baseShaderLibrary;
gpu.ShaderLibrary get baseShaderLibrary {
if (_baseShaderLibrary != null) {
return _baseShaderLibrary!;
}
_baseShaderLibrary = gpu.ShaderLibrary.fromAsset(_kBaseShaderBundlePath);
if (_baseShaderLibrary != null) {
return _baseShaderLibrary!;
}
throw Exception(
"Failed to load base shader bundle! ($_kBaseShaderBundlePath)");
}
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