Merge pull request #3142 from jay-j/feature/gl-allow-geometry-shaders

Expose OpenGL shader procs to allow creation of pipelines with geometry shaders
This commit is contained in:
gingerBill
2024-02-07 16:09:58 +00:00
committed by GitHub

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@@ -120,7 +120,6 @@ when GL_DEBUG {
}
// Compiling shaders are identical for any shader (vertex, geometry, fragment, tesselation, (maybe compute too))
@private
compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type) -> (shader_id: u32, ok: bool) {
shader_id = CreateShader(cast(u32)shader_type)
length := i32(len(shader_data))
@@ -134,7 +133,6 @@ compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type
}
// only used once, but I'd just make a subprocedure(?) for consistency
@private
create_and_link_program :: proc(shader_ids: []u32, binary_retrievable := false) -> (program_id: u32, ok: bool) {
program_id = CreateProgram()
for id in shader_ids {