From b46b3010ecc640097d9fe7951b6de7a2d6a0d8f3 Mon Sep 17 00:00:00 2001 From: jay-j Date: Fri, 26 Jan 2024 19:43:47 -0800 Subject: [PATCH] Expose OpenGL shader procedures to allow creation of shader pipelines with geometry shaders --- vendor/OpenGL/helpers.odin | 2 -- 1 file changed, 2 deletions(-) diff --git a/vendor/OpenGL/helpers.odin b/vendor/OpenGL/helpers.odin index 82b69b9ae..ab56c2574 100644 --- a/vendor/OpenGL/helpers.odin +++ b/vendor/OpenGL/helpers.odin @@ -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 {