mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-10-02 16:08:39 +00:00
move opengl to renderer dir
This commit is contained in:
56
src/renderer/opengl/Shader.zig
Normal file
56
src/renderer/opengl/Shader.zig
Normal file
@@ -0,0 +1,56 @@
|
||||
const Shader = @This();
|
||||
|
||||
const std = @import("std");
|
||||
const assert = std.debug.assert;
|
||||
const log = std.log.scoped(.opengl);
|
||||
|
||||
const c = @import("c.zig");
|
||||
const errors = @import("errors.zig");
|
||||
const glad = @import("glad.zig");
|
||||
|
||||
id: c.GLuint,
|
||||
|
||||
pub inline fn create(typ: c.GLenum) errors.Error!Shader {
|
||||
const id = glad.context.CreateShader.?(typ);
|
||||
if (id == 0) {
|
||||
try errors.mustError();
|
||||
unreachable;
|
||||
}
|
||||
|
||||
log.debug("shader created id={}", .{id});
|
||||
return Shader{ .id = id };
|
||||
}
|
||||
|
||||
/// Set the source and compile a shader.
|
||||
pub inline fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
|
||||
glad.context.ShaderSource.?(s.id, 1, &@ptrCast([*c]const u8, source), null);
|
||||
glad.context.CompileShader.?(s.id);
|
||||
|
||||
// Check if compilation succeeded
|
||||
var success: c_int = undefined;
|
||||
glad.context.GetShaderiv.?(s.id, c.GL_COMPILE_STATUS, &success);
|
||||
if (success == c.GL_TRUE) return;
|
||||
log.err("shader compilation failure id={} message={s}", .{
|
||||
s.id,
|
||||
std.mem.sliceTo(&s.getInfoLog(), 0),
|
||||
});
|
||||
return error.CompileFailed;
|
||||
}
|
||||
|
||||
/// getInfoLog returns the info log for this shader. This attempts to
|
||||
/// keep the log fully stack allocated and is therefore limited to a max
|
||||
/// amount of elements.
|
||||
//
|
||||
// NOTE(mitchellh): we can add a dynamic version that uses an allocator
|
||||
// if we ever need it.
|
||||
pub inline fn getInfoLog(s: Shader) [512]u8 {
|
||||
var msg: [512]u8 = undefined;
|
||||
glad.context.GetShaderInfoLog.?(s.id, msg.len, null, &msg);
|
||||
return msg;
|
||||
}
|
||||
|
||||
pub inline fn destroy(s: Shader) void {
|
||||
assert(s.id != 0);
|
||||
glad.context.DeleteShader.?(s.id);
|
||||
log.debug("shader destroyed id={}", .{s.id});
|
||||
}
|
Reference in New Issue
Block a user