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https://github.com/ghostty-org/ghostty.git
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renderer/opengl: move opengl API to pkg/opengl
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128
pkg/opengl/Program.zig
Normal file
128
pkg/opengl/Program.zig
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@@ -0,0 +1,128 @@
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const Program = @This();
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const std = @import("std");
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const assert = std.debug.assert;
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const log = std.log.scoped(.opengl);
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const c = @import("c.zig");
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const Shader = @import("Shader.zig");
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const errors = @import("errors.zig");
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const glad = @import("glad.zig");
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id: c.GLuint,
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const Binding = struct {
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pub inline fn unbind(_: Binding) void {
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glad.context.UseProgram.?(0);
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}
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};
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pub inline fn create() !Program {
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const id = glad.context.CreateProgram.?();
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if (id == 0) try errors.mustError();
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log.debug("program created id={}", .{id});
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return Program{ .id = id };
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}
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/// Create a program from a vertex and fragment shader source. This will
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/// compile and link the vertex and fragment shader.
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pub inline fn createVF(vsrc: [:0]const u8, fsrc: [:0]const u8) !Program {
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const vs = try Shader.create(c.GL_VERTEX_SHADER);
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try vs.setSourceAndCompile(vsrc);
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defer vs.destroy();
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const fs = try Shader.create(c.GL_FRAGMENT_SHADER);
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try fs.setSourceAndCompile(fsrc);
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defer fs.destroy();
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const p = try create();
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try p.attachShader(vs);
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try p.attachShader(fs);
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try p.link();
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return p;
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}
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pub inline fn attachShader(p: Program, s: Shader) !void {
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glad.context.AttachShader.?(p.id, s.id);
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try errors.getError();
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}
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pub inline fn link(p: Program) !void {
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glad.context.LinkProgram.?(p.id);
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// Check if linking succeeded
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var success: c_int = undefined;
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glad.context.GetProgramiv.?(p.id, c.GL_LINK_STATUS, &success);
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if (success == c.GL_TRUE) {
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log.debug("program linked id={}", .{p.id});
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return;
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}
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log.err("program link failure id={} message={s}", .{
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p.id,
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std.mem.sliceTo(&p.getInfoLog(), 0),
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});
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return error.CompileFailed;
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}
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pub inline fn use(p: Program) !Binding {
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glad.context.UseProgram.?(p.id);
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try errors.getError();
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return Binding{};
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}
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/// Requires the program is currently in use.
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pub inline fn setUniform(
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p: Program,
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n: [:0]const u8,
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value: anytype,
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) !void {
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const loc = glad.context.GetUniformLocation.?(
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p.id,
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@ptrCast(n.ptr),
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);
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if (loc < 0) {
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return error.UniformNameInvalid;
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}
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try errors.getError();
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// Perform the correct call depending on the type of the value.
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switch (@TypeOf(value)) {
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comptime_int => glad.context.Uniform1i.?(loc, value),
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f32 => glad.context.Uniform1f.?(loc, value),
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@Vector(2, f32) => glad.context.Uniform2f.?(loc, value[0], value[1]),
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@Vector(3, f32) => glad.context.Uniform3f.?(loc, value[0], value[1], value[2]),
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@Vector(4, f32) => glad.context.Uniform4f.?(loc, value[0], value[1], value[2], value[3]),
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[4]@Vector(4, f32) => glad.context.UniformMatrix4fv.?(
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loc,
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1,
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c.GL_FALSE,
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@ptrCast(&value),
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),
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else => {
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log.warn("unsupported uniform type {}", .{@TypeOf(value)});
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unreachable;
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},
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}
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try errors.getError();
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}
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/// getInfoLog returns the info log for this program. This attempts to
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/// keep the log fully stack allocated and is therefore limited to a max
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/// amount of elements.
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//
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// NOTE(mitchellh): we can add a dynamic version that uses an allocator
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// if we ever need it.
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pub inline fn getInfoLog(s: Program) [512]u8 {
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var msg: [512]u8 = undefined;
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glad.context.GetProgramInfoLog.?(s.id, msg.len, null, &msg);
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return msg;
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}
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pub inline fn destroy(p: Program) void {
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assert(p.id != 0);
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glad.context.DeleteProgram.?(p.id);
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log.debug("program destroyed id={}", .{p.id});
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}
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