mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-09-26 04:58:36 +00:00

The GLSL to MSL conversion process uses a passed-in sampler state for the `iChannel0` parameter and we weren't providing it. This magically worked on Apple Silicon for unknown reasons but failed on Intel GPUs. In normal, hand-written MSL, we'd explicitly create the sampler state as a normal variable (we do this in `shaders.metal` already!), but the Shadertoy conversion stuff doesn't do this, probably because the exact sampler parameters can't be safely known. This fixes a Metal validation error when using custom shaders: ``` -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(main0): missing Sampler binding at index 0 for iChannel0Smplr[0]. ```
44 lines
970 B
Zig
44 lines
970 B
Zig
const Sampler = @This();
|
|
|
|
const std = @import("std");
|
|
const c = @import("c.zig").c;
|
|
const errors = @import("errors.zig");
|
|
const glad = @import("glad.zig");
|
|
const Texture = @import("Texture.zig");
|
|
|
|
id: c.GLuint,
|
|
|
|
/// Create a single sampler.
|
|
pub fn create() errors.Error!Sampler {
|
|
var id: c.GLuint = undefined;
|
|
glad.context.GenSamplers.?(1, &id);
|
|
try errors.getError();
|
|
return .{ .id = id };
|
|
}
|
|
|
|
/// glBindSampler
|
|
pub fn bind(v: Sampler, index: c_uint) !void {
|
|
glad.context.BindSampler.?(index, v.id);
|
|
try errors.getError();
|
|
}
|
|
|
|
pub fn parameter(
|
|
self: Sampler,
|
|
name: Texture.Parameter,
|
|
value: anytype,
|
|
) errors.Error!void {
|
|
switch (@TypeOf(value)) {
|
|
c.GLint => glad.context.SamplerParameteri.?(
|
|
self.id,
|
|
@intFromEnum(name),
|
|
value,
|
|
),
|
|
else => unreachable,
|
|
}
|
|
try errors.getError();
|
|
}
|
|
|
|
pub fn destroy(v: Sampler) void {
|
|
glad.context.DeleteSamplers.?(1, &v.id);
|
|
}
|