Files
ghostty/pkg/opengl/Sampler.zig
Mitchell Hashimoto a453681615 renderer: create explicit sampler state for custom shaders
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].
```
2025-09-18 09:25:37 -07:00

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);
}