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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]. ```
46 lines
1.7 KiB
Zig
46 lines
1.7 KiB
Zig
//! OpenGL bindings.
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//!
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//! These are purpose-built for usage within this program. While they closely
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//! align with the OpenGL C APIs, they aren't meant to be general purpose,
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//! they aren't meant to have 100% API coverage, and they aren't meant to
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//! be hyper-performant.
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//!
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//! For performance-intensive or unsupported aspects of OpenGL, the C
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//! API is exposed via the `c` constant.
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//!
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//! WARNING: Lots of performance improvements that we can make with Zig
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//! comptime help. I'm deferring this until later but have some fun ideas.
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pub const c = @import("c.zig").c;
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pub const glad = @import("glad.zig");
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pub const ext = @import("extensions.zig");
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pub const Buffer = @import("Buffer.zig");
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pub const Framebuffer = @import("Framebuffer.zig");
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pub const Renderbuffer = @import("Renderbuffer.zig");
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pub const Program = @import("Program.zig");
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pub const Sampler = @import("Sampler.zig");
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pub const Shader = @import("Shader.zig");
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pub const Texture = @import("Texture.zig");
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pub const VertexArray = @import("VertexArray.zig");
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pub const errors = @import("errors.zig");
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pub const Primitive = @import("primitives.zig").Primitive;
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const draw = @import("draw.zig");
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pub const blendFunc = draw.blendFunc;
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pub const clear = draw.clear;
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pub const clearColor = draw.clearColor;
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pub const drawArrays = draw.drawArrays;
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pub const drawArraysInstanced = draw.drawArraysInstanced;
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pub const drawElements = draw.drawElements;
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pub const drawElementsInstanced = draw.drawElementsInstanced;
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pub const enable = draw.enable;
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pub const disable = draw.disable;
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pub const frontFace = draw.frontFace;
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pub const pixelStore = draw.pixelStore;
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pub const viewport = draw.viewport;
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pub const flush = draw.flush;
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pub const finish = draw.finish;
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