Files
ghostty/pkg/opengl/main.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

46 lines
1.7 KiB
Zig

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