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https://github.com/ghostty-org/ghostty.git
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opengl: programs
This commit is contained in:
23
src/main.zig
23
src/main.zig
@ -36,20 +36,13 @@ pub fn main() !void {
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defer fs.destroy();
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defer fs.destroy();
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// Shader program
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// Shader program
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const program = c.glCreateProgram();
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const program = try gl.Program.create();
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c.glAttachShader(program, vs.handle);
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defer program.destroy();
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c.glAttachShader(program, fs.handle);
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try program.attachShader(vs);
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c.glLinkProgram(program);
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try program.attachShader(fs);
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var success: c_int = undefined;
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try program.link();
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c.glGetProgramiv(program, c.GL_LINK_STATUS, &success);
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vs.destroy();
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if (success != c.GL_TRUE) {
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fs.destroy();
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var msg: [512]u8 = undefined;
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c.glGetProgramInfoLog(program, 512, null, &msg);
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std.log.err("program fail: {s}\n", .{std.mem.sliceTo(&msg, 0)});
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return;
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}
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c.glDeleteShader(vs.handle);
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c.glDeleteShader(fs.handle);
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// Create our bufer or vertices
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// Create our bufer or vertices
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const vertices = [_]f32{
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const vertices = [_]f32{
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@ -90,7 +83,7 @@ pub fn main() !void {
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c.glClearColor(0.2, 0.3, 0.3, 1.0);
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c.glClearColor(0.2, 0.3, 0.3, 1.0);
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c.glClear(c.GL_COLOR_BUFFER_BIT);
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c.glClear(c.GL_COLOR_BUFFER_BIT);
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c.glUseProgram(program);
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c.glUseProgram(program.id);
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c.glBindVertexArray(vao);
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c.glBindVertexArray(vao);
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c.glDrawArrays(c.GL_TRIANGLES, 0, 3);
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c.glDrawArrays(c.GL_TRIANGLES, 0, 3);
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@ -36,30 +36,30 @@ fn mustError() Error!void {
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}
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}
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pub const Shader = struct {
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pub const Shader = struct {
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handle: c.GLuint,
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id: c.GLuint,
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pub fn create(typ: c.GLenum) Error!Shader {
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pub fn create(typ: c.GLenum) Error!Shader {
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const handle = c.glCreateShader(typ);
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const id = c.glCreateShader(typ);
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if (handle == 0) {
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if (id == 0) {
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try mustError();
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try mustError();
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unreachable;
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unreachable;
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}
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}
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log.debug("shader created id={}", .{handle});
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log.debug("shader created id={}", .{id});
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return Shader{ .handle = handle };
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return Shader{ .id = id };
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}
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}
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/// Set the source and compile a shader.
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/// Set the source and compile a shader.
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pub fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
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pub fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
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c.glShaderSource(s.handle, 1, &@ptrCast([*c]const u8, source), null);
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c.glShaderSource(s.id, 1, &@ptrCast([*c]const u8, source), null);
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c.glCompileShader(s.handle);
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c.glCompileShader(s.id);
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// Check if compilation succeeded
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// Check if compilation succeeded
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var success: c_int = undefined;
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var success: c_int = undefined;
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c.glGetShaderiv(s.handle, c.GL_COMPILE_STATUS, &success);
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c.glGetShaderiv(s.id, c.GL_COMPILE_STATUS, &success);
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if (success == c.GL_TRUE) return;
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if (success == c.GL_TRUE) return;
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log.err("shader compilation failure handle={} message={s}", .{
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log.err("shader compilation failure id={} message={s}", .{
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s.handle,
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s.id,
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std.mem.sliceTo(&s.getInfoLog(), 0),
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std.mem.sliceTo(&s.getInfoLog(), 0),
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});
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});
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return error.CompileFailed;
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return error.CompileFailed;
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@ -73,13 +73,66 @@ pub const Shader = struct {
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// if we ever need it.
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// if we ever need it.
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pub fn getInfoLog(s: Shader) [512]u8 {
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pub fn getInfoLog(s: Shader) [512]u8 {
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var msg: [512]u8 = undefined;
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var msg: [512]u8 = undefined;
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c.glGetShaderInfoLog(s.handle, msg.len, null, &msg);
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c.glGetShaderInfoLog(s.id, msg.len, null, &msg);
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return msg;
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return msg;
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}
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}
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pub fn destroy(s: Shader) void {
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pub fn destroy(s: Shader) void {
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assert(s.handle != 0);
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assert(s.id != 0);
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c.glDeleteShader(s.handle);
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c.glDeleteShader(s.id);
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log.debug("shader destroyed id={}", .{s.handle});
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log.debug("shader destroyed id={}", .{s.id});
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}
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};
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pub const Program = struct {
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id: c.GLuint,
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pub fn create() !Program {
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const id = c.glCreateProgram();
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if (id == 0) try 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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pub fn attachShader(p: Program, s: Shader) !void {
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c.glAttachShader(p.id, s.id);
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try getError();
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}
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pub fn link(p: Program) !void {
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c.glLinkProgram(p.id);
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// Check if linking succeeded
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var success: c_int = undefined;
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c.glGetProgramiv(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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/// 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 fn getInfoLog(s: Program) [512]u8 {
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var msg: [512]u8 = undefined;
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c.glGetProgramInfoLog(s.id, msg.len, null, &msg);
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return msg;
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}
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pub fn destroy(p: Program) void {
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assert(p.id != 0);
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c.glDeleteProgram(p.id);
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log.debug("program destroyed id={}", .{p.id});
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}
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}
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};
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};
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