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56 lines
1.5 KiB
Zig
56 lines
1.5 KiB
Zig
const Shader = @This();
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const std = @import("std");
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const assert = std.debug.assert;
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const log = std.log.scoped(.opengl);
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const c = @import("c.zig");
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const errors = @import("errors.zig");
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id: c.GLuint,
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pub inline fn create(typ: c.GLenum) errors.Error!Shader {
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const id = c.glCreateShader(typ);
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if (id == 0) {
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try errors.mustError();
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unreachable;
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}
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log.debug("shader created id={}", .{id});
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return Shader{ .id = id };
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}
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/// Set the source and compile a shader.
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pub inline fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
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c.glShaderSource(s.id, 1, &@ptrCast([*c]const u8, source), null);
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c.glCompileShader(s.id);
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// Check if compilation succeeded
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var success: c_int = undefined;
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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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log.err("shader compilation failure id={} message={s}", .{
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s.id,
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std.mem.sliceTo(&s.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 shader. 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 inline fn getInfoLog(s: Shader) [512]u8 {
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var msg: [512]u8 = undefined;
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c.glGetShaderInfoLog(s.id, msg.len, null, &msg);
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return msg;
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}
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pub inline fn destroy(s: Shader) void {
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assert(s.id != 0);
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c.glDeleteShader(s.id);
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log.debug("shader destroyed id={}", .{s.id});
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}
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