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chore: import upstream snapshot with attribution
2026-07-13 12:02:48 +08:00

138 lines
3.7 KiB
Zig

const Program = @This();
const std = @import("std");
const assert = std.debug.assert;
const log = std.log.scoped(.opengl);
const c = @import("c.zig").c;
const Shader = @import("Shader.zig");
const errors = @import("errors.zig");
const glad = @import("glad.zig");
id: c.GLuint,
pub const Binding = struct {
pub fn unbind(_: Binding) void {
glad.context.UseProgram.?(0);
}
};
pub fn create() !Program {
const id = glad.context.CreateProgram.?();
if (id == 0) try errors.mustError();
log.debug("program created id={}", .{id});
return .{ .id = id };
}
/// Create a program from a vertex and fragment shader source. This will
/// compile and link the vertex and fragment shader.
pub fn createVF(vsrc: [:0]const u8, fsrc: [:0]const u8) !Program {
const vs = try Shader.create(c.GL_VERTEX_SHADER);
try vs.setSourceAndCompile(vsrc);
defer vs.destroy();
const fs = try Shader.create(c.GL_FRAGMENT_SHADER);
try fs.setSourceAndCompile(fsrc);
defer fs.destroy();
const p = try create();
try p.attachShader(vs);
try p.attachShader(fs);
try p.link();
return p;
}
pub fn destroy(p: Program) void {
assert(p.id != 0);
glad.context.DeleteProgram.?(p.id);
log.debug("program destroyed id={}", .{p.id});
}
pub fn attachShader(p: Program, s: Shader) !void {
glad.context.AttachShader.?(p.id, s.id);
try errors.getError();
}
pub fn link(p: Program) !void {
glad.context.LinkProgram.?(p.id);
// Check if linking succeeded
var success: c_int = undefined;
glad.context.GetProgramiv.?(p.id, c.GL_LINK_STATUS, &success);
if (success == c.GL_TRUE) {
log.debug("program linked id={}", .{p.id});
return;
}
log.err("program link failure id={} message={s}", .{
p.id,
std.mem.sliceTo(&p.getInfoLog(), 0),
});
return error.CompileFailed;
}
pub fn use(p: Program) !Binding {
glad.context.UseProgram.?(p.id);
try errors.getError();
return .{};
}
pub fn uniformBlockBinding(
self: Program,
index: c.GLuint,
binding: c.GLuint,
) !void {
glad.context.UniformBlockBinding.?(self.id, index, binding);
try errors.getError();
}
/// Requires the program is currently in use.
pub fn setUniform(
p: Program,
n: [:0]const u8,
value: anytype,
) !void {
const loc = glad.context.GetUniformLocation.?(
p.id,
@ptrCast(n.ptr),
);
if (loc < 0) {
return error.UniformNameInvalid;
}
try errors.getError();
// Perform the correct call depending on the type of the value.
switch (@TypeOf(value)) {
bool => glad.context.Uniform1i.?(loc, if (value) 1 else 0),
comptime_int => glad.context.Uniform1i.?(loc, value),
f32 => glad.context.Uniform1f.?(loc, value),
@Vector(2, f32) => glad.context.Uniform2f.?(loc, value[0], value[1]),
@Vector(3, f32) => glad.context.Uniform3f.?(loc, value[0], value[1], value[2]),
@Vector(4, f32) => glad.context.Uniform4f.?(loc, value[0], value[1], value[2], value[3]),
[4]@Vector(4, f32) => glad.context.UniformMatrix4fv.?(
loc,
1,
c.GL_FALSE,
@ptrCast(&value),
),
else => {
log.warn("unsupported uniform type {}", .{@TypeOf(value)});
unreachable;
},
}
try errors.getError();
}
/// getInfoLog returns the info log for this program. This attempts to
/// keep the log fully stack allocated and is therefore limited to a max
/// amount of elements.
//
// NOTE(mitchellh): we can add a dynamic version that uses an allocator
// if we ever need it.
pub fn getInfoLog(s: Program) [512]u8 {
var msg: [512]u8 = undefined;
glad.context.GetProgramInfoLog.?(s.id, msg.len, null, &msg);
return msg;
}