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

57 lines
1.6 KiB
Zig

const Shader = @This();
const std = @import("std");
const assert = std.debug.assert;
const log = std.log.scoped(.opengl);
const c = @import("c.zig").c;
const errors = @import("errors.zig");
const glad = @import("glad.zig");
id: c.GLuint,
pub inline fn create(typ: c.GLenum) errors.Error!Shader {
const id = glad.context.CreateShader.?(typ);
if (id == 0) {
try errors.mustError();
unreachable;
}
log.debug("shader created id={}", .{id});
return Shader{ .id = id };
}
/// Set the source and compile a shader.
pub inline fn setSourceAndCompile(s: Shader, source: [:0]const u8) !void {
glad.context.ShaderSource.?(s.id, 1, &@as([*c]const u8, @ptrCast(source)), null);
glad.context.CompileShader.?(s.id);
// Check if compilation succeeded
var success: c_int = undefined;
glad.context.GetShaderiv.?(s.id, c.GL_COMPILE_STATUS, &success);
if (success == c.GL_TRUE) return;
log.err("shader compilation failure id={} message={s}", .{
s.id,
std.mem.sliceTo(&s.getInfoLog(), 0),
});
return error.CompileFailed;
}
/// getInfoLog returns the info log for this shader. 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 inline fn getInfoLog(s: Shader) [512]u8 {
var msg: [512]u8 = undefined;
glad.context.GetShaderInfoLog.?(s.id, msg.len, null, &msg);
return msg;
}
pub inline fn destroy(s: Shader) void {
assert(s.id != 0);
glad.context.DeleteShader.?(s.id);
log.debug("shader destroyed id={}", .{s.id});
}