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https://github.com/RGBCube/serenity
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LibGL: Implement glCreateShader and glDeleteShader
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3 changed files with 31 additions and 5 deletions
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@ -600,6 +600,9 @@ extern "C" {
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#define GL_DYNAMIC_DRAW 0x88e8
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#define GL_DYNAMIC_DRAW 0x88e8
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#define GL_DYNAMIC_READ 0x88e9
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#define GL_DYNAMIC_READ 0x88e9
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#define GL_DYNAMIC_COPY 0x88ea
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#define GL_DYNAMIC_COPY 0x88ea
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// Programmable pipeline
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#define GL_FRAGMENT_SHADER 0x8B30
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#define GL_VERTEX_SHADER 0x8B31
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GLAPI void glBegin(GLenum mode);
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GLAPI void glBegin(GLenum mode);
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GLAPI void glClear(GLbitfield mask);
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GLAPI void glClear(GLbitfield mask);
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@ -17,6 +17,8 @@
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#include <AK/Vector.h>
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#include <AK/Vector.h>
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#include <LibGL/Buffer/Buffer.h>
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#include <LibGL/Buffer/Buffer.h>
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#include <LibGL/NameAllocator.h>
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#include <LibGL/NameAllocator.h>
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#include <LibGL/Shaders/Program.h>
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#include <LibGL/Shaders/Shader.h>
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#include <LibGL/Tex/Texture.h>
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#include <LibGL/Tex/Texture.h>
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#include <LibGL/Tex/TextureUnit.h>
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#include <LibGL/Tex/TextureUnit.h>
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#include <LibGPU/Device.h>
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#include <LibGPU/Device.h>
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@ -408,6 +410,11 @@ private:
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bool m_sampler_config_is_dirty { true };
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bool m_sampler_config_is_dirty { true };
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bool m_light_state_is_dirty { true };
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bool m_light_state_is_dirty { true };
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NameAllocator m_shader_name_allocator;
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NameAllocator m_program_name_allocator;
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HashMap<GLuint, RefPtr<Shader>> m_allocated_shaders;
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HashMap<GLuint, RefPtr<Program>> m_allocated_programs;
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struct Listing {
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struct Listing {
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template<typename F>
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template<typename F>
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@ -11,15 +11,31 @@ namespace GL {
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GLuint GLContext::gl_create_shader(GLenum shader_type)
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GLuint GLContext::gl_create_shader(GLenum shader_type)
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{
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{
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dbgln("gl_create_shader({}) unimplemented ", shader_type);
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// FIXME: Add support for GL_COMPUTE_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER and GL_GEOMETRY_SHADER.
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TODO();
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RETURN_VALUE_WITH_ERROR_IF(shader_type != GL_VERTEX_SHADER
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return 0;
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&& shader_type != GL_FRAGMENT_SHADER,
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GL_INVALID_ENUM,
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0);
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GLuint shader_name;
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m_shader_name_allocator.allocate(1, &shader_name);
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auto shader = Shader::create(shader_type);
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m_allocated_shaders.set(shader_name, shader);
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return shader_name;
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}
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}
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void GLContext::gl_delete_shader(GLuint shader)
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void GLContext::gl_delete_shader(GLuint shader)
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{
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{
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dbgln("gl_delete_shader({}) unimplemented ", shader);
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// "A value of 0 for shader will be silently ignored." (https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDeleteShader.xhtml)
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TODO();
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if (shader == 0)
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return;
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auto it = m_allocated_shaders.find(shader);
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RETURN_WITH_ERROR_IF(it == m_allocated_shaders.end(), GL_INVALID_VALUE);
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// FIXME: According to the spec, we should only flag the shader for deletion here and delete it once it is detached from all programs.
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m_allocated_shaders.remove(it);
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m_shader_name_allocator.free(shader);
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}
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}
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void GLContext::gl_shader_source(GLuint shader, GLsizei count, GLchar const** string, GLint const* length)
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void GLContext::gl_shader_source(GLuint shader, GLsizei count, GLchar const** string, GLint const* length)
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