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LibAccelGfx: Compile all needed shaders during Painter construction

Instead of recompiling shaders on each paint command call we can
compile them once.
This commit is contained in:
Aliaksandr Kalenik 2023-11-02 00:48:32 +01:00 committed by Andreas Kling
parent 1e85bf221d
commit b7f8d7e357
5 changed files with 139 additions and 58 deletions

View file

@ -0,0 +1,35 @@
/*
* Copyright (c) 2023, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Noncopyable.h>
#include <GL/gl.h>
namespace AccelGfx {
class Program {
AK_MAKE_NONCOPYABLE(Program);
public:
static Program create(char const* vertex_shader_source, char const* fragment_shader_source);
void use();
GLuint get_attribute_location(char const* name);
GLuint get_uniform_location(char const* name);
~Program();
private:
Program(GLuint id)
: m_id(id)
{
}
GLuint m_id { 0 };
};
}