mirror of
https://github.com/RGBCube/serenity
synced 2025-07-26 08:57:34 +00:00
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:
parent
1e85bf221d
commit
b7f8d7e357
5 changed files with 139 additions and 58 deletions
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@ -5,6 +5,7 @@ if (HAS_ACCELERATED_GRAPHICS)
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Canvas.cpp
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Context.cpp
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Painter.cpp
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Program.cpp
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)
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serenity_lib(LibAccelGfx accelgfx)
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@ -42,6 +42,21 @@ Gfx::FloatRect Painter::to_clip_space(Gfx::FloatRect const& screen_rect) const
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return { x, y, width, height };
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}
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char const* vertex_shader_source = R"(
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attribute vec2 aVertexPosition;
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void main() {
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gl_Position = vec4(aVertexPosition, 0.0, 1.0);
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}
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)";
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char const* solid_color_fragment_shader_source = R"(
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precision mediump float;
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uniform vec4 uColor;
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void main() {
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gl_FragColor = uColor;
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}
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)";
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OwnPtr<Painter> Painter::create()
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{
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auto& context = Context::the();
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@ -50,6 +65,7 @@ OwnPtr<Painter> Painter::create()
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Painter::Painter(Context& context)
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: m_context(context)
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, m_rectangle_program(Program::create(vertex_shader_source, solid_color_fragment_shader_source))
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{
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m_state_stack.empend(State());
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}
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@ -71,24 +87,6 @@ void Painter::fill_rect(Gfx::IntRect rect, Gfx::Color color)
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fill_rect(rect.to_type<float>(), color);
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}
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static GLuint create_shader(GLenum type, char const* source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char buffer[512];
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glGetShaderInfoLog(shader, sizeof(buffer), nullptr, buffer);
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dbgln("GLSL shader compilation failed: {}", buffer);
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VERIFY_NOT_REACHED();
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}
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return shader;
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}
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static Array<GLfloat, 8> rect_to_vertices(Gfx::FloatRect const& rect)
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{
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return {
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@ -109,45 +107,12 @@ void Painter::fill_rect(Gfx::FloatRect rect, Gfx::Color color)
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auto vertices = rect_to_vertices(to_clip_space(transform().map(rect)));
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char const* vertex_shader_source = R"(
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attribute vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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)";
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char const* fragment_shader_source = R"(
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precision mediump float;
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uniform vec4 uColor;
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void main() {
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gl_FragColor = uColor;
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}
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)";
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auto [red, green, blue, alpha] = gfx_color_to_opengl_color(color);
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GLuint vertex_shader = create_shader(GL_VERTEX_SHADER, vertex_shader_source);
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GLuint fragment_shader = create_shader(GL_FRAGMENT_SHADER, fragment_shader_source);
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m_rectangle_program.use();
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GLuint program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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int linked;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (!linked) {
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char buffer[512];
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glGetProgramInfoLog(program, sizeof(buffer), nullptr, buffer);
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dbgln("GLSL program linking failed: {}", buffer);
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VERIFY_NOT_REACHED();
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}
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glUseProgram(program);
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GLuint position_attribute = glGetAttribLocation(program, "position");
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GLuint color_uniform = glGetUniformLocation(program, "uColor");
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GLuint position_attribute = m_rectangle_program.get_attribute_location("aVertexPosition");
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GLuint color_uniform = m_rectangle_program.get_uniform_location("uColor");
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glUniform4f(color_uniform, red, green, blue, alpha);
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@ -158,10 +123,6 @@ void Painter::fill_rect(Gfx::FloatRect rect, Gfx::Color color)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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glDeleteProgram(program);
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}
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void Painter::save()
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@ -10,6 +10,7 @@
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#include <AK/Vector.h>
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#include <LibAccelGfx/Canvas.h>
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#include <LibAccelGfx/Forward.h>
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#include <LibAccelGfx/Program.h>
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#include <LibGfx/AffineTransform.h>
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#include <LibGfx/Forward.h>
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@ -53,6 +54,8 @@ private:
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[[nodiscard]] Gfx::FloatRect to_clip_space(Gfx::FloatRect const& screen_rect) const;
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Vector<State, 1> m_state_stack;
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Program m_rectangle_program;
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};
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}
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81
Userland/Libraries/LibAccelGfx/Program.cpp
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81
Userland/Libraries/LibAccelGfx/Program.cpp
Normal file
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@ -0,0 +1,81 @@
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/*
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* Copyright (c) 2023, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <AK/Assertions.h>
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#include <AK/Format.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <LibAccelGfx/Program.h>
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namespace AccelGfx {
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static GLuint create_shader(GLenum type, char const* source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char buffer[512];
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glGetShaderInfoLog(shader, sizeof(buffer), nullptr, buffer);
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dbgln("GLSL shader compilation failed: {}", buffer);
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VERIFY_NOT_REACHED();
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}
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return shader;
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}
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Program Program::create(char const* vertex_shader_source, char const* fragment_shader_source)
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{
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GLuint program = glCreateProgram();
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auto vertex_shader = create_shader(GL_VERTEX_SHADER, vertex_shader_source);
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auto fragment_shader = create_shader(GL_FRAGMENT_SHADER, fragment_shader_source);
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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int linked;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (!linked) {
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char buffer[512];
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glGetProgramInfoLog(program, sizeof(buffer), nullptr, buffer);
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dbgln("GLSL program linking failed: {}", buffer);
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VERIFY_NOT_REACHED();
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return Program { program };
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}
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void Program::use()
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{
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glUseProgram(m_id);
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}
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GLuint Program::get_attribute_location(char const* name)
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{
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return glGetAttribLocation(m_id, name);
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}
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GLuint Program::get_uniform_location(char const* name)
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{
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return glGetUniformLocation(m_id, name);
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}
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Program::~Program()
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{
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glDeleteProgram(m_id);
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}
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}
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35
Userland/Libraries/LibAccelGfx/Program.h
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35
Userland/Libraries/LibAccelGfx/Program.h
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@ -0,0 +1,35 @@
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/*
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* Copyright (c) 2023, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Noncopyable.h>
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#include <GL/gl.h>
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namespace AccelGfx {
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class Program {
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AK_MAKE_NONCOPYABLE(Program);
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public:
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static Program create(char const* vertex_shader_source, char const* fragment_shader_source);
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void use();
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GLuint get_attribute_location(char const* name);
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GLuint get_uniform_location(char const* name);
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~Program();
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private:
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Program(GLuint id)
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: m_id(id)
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{
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}
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GLuint m_id { 0 };
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};
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}
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