/* * Copyright (c) 2022, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #include #include namespace GL { GLuint GLContext::gl_create_shader(GLenum shader_type) { // FIXME: Add support for GL_COMPUTE_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER and GL_GEOMETRY_SHADER. RETURN_VALUE_WITH_ERROR_IF(shader_type != GL_VERTEX_SHADER && shader_type != GL_FRAGMENT_SHADER, GL_INVALID_ENUM, 0); GLuint shader_name; m_shader_name_allocator.allocate(1, &shader_name); auto shader = Shader::create(shader_type); m_allocated_shaders.set(shader_name, shader); return shader_name; } void GLContext::gl_delete_shader(GLuint shader) { // "A value of 0 for shader will be silently ignored." (https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDeleteShader.xhtml) if (shader == 0) return; auto it = m_allocated_shaders.find(shader); RETURN_WITH_ERROR_IF(it == m_allocated_shaders.end(), GL_INVALID_VALUE); // FIXME: According to the spec, we should only flag the shader for deletion here and delete it once it is detached from all programs. m_allocated_shaders.remove(it); m_shader_name_allocator.free(shader); } void GLContext::gl_shader_source(GLuint shader, GLsizei count, GLchar const** string, GLint const* length) { dbgln("gl_shader_source({}, {}, {#x}, {#x}) unimplemented ", shader, count, string, length); TODO(); } void GLContext::gl_compile_shader(GLuint shader) { dbgln("gl_compile_shader({}) unimplemented ", shader); TODO(); } GLuint GLContext::gl_create_program() { dbgln("gl_create_program() unimplemented "); TODO(); return 0; } void GLContext::gl_delete_program(GLuint program) { dbgln("gl_delete_program({}) unimplemented ", program); TODO(); } void GLContext::gl_attach_shader(GLuint program, GLuint shader) { dbgln("gl_attach_shader({}, {}) unimplemented ", program, shader); TODO(); } void GLContext::gl_link_program(GLuint program) { dbgln("gl_link_program({}) unimplemented ", program); TODO(); } }