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authors-ol <s-ol@users.noreply.github.com>2020-06-08 09:32:17 +0000
committers-ol <s-ol@users.noreply.github.com>2020-06-08 09:32:17 +0000
commit96d5ebf72ac395c57489b567c47d35d4807f1994 (patch)
treebf6431a5ae276cd2e59b33c6ec56ebd9a4735195 /src/gl.zig
parenterror handling (diff)
downloadglsl-view-96d5ebf72ac395c57489b567c47d35d4807f1994.tar.gz
glsl-view-96d5ebf72ac395c57489b567c47d35d4807f1994.zip
zig-fmt for low-column-screens
Diffstat (limited to 'src/gl.zig')
-rw-r--r--src/gl.zig41
1 files changed, 28 insertions, 13 deletions
diff --git a/src/gl.zig b/src/gl.zig
index 8d67bdf..9aab754 100644
--- a/src/gl.zig
+++ b/src/gl.zig
@@ -1,6 +1,5 @@
const std = @import("std");
const c_allocator = @import("std").heap.c_allocator;
-const panic = @import("std").debug.panic;
const c = @import("c.zig");
const cfg = @import("config.zig");
@@ -298,14 +297,6 @@ pub const ShaderProgram = struct {
c.glUseProgram(self.program_id);
}
- pub fn attribLocation(self: ShaderProgram, name: [*]const u8) c.GLint {
- const id = c.glGetAttribLocation(self.program_id, name);
- if (id == -1) {
- panic("invalid attrib: {}\n", .{name});
- }
- return id;
- }
-
pub fn uniformLocation(self: ShaderProgram, name: [*]const u8) !c.GLint {
const id = c.glGetUniformLocation(self.program_id, name);
if (id == -1)
@@ -399,7 +390,12 @@ pub const UniformCache = struct {
}
}
- c.glGetUniformIndices(self.shader.program_id, @intCast(c.GLsizei, count), existing_names_c.ptr, existing_indices.ptr);
+ c.glGetUniformIndices(
+ self.shader.program_id,
+ @intCast(c.GLsizei, count),
+ existing_names_c.ptr,
+ existing_indices.ptr,
+ );
for (existing_indices) |index, i| {
const name = existing_names[i];
@@ -450,7 +446,10 @@ fn initGlShader(source: []const u8, name: []const u8, kind: c.GLenum) !c.GLuint
const message = try c_allocator.alloc(u8, @intCast(usize, error_size));
c.glGetShaderInfoLog(shader_id, error_size, &error_size, message.ptr);
- std.debug.warn("Error compiling {s} shader:\n{s}\n", .{ name, @ptrCast([*:0]const u8, message.ptr) });
+ std.debug.warn(
+ "Error compiling {s} shader:\n{s}\n",
+ .{ name, @ptrCast([*:0]const u8, message.ptr) },
+ );
return error.CompileError;
}
@@ -473,12 +472,28 @@ pub const FramebufferObject = struct {
c.glGenTextures(1, &self.texture_id);
c.glBindTexture(c.GL_TEXTURE_2D, self.texture_id);
- c.glTexImage2D(c.GL_TEXTURE_2D, 0, c.GL_RGBA, width, height, 0, c.GL_RGBA, c.GL_UNSIGNED_BYTE, null);
+ c.glTexImage2D(
+ c.GL_TEXTURE_2D,
+ 0,
+ c.GL_RGBA,
+ width,
+ height,
+ 0,
+ c.GL_RGBA,
+ c.GL_UNSIGNED_BYTE,
+ null,
+ );
c.glTexParameteri(c.GL_TEXTURE_2D, c.GL_TEXTURE_MIN_FILTER, c.GL_LINEAR);
c.glTexParameteri(c.GL_TEXTURE_2D, c.GL_TEXTURE_MAG_FILTER, c.GL_LINEAR);
c.glBindTexture(c.GL_TEXTURE_2D, 0);
- c.glFramebufferTexture2D(c.GL_FRAMEBUFFER, c.GL_COLOR_ATTACHMENT0, c.GL_TEXTURE_2D, self.texture_id, 0);
+ c.glFramebufferTexture2D(
+ c.GL_FRAMEBUFFER,
+ c.GL_COLOR_ATTACHMENT0,
+ c.GL_TEXTURE_2D,
+ self.texture_id,
+ 0,
+ );
if (c.glCheckFramebufferStatus(c.GL_FRAMEBUFFER) != c.GL_FRAMEBUFFER_COMPLETE)
return error.FBONotComplete;