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LibGL: Implement glAttachShader
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parent
42ef5c9e12
commit
7f062e35a4
Notes:
sideshowbarker
2024-07-17 05:01:20 +09:00
Author: https://github.com/sunverwerth Commit: https://github.com/SerenityOS/serenity/commit/7f062e35a4 Pull-request: https://github.com/SerenityOS/serenity/pull/16225 Reviewed-by: https://github.com/ADKaster ✅ Reviewed-by: https://github.com/gmta ✅ Reviewed-by: https://github.com/supercomputer7
4 changed files with 43 additions and 4 deletions
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@ -95,8 +95,16 @@ void GLContext::gl_delete_program(GLuint program)
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void GLContext::gl_attach_shader(GLuint program, GLuint shader)
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{
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dbgln("gl_attach_shader({}, {}) unimplemented ", program, shader);
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TODO();
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auto program_it = m_allocated_programs.find(program);
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auto shader_it = m_allocated_shaders.find(shader);
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// FIXME: implement check "GL_INVALID_VALUE is generated if either program or shader is not a value generated by OpenGL."
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RETURN_WITH_ERROR_IF(program_it == m_allocated_programs.end(), GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(shader_it == m_allocated_shaders.end(), GL_INVALID_OPERATION);
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// NOTE: attach_result is Error if the shader is already attached to this program
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auto attach_result = program_it->value->attach_shader(*shader_it->value);
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RETURN_WITH_ERROR_IF(attach_result.is_error() && attach_result.error().is_errno() && attach_result.error().code() == ENOMEM, GL_OUT_OF_MEMORY);
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RETURN_WITH_ERROR_IF(attach_result.is_error(), GL_INVALID_OPERATION);
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}
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void GLContext::gl_link_program(GLuint program)
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@ -4,6 +4,7 @@
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGL/GL/gl.h>
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#include <LibGL/Shaders/Program.h>
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namespace GL {
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@ -13,9 +14,36 @@ NonnullRefPtr<Program> Program::create()
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return adopt_ref(*new Program());
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}
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ErrorOr<void> Program::attach_shader(Shader&)
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bool Program::is_shader_attached(Shader const& shader) const
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{
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TODO();
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switch (shader.type()) {
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case GL_VERTEX_SHADER:
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return m_vertex_shaders.contains_slow(shader);
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case GL_FRAGMENT_SHADER:
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return m_fragment_shaders.contains_slow(shader);
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default:
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VERIFY_NOT_REACHED();
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}
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}
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ErrorOr<void> Program::attach_shader(Shader& shader)
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{
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if (is_shader_attached(shader))
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return Error::from_string_literal("Trying to attach a shader that is already attached");
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switch (shader.type()) {
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case GL_VERTEX_SHADER:
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TRY(m_vertex_shaders.try_append(shader));
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break;
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case GL_FRAGMENT_SHADER:
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TRY(m_fragment_shaders.try_append(shader));
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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return {};
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}
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@ -6,6 +6,7 @@
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#pragma once
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#include <AK/Error.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/RefCounted.h>
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#include <AK/Vector.h>
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@ -17,6 +18,7 @@ class Program final : public RefCounted<Program> {
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public:
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static NonnullRefPtr<Program> create();
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bool is_shader_attached(Shader const&) const;
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ErrorOr<void> attach_shader(Shader&);
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ErrorOr<void> link();
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@ -7,6 +7,7 @@
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#pragma once
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#include <AK/Error.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/RefCounted.h>
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#include <AK/RefPtr.h>
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#include <AK/String.h>
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