Introduce the welded comptime `compiler` library (`#library "compiler"` +
`abi(.zig) extern compiler`), per design/comptime-compiler-api.md, and unify
`callconv(...)` into the new `abi(...)` annotation.
abi(...) replaces callconv(...):
- New ABI enum { default, c, zig, pure }; `abi(.c|.zig|.pure)` parses in the
postfix slot before extern/export (and standalone). `kw_callconv` -> `kw_abi`.
- Migrated 52 sx files, the call-convention-mismatch diagnostic, and docs
(readme/specs) from `callconv(.c)` to `abi(.c)`.
Phase 1 — welded compiler library (parse -> registry -> validation -> bridge):
- `abi(.zig) extern compiler` parses on fn decls (carries abi/extern_lib) and
struct decls (StructDecl.abi/extern_lib).
- `#library "compiler"` is the comptime-only internal surface — never dlopen'd.
- src/ir/compiler_lib.zig: the binding registry (the safety boundary). `Field`
welded to StructInfo.Field with layout baked from the real Zig type
(@offsetOf/@sizeOf); `findType`/`findFn`. Welded structs are layout-validated
at registration (field set + total size) as a header checked against the impl.
- Host-call bridge: a `fn abi(.zig) extern compiler` dispatches under the
comptime interp to its registered Zig handler (intern/text_of round-trip),
never dlsym. IR Function.compiler_welded; validated in declareFunction.
- Comptime-only enforcement: a runtime call to a welded fn is a clean
build-gating error (emitCall), not an undefined-symbol link failure.
Phase 2.1 — byte-layout weld foundation:
- Decision: full byte-layout weld (sx struct laid out byte-identically to the
bound Zig type). Registered StructInfo (first non-natural / Zig-reordered
layout). `computeWeldPlan` — pure offset-ordered element plan + padding +
sx-field->LLVM-element remap; unit-tested. Emit/interp wiring is the next
sub-step (2.2+, see current/CHECKPOINT-COMPILER-API.md).
Examples: 0625/0626 (welded struct + fn round-trip), 1183/1184/1185
(layout-mismatch, unexported-fn, runtime-call diagnostics).
200 lines
9.3 KiB
Plaintext
200 lines
9.3 KiB
Plaintext
// OpenGL 3.3 Core — runtime-loaded function pointers
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// No #library needed — caller provides a loader (e.g. SDL_GL_GetProcAddress)
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// Constants
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GL_FALSE :i32: 0;
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GL_TRUE :i32: 1;
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GL_DEPTH_TEST :u32: 0x0B71;
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GL_CULL_FACE :u32: 0x0B44;
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GL_BLEND :u32: 0x0BE2;
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GL_TRIANGLES :u32: 4;
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GL_LINES :u32: 1;
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GL_FLOAT :u32: 0x1406;
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GL_UNSIGNED_INT :u32: 0x1405;
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GL_VERTEX_SHADER :u32: 0x8B31;
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GL_FRAGMENT_SHADER :u32: 0x8B30;
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GL_COMPILE_STATUS :u32: 0x8B81;
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GL_LINK_STATUS :u32: 0x8B82;
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GL_ARRAY_BUFFER :u32: 0x8892;
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GL_ELEMENT_ARRAY_BUFFER :u32: 0x8893;
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GL_STATIC_DRAW :u32: 0x88E4;
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GL_COLOR_BUFFER_BIT :u32: 0x4000;
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GL_DEPTH_BUFFER_BIT :u32: 0x0100;
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GL_FRONT_AND_BACK :u32: 0x0408;
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GL_LINE :u32: 0x1B01;
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GL_FILL :u32: 0x1B02;
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// Function pointer variables (mutable, loaded at runtime)
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glClearColor : (f32, f32, f32, f32) -> void abi(.c) = ---;
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glClear : (u32) -> void abi(.c) = ---;
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glEnable : (u32) -> void abi(.c) = ---;
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glDisable : (u32) -> void abi(.c) = ---;
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glViewport : (i32, i32, i32, i32) -> void abi(.c) = ---;
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glFlush : () -> void abi(.c) = ---;
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glDrawArrays : (u32, i32, i32) -> void abi(.c) = ---;
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glPolygonMode : (u32, u32) -> void abi(.c) = ---;
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glLineWidth : (f32) -> void abi(.c) = ---;
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glCreateShader : (u32) -> u32 abi(.c) = ---;
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glShaderSource : (u32, i32, *[:0]u8, *i32) -> void abi(.c) = ---;
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glCompileShader : (u32) -> void abi(.c) = ---;
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glGetShaderiv : (u32, u32, *i32) -> void abi(.c) = ---;
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glGetShaderInfoLog : (u32, i32, *i32, [*]u8) -> void abi(.c) = ---;
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glCreateProgram : () -> u32 abi(.c) = ---;
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glAttachShader : (u32, u32) -> void abi(.c) = ---;
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glLinkProgram : (u32) -> void abi(.c) = ---;
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glGetProgramiv : (u32, u32, *i32) -> void abi(.c) = ---;
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glGetProgramInfoLog : (u32, i32, *i32, [*]u8) -> void abi(.c) = ---;
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glUseProgram : (u32) -> void abi(.c) = ---;
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glDeleteShader : (u32) -> void abi(.c) = ---;
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glGenVertexArrays : (i32, *u32) -> void abi(.c) = ---;
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glGenBuffers : (i32, *u32) -> void abi(.c) = ---;
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glBindVertexArray : (u32) -> void abi(.c) = ---;
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glBindBuffer : (u32, u32) -> void abi(.c) = ---;
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glBufferData : (u32, isize, *void, u32) -> void abi(.c) = ---;
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glVertexAttribPointer : (u32, i32, u32, u8, i32, *void) -> void abi(.c) = ---;
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glEnableVertexAttribArray : (u32) -> void abi(.c) = ---;
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glGetUniformLocation : (u32, [*]u8) -> i32 abi(.c) = ---;
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glUniformMatrix4fv : (i32, i32, u8, [*]f32) -> void abi(.c) = ---;
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glUniform3f : (i32, f32, f32, f32) -> void abi(.c) = ---;
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glDepthFunc : (u32) -> void abi(.c) = ---;
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glUniform1f : (i32, f32) -> void abi(.c) = ---;
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GL_LESS :u32: 0x0201;
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GL_LEQUAL :u32: 0x0203;
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GL_SCISSOR_TEST :u32: 0x0C11;
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GL_DYNAMIC_DRAW :u32: 0x88E8;
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GL_TEXTURE_2D :u32: 0x0DE1;
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GL_TEXTURE_MIN_FILTER :u32: 0x2801;
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GL_TEXTURE_MAG_FILTER :u32: 0x2800;
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GL_NEAREST :u32: 0x2600;
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GL_RGBA :u32: 0x1908;
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GL_UNSIGNED_BYTE :u32: 0x1401;
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GL_SRC_ALPHA :u32: 0x0302;
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GL_ONE_MINUS_SRC_ALPHA :u32: 0x0303;
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GL_TEXTURE0 :u32: 0x84C0;
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GL_LINEAR :u32: 0x2601;
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GL_RED :u32: 0x1903;
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GL_R8 :u32: 0x8229;
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GL_UNPACK_ALIGNMENT :u32: 0x0CF5;
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glScissor : (i32, i32, i32, i32) -> void abi(.c) = ---;
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glBufferSubData : (u32, isize, isize, *void) -> void abi(.c) = ---;
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glGenTextures : (i32, *u32) -> void abi(.c) = ---;
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glBindTexture : (u32, u32) -> void abi(.c) = ---;
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glTexImage2D : (u32, i32, i32, i32, i32, i32, u32, u32, *void) -> void abi(.c) = ---;
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glTexParameteri : (u32, u32, i32) -> void abi(.c) = ---;
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glBlendFunc : (u32, u32) -> void abi(.c) = ---;
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glReadPixels : (i32, i32, i32, i32, u32, u32, *void) -> void abi(.c) = ---;
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glActiveTexture : (u32) -> void abi(.c) = ---;
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glUniform1i : (i32, i32) -> void abi(.c) = ---;
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glPixelStorei : (u32, i32) -> void abi(.c) = ---;
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glTexSubImage2D : (u32, i32, i32, i32, i32, i32, u32, u32, *void) -> void abi(.c) = ---;
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glDeleteTextures : (i32, *u32) -> void abi(.c) = ---;
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glGenFramebuffers : (i32, *u32) -> void abi(.c) = ---;
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glGenRenderbuffers : (i32, *u32) -> void abi(.c) = ---;
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glBindFramebuffer : (u32, u32) -> void abi(.c) = ---;
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glBindRenderbuffer : (u32, u32) -> void abi(.c) = ---;
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glFramebufferRenderbuffer : (u32, u32, u32, u32) -> void abi(.c) = ---;
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glGetRenderbufferParameteriv : (u32, u32, *i32) -> void abi(.c) = ---;
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glCheckFramebufferStatus : (u32) -> u32 abi(.c) = ---;
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GL_TEXTURE_WRAP_S :u32: 0x2802;
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GL_TEXTURE_WRAP_T :u32: 0x2803;
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GL_CLAMP_TO_EDGE :u32: 0x812F;
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// Loader: call once after creating GL context
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// Pass in a proc loader (e.g. SDL_GL_GetProcAddress)
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load_gl :: (get_proc: ([*]u8) -> *void abi(.c)) {
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glClearColor = xx get_proc("glClearColor");
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glClear = xx get_proc("glClear");
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glEnable = xx get_proc("glEnable");
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glDisable = xx get_proc("glDisable");
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glViewport = xx get_proc("glViewport");
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glFlush = xx get_proc("glFlush");
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glDrawArrays = xx get_proc("glDrawArrays");
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glPolygonMode = xx get_proc("glPolygonMode");
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glLineWidth = xx get_proc("glLineWidth");
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glCreateShader = xx get_proc("glCreateShader");
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glShaderSource = xx get_proc("glShaderSource");
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glCompileShader = xx get_proc("glCompileShader");
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glGetShaderiv = xx get_proc("glGetShaderiv");
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glGetShaderInfoLog = xx get_proc("glGetShaderInfoLog");
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glCreateProgram = xx get_proc("glCreateProgram");
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glAttachShader = xx get_proc("glAttachShader");
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glLinkProgram = xx get_proc("glLinkProgram");
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glGetProgramiv = xx get_proc("glGetProgramiv");
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glGetProgramInfoLog = xx get_proc("glGetProgramInfoLog");
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glUseProgram = xx get_proc("glUseProgram");
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glDeleteShader = xx get_proc("glDeleteShader");
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glGenVertexArrays = xx get_proc("glGenVertexArrays");
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glGenBuffers = xx get_proc("glGenBuffers");
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glBindVertexArray = xx get_proc("glBindVertexArray");
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glBindBuffer = xx get_proc("glBindBuffer");
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glBufferData = xx get_proc("glBufferData");
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glVertexAttribPointer = xx get_proc("glVertexAttribPointer");
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glEnableVertexAttribArray = xx get_proc("glEnableVertexAttribArray");
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glGetUniformLocation = xx get_proc("glGetUniformLocation");
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glUniformMatrix4fv = xx get_proc("glUniformMatrix4fv");
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glUniform3f = xx get_proc("glUniform3f");
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glDepthFunc = xx get_proc("glDepthFunc");
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glUniform1f = xx get_proc("glUniform1f");
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glScissor = xx get_proc("glScissor");
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glBufferSubData = xx get_proc("glBufferSubData");
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glGenTextures = xx get_proc("glGenTextures");
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glBindTexture = xx get_proc("glBindTexture");
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glTexImage2D = xx get_proc("glTexImage2D");
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glTexParameteri = xx get_proc("glTexParameteri");
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glBlendFunc = xx get_proc("glBlendFunc");
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glReadPixels = xx get_proc("glReadPixels");
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glActiveTexture = xx get_proc("glActiveTexture");
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glUniform1i = xx get_proc("glUniform1i");
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glPixelStorei = xx get_proc("glPixelStorei");
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glTexSubImage2D = xx get_proc("glTexSubImage2D");
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glDeleteTextures = xx get_proc("glDeleteTextures");
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glGenFramebuffers = xx get_proc("glGenFramebuffers");
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glGenRenderbuffers = xx get_proc("glGenRenderbuffers");
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glBindFramebuffer = xx get_proc("glBindFramebuffer");
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glBindRenderbuffer = xx get_proc("glBindRenderbuffer");
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glFramebufferRenderbuffer = xx get_proc("glFramebufferRenderbuffer");
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glGetRenderbufferParameteriv = xx get_proc("glGetRenderbufferParameteriv");
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glCheckFramebufferStatus = xx get_proc("glCheckFramebufferStatus");
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}
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// --- Shader utilities ---
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create_program :: (vert_src: [:0]u8, frag_src: [:0]u8) -> u32 {
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vs := compile_shader(GL_VERTEX_SHADER, vert_src);
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fs := compile_shader(GL_FRAGMENT_SHADER, frag_src);
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prog := glCreateProgram();
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glAttachShader(prog, vs);
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glAttachShader(prog, fs);
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glLinkProgram(prog);
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status : i32 = 0;
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glGetProgramiv(prog, GL_LINK_STATUS, @status);
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if status == GL_FALSE {
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log_buf: [512]u8 = ---;
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glGetProgramInfoLog(prog, 512, null, log_buf);
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}
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glDeleteShader(vs);
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glDeleteShader(fs);
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return prog;
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}
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compile_shader :: (shader_type : u32, source: [:0]u8) -> u32 {
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shader := glCreateShader(shader_type);
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glShaderSource(shader, 1, source, null);
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glCompileShader(shader);
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status : i32 = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, @status);
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if status == GL_FALSE {
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log_buf : [512]u8 = ---;
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glGetShaderInfoLog(shader, 512, null, log_buf);
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}
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return shader;
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} |