End-to-end on iOS sim: UIKitPlatform boots an SxAppDelegate, installs an SxGLView (UIView subclass overriding +layerClass to return CAEAGLLayer) as the root view controller's view, sets the drawable properties (EAGLColorFormatRGBA8, non-retained backing — looked up by dlsym so pointer-identity-checked constants match), creates an EAGLContext (GLES3), and registers a CADisplayLink that invokes the user's frame closure on every vsync. end_frame presents the renderbuffer via [EAGLContext presentRenderbuffer:]. The renderbuffer is allocated lazily in -[SxGLView layoutSubviews] once the layer has its real on-screen bounds — allocating earlier (e.g. in didFinishLaunching) failed with INCOMPLETE_ATTACHMENT because the SxGLView's frame was still zero at that point. Setting the SxGLView as the VC's `view` (via setView:) lets the standard VC layout pipeline size it to the window without us having to read CGRect struct returns from objc_msgSend. EAGL drawableProperties dict keys/values are dlsym'd from OpenGLES — the framework checks them by pointer identity, so synthesized NSString literals with the same contents don't work. examples/66-uikit-platform.sx — runnable smoke test that cycles the screen color (red → green → blue every 30 frames) so you can confirm the display-link tick and present pipeline. modules/opengl.sx gains glGenFramebuffers, glGenRenderbuffers, glBindFramebuffer, glBindRenderbuffer, glFramebufferRenderbuffer, glGetRenderbufferParameteriv, glCheckFramebufferStatus — needed for the iOS GLES FBO-to-renderbuffer setup. They're wired into load_gl so SDL and the iOS dlsym loader both pick them up. Compiles cleanly on macOS / WASM / iOS-sim. Non-iOS targets never reference the unresolved UIKit/QuartzCore/OpenGLES symbols because every Obj-C touch lives inside `inline if OS == .ios`. Game's iOS path still goes through SDL3 for now. Touch events + game wire-up + keyboard observer = next steps.
200 lines
8.9 KiB
Plaintext
200 lines
8.9 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 :s32: 0;
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GL_TRUE :s32: 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 = ---;
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glClear : (u32) -> void = ---;
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glEnable : (u32) -> void = ---;
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glDisable : (u32) -> void = ---;
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glViewport : (s32, s32, s32, s32) -> void = ---;
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glFlush : () -> void = ---;
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glDrawArrays : (u32, s32, s32) -> void = ---;
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glPolygonMode : (u32, u32) -> void = ---;
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glLineWidth : (f32) -> void = ---;
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glCreateShader : (u32) -> u32 = ---;
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glShaderSource : (u32, s32, *[:0]u8, *s32) -> void = ---;
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glCompileShader : (u32) -> void = ---;
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glGetShaderiv : (u32, u32, *s32) -> void = ---;
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glGetShaderInfoLog : (u32, s32, *s32, [*]u8) -> void = ---;
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glCreateProgram : () -> u32 = ---;
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glAttachShader : (u32, u32) -> void = ---;
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glLinkProgram : (u32) -> void = ---;
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glGetProgramiv : (u32, u32, *s32) -> void = ---;
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glGetProgramInfoLog : (u32, s32, *s32, [*]u8) -> void = ---;
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glUseProgram : (u32) -> void = ---;
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glDeleteShader : (u32) -> void = ---;
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glGenVertexArrays : (s32, *u32) -> void = ---;
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glGenBuffers : (s32, *u32) -> void = ---;
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glBindVertexArray : (u32) -> void = ---;
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glBindBuffer : (u32, u32) -> void = ---;
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glBufferData : (u32, isize, *void, u32) -> void = ---;
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glVertexAttribPointer : (u32, s32, u32, u8, s32, *void) -> void = ---;
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glEnableVertexAttribArray : (u32) -> void = ---;
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glGetUniformLocation : (u32, [*]u8) -> s32 = ---;
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glUniformMatrix4fv : (s32, s32, u8, [*]f32) -> void = ---;
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glUniform3f : (s32, f32, f32, f32) -> void = ---;
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glDepthFunc : (u32) -> void = ---;
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glUniform1f : (s32, f32) -> void = ---;
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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 : (s32, s32, s32, s32) -> void = ---;
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glBufferSubData : (u32, isize, isize, *void) -> void = ---;
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glGenTextures : (s32, *u32) -> void = ---;
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glBindTexture : (u32, u32) -> void = ---;
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glTexImage2D : (u32, s32, s32, s32, s32, s32, u32, u32, *void) -> void = ---;
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glTexParameteri : (u32, u32, s32) -> void = ---;
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glBlendFunc : (u32, u32) -> void = ---;
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glReadPixels : (s32, s32, s32, s32, u32, u32, *void) -> void = ---;
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glActiveTexture : (u32) -> void = ---;
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glUniform1i : (s32, s32) -> void = ---;
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glPixelStorei : (u32, s32) -> void = ---;
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glTexSubImage2D : (u32, s32, s32, s32, s32, s32, u32, u32, *void) -> void = ---;
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glDeleteTextures : (s32, *u32) -> void = ---;
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glGenFramebuffers : (s32, *u32) -> void = ---;
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glGenRenderbuffers : (s32, *u32) -> void = ---;
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glBindFramebuffer : (u32, u32) -> void = ---;
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glBindRenderbuffer : (u32, u32) -> void = ---;
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glFramebufferRenderbuffer : (u32, u32, u32, u32) -> void = ---;
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glGetRenderbufferParameteriv : (u32, u32, *s32) -> void = ---;
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glCheckFramebufferStatus : (u32) -> u32 = ---;
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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) {
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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 : s32 = 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 : s32 = 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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} |