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authorStephan Unverwerth <s.unverwerth@serenityos.org>2022-08-28 10:51:37 +0200
committerAndrew Kaster <andrewdkaster@gmail.com>2022-12-17 22:39:09 -0700
commita0adbfbf81688421998a342dbbc0236e724a570a (patch)
tree1c1571ecce1dd52dfa0b6d50f81f5676eb331ced
parentb975569a4009ebb089cd9edc262164177d358a54 (diff)
downloadserenity-a0adbfbf81688421998a342dbbc0236e724a570a.zip
LibGL: Implement glCreateShader and glDeleteShader
-rw-r--r--Userland/Libraries/LibGL/GL/gl.h3
-rw-r--r--Userland/Libraries/LibGL/GLContext.h7
-rw-r--r--Userland/Libraries/LibGL/Shader.cpp26
3 files changed, 31 insertions, 5 deletions
diff --git a/Userland/Libraries/LibGL/GL/gl.h b/Userland/Libraries/LibGL/GL/gl.h
index a5fcfede01..5740f79e83 100644
--- a/Userland/Libraries/LibGL/GL/gl.h
+++ b/Userland/Libraries/LibGL/GL/gl.h
@@ -600,6 +600,9 @@ extern "C" {
#define GL_DYNAMIC_DRAW 0x88e8
#define GL_DYNAMIC_READ 0x88e9
#define GL_DYNAMIC_COPY 0x88ea
+// Programmable pipeline
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
GLAPI void glBegin(GLenum mode);
GLAPI void glClear(GLbitfield mask);
diff --git a/Userland/Libraries/LibGL/GLContext.h b/Userland/Libraries/LibGL/GLContext.h
index d7a4e2fc75..9b30b44b1b 100644
--- a/Userland/Libraries/LibGL/GLContext.h
+++ b/Userland/Libraries/LibGL/GLContext.h
@@ -17,6 +17,8 @@
#include <AK/Vector.h>
#include <LibGL/Buffer/Buffer.h>
#include <LibGL/NameAllocator.h>
+#include <LibGL/Shaders/Program.h>
+#include <LibGL/Shaders/Shader.h>
#include <LibGL/Tex/Texture.h>
#include <LibGL/Tex/TextureUnit.h>
#include <LibGPU/Device.h>
@@ -408,6 +410,11 @@ private:
bool m_sampler_config_is_dirty { true };
bool m_light_state_is_dirty { true };
+ NameAllocator m_shader_name_allocator;
+ NameAllocator m_program_name_allocator;
+ HashMap<GLuint, RefPtr<Shader>> m_allocated_shaders;
+ HashMap<GLuint, RefPtr<Program>> m_allocated_programs;
+
struct Listing {
template<typename F>
diff --git a/Userland/Libraries/LibGL/Shader.cpp b/Userland/Libraries/LibGL/Shader.cpp
index e5c1df98f7..eb58a38a78 100644
--- a/Userland/Libraries/LibGL/Shader.cpp
+++ b/Userland/Libraries/LibGL/Shader.cpp
@@ -11,15 +11,31 @@ namespace GL {
GLuint GLContext::gl_create_shader(GLenum shader_type)
{
- dbgln("gl_create_shader({}) unimplemented ", shader_type);
- TODO();
- return 0;
+ // 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)
{
- dbgln("gl_delete_shader({}) unimplemented ", shader);
- TODO();
+ // "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)