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|
use strings;
use trace;
use types::c;
use gl::*;
export fn get_string(name: gl_enum) str = {
match (glGetString(name)) {
case null =>
return "";
case let s: *const u8 =>
return c::tostr(s: *const c::char)!;
};
};
export fn buffer_data(
target: gl_enum,
data: []opaque,
itemsz: size,
usage: gl_enum,
) void = {
glBufferData(
target,
(len(data) * itemsz): uintptr,
data: nullable *[*]u8: nullable *opaque,
usage,
);
};
export fn compile_shader_src(type_: gl_enum, src: str) uint = {
const shader = glCreateShader(type_);
glShaderSource(
shader, 1,
&(strings::toutf8(src): *[*]i8: nullable *const i8),
&(len(src): i32),
);
glCompileShader(shader);
let status = 0i32;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
let log_len = 0i32;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
const log_buf = alloc([0u8...], log_len: size);
glGetShaderInfoLog(
shader, log_len,
null, log_buf: *[*]i8: *i8,
);
const log = strings::fromutf8(log_buf)!;
const type_str = switch (type_) {
case GL_VERTEX_SHADER => yield "vertex";
case GL_FRAGMENT_SHADER => yield "fragment";
case GL_GEOMETRY_SHADER => yield "geometry";
case => yield "(unknown)";
};
trace::error(&trace::root,
"{} shader compilation failed:\n{}",
type_str, log): void;
};
return shader;
};
export fn link_program(program: uint) void = {
glLinkProgram(program);
let status = 0i32;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == 0) {
let log_len = 0i32;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
const log_buf = alloc([0u8...], log_len: size);
glGetProgramInfoLog(
program, log_len,
null, log_buf: *[*]i8: *i8,
);
const log = strings::fromutf8(log_buf)!;
trace::error(&trace::root,
"program linking failed:\n{}",
log): void;
};
};
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