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authorgingerBill <gingerBill@users.noreply.github.com>2024-02-07 16:09:58 +0000
committerGitHub <noreply@github.com>2024-02-07 16:09:58 +0000
commit131c71ea7695a095003f788eaf3febdf0076d536 (patch)
treec4651354658300db279b46eb70f95150ba5d07e7
parent9db04fe44669dc9e97406b7c4b11906002a1e3a2 (diff)
parentb46b3010ecc640097d9fe7951b6de7a2d6a0d8f3 (diff)
Merge pull request #3142 from jay-j/feature/gl-allow-geometry-shaders
Expose OpenGL shader procs to allow creation of pipelines with geometry shaders
-rw-r--r--vendor/OpenGL/helpers.odin2
1 files changed, 0 insertions, 2 deletions
diff --git a/vendor/OpenGL/helpers.odin b/vendor/OpenGL/helpers.odin
index a7432db95..0bd8e451b 100644
--- a/vendor/OpenGL/helpers.odin
+++ b/vendor/OpenGL/helpers.odin
@@ -120,7 +120,6 @@ when GL_DEBUG {
}
// Compiling shaders are identical for any shader (vertex, geometry, fragment, tesselation, (maybe compute too))
-@private
compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type) -> (shader_id: u32, ok: bool) {
shader_id = CreateShader(cast(u32)shader_type)
length := i32(len(shader_data))
@@ -134,7 +133,6 @@ compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type
}
// only used once, but I'd just make a subprocedure(?) for consistency
-@private
create_and_link_program :: proc(shader_ids: []u32, binary_retrievable := false) -> (program_id: u32, ok: bool) {
program_id = CreateProgram()
for id in shader_ids {