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Merge pull request #3142 from jay-j/feature/gl-allow-geometry-shaders

Expose OpenGL shader procs to allow creation of pipelines with geometry shaders
gingerBill 1 year ago
parent
commit
131c71ea76
1 changed files with 0 additions and 2 deletions
  1. 0 2
      vendor/OpenGL/helpers.odin

+ 0 - 2
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))
 // 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) {
 compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type) -> (shader_id: u32, ok: bool) {
 	shader_id = CreateShader(cast(u32)shader_type)
 	shader_id = CreateShader(cast(u32)shader_type)
 	length := i32(len(shader_data))
 	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
 // 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) {
 create_and_link_program :: proc(shader_ids: []u32, binary_retrievable := false) -> (program_id: u32, ok: bool) {
 	program_id = CreateProgram()
 	program_id = CreateProgram()
 	for id in shader_ids {
 	for id in shader_ids {