diff options
| author | hachem <im@hachem.wtf> | 2026-08-20 02:19:29 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-08-20 02:32:34 +0200 |
| commit | 31f6a54d35dd13f0911f132dc60f5f0d851d7e43 (patch) | |
| tree | 75b5410d785a5acc9e435d4147f3de4989278172 /src/platform/opengl/opengl_shader.cpp | |
| parent | 0f9483ce025b015b1197b7a7efc8ed983bedbb8e (diff) | |
refactor: trailing return types in the OpenGL and Metal backends
Diffstat (limited to 'src/platform/opengl/opengl_shader.cpp')
| -rw-r--r-- | src/platform/opengl/opengl_shader.cpp | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/src/platform/opengl/opengl_shader.cpp b/src/platform/opengl/opengl_shader.cpp index e7c3d6a..c233bd6 100644 --- a/src/platform/opengl/opengl_shader.cpp +++ b/src/platform/opengl/opengl_shader.cpp @@ -71,7 +71,7 @@ namespace Donut glDeleteProgram(m_renderer_id); } - std::string OpenGLShader::read_file(const std::string& filepath) + auto OpenGLShader::read_file(const std::string& filepath) -> std::string { std::string result; std::ifstream in(filepath, std::ios::in | @@ -91,7 +91,7 @@ namespace Donut return result; } - std::unordered_map<uint32_t, std::string> OpenGLShader::pre_process(const std::string& source) + auto OpenGLShader::pre_process(const std::string& source) -> std::unordered_map<uint32_t, std::string> { std::unordered_map<uint32_t, std::string> shader_sources; @@ -114,7 +114,7 @@ namespace Donut return shader_sources; } - void OpenGLShader::compile(const std::unordered_map<uint32_t, std::string>& shader_sources) + auto OpenGLShader::compile(const std::unordered_map<uint32_t, std::string>& shader_sources) -> void { uint32_t program = glCreateProgram(); std::vector<uint32_t> glShaderIDs(shader_sources.size()); @@ -176,114 +176,114 @@ namespace Donut } } - void OpenGLShader::bind() const + auto OpenGLShader::bind() const -> void { glUseProgram(m_renderer_id); } - void OpenGLShader::unbind() const + auto OpenGLShader::unbind() const -> void { glUseProgram(0); } - void OpenGLShader::set_int(const std::string& name, int value) + auto OpenGLShader::set_int(const std::string& name, int value) -> void { upload_uniform_int(name, value); } - void OpenGLShader::set_int_array(const std::string& name, int* values, uint32_t count) + auto OpenGLShader::set_int_array(const std::string& name, int* values, uint32_t count) -> void { upload_uniform_int_array(name, values, count); } - void OpenGLShader::set_float(const std::string& name, float value) + auto OpenGLShader::set_float(const std::string& name, float value) -> void { upload_uniform_float(name, value); } - void OpenGLShader::set_float2(const std::string& name, const glm::vec2& value) + auto OpenGLShader::set_float2(const std::string& name, const glm::vec2& value) -> void { upload_uniform_float2(name, value); } - void OpenGLShader::set_float3(const std::string& name, const glm::vec3& value) + auto OpenGLShader::set_float3(const std::string& name, const glm::vec3& value) -> void { upload_uniform_float3(name, value); } - void OpenGLShader::set_float4(const std::string& name, const glm::vec4& value) + auto OpenGLShader::set_float4(const std::string& name, const glm::vec4& value) -> void { upload_uniform_float4(name, value); } - void OpenGLShader::set_mat4(const std::string& name, const glm::mat4& value) + auto OpenGLShader::set_mat4(const std::string& name, const glm::mat4& value) -> void { upload_uniform_mat4(name, value); } - void OpenGLShader::upload_uniform_int(const std::string& name, int value) + auto OpenGLShader::upload_uniform_int(const std::string& name, int value) -> void { int location = glGetUniformLocation(m_renderer_id, name.c_str()); glUniform1i(location, value); } - void OpenGLShader::upload_uniform_int_array(const std::string& name, int* values, uint32_t count) + auto OpenGLShader::upload_uniform_int_array(const std::string& name, int* values, uint32_t count) -> void { int location = glGetUniformLocation(m_renderer_id, name.c_str()); glUniform1iv(location, count, values); } - void OpenGLShader::upload_uniform_float(const std::string& name, float value) + auto OpenGLShader::upload_uniform_float(const std::string& name, float value) -> void { int location = glGetUniformLocation(m_renderer_id, name.c_str()); glUniform1f(location, value); } - void OpenGLShader::upload_uniform_float2(const std::string& name, const glm::vec2& value) + auto OpenGLShader::upload_uniform_float2(const std::string& name, const glm::vec2& value) -> void { int location = glGetUniformLocation(m_renderer_id, name.c_str()); glUniform2f(location, value.x, value.y); } - void OpenGLShader::upload_uniform_float3(const std::string& name, const glm::vec3& value) + auto OpenGLShader::upload_uniform_float3(const std::string& name, const glm::vec3& value) -> void { int location = glGetUniformLocation(m_renderer_id, name.c_str()); glUniform3f(location, value.x, value.y, value.z); } - void OpenGLShader::upload_uniform_float4(const std::string& name, const glm::vec4& value) + auto OpenGLShader::upload_uniform_float4(const std::string& name, const glm::vec4& value) -> void { int location = glGetUniformLocation(m_renderer_id, name.c_str()); glUniform4f(location, value.x, value.y, value.z, value.w); } - void OpenGLShader::upload_uniform_mat3(const std::string& name, const glm::mat3& matrix) + auto OpenGLShader::upload_uniform_mat3(const std::string& name, const glm::mat3& matrix) -> void { int location = glGetUniformLocation(m_renderer_id, name.c_str()); glUniformMatrix3fv(location, 1, m_is_slang ? GL_TRUE : GL_FALSE, glm::value_ptr(matrix)); } - void OpenGLShader::upload_uniform_mat4(const std::string& name, const glm::mat4& matrix) + auto OpenGLShader::upload_uniform_mat4(const std::string& name, const glm::mat4& matrix) -> void { int location = glGetUniformLocation(m_renderer_id, name.c_str()); glUniformMatrix4fv(location, 1, m_is_slang ? GL_TRUE : GL_FALSE, glm::value_ptr(matrix)); } - void OpenGLShader::dispatch(uint32_t x, uint32_t y, uint32_t z) + auto OpenGLShader::dispatch(uint32_t x, uint32_t y, uint32_t z) -> void { if (m_renderer_id == 0 || glDispatchCompute == nullptr) return; glDispatchCompute(x, y, z); } - void OpenGLShader::dispatch_indirect(uint32_t offset) + auto OpenGLShader::dispatch_indirect(uint32_t offset) -> void { if (m_renderer_id == 0 || glDispatchComputeIndirect == nullptr) return; glDispatchComputeIndirect(offset); } - void OpenGLShader::memory_barrier(uint32_t barriers) + auto OpenGLShader::memory_barrier(uint32_t barriers) -> void { if (glMemoryBarrier == nullptr) return; |
