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authorhachem <im@hachem.wtf>2026-08-20 02:19:29 +0200
committerhachem <im@hachem.wtf>2026-08-20 02:32:34 +0200
commit31f6a54d35dd13f0911f132dc60f5f0d851d7e43 (patch)
tree75b5410d785a5acc9e435d4147f3de4989278172 /src/platform/opengl/opengl_shader.cpp
parent0f9483ce025b015b1197b7a7efc8ed983bedbb8e (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.cpp46
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;