IsShaderReady() is now IsShaderValid()
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parent
886e44de9c
commit
52954882a0
2 changed files with 8 additions and 8 deletions
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@ -95,7 +95,7 @@ var loadVrStereoConfig func(config uintptr, device uintptr)
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var unloadVrStereoConfig func(config uintptr)
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var loadShader func(shader uintptr, vsFileName uintptr, fsFileName uintptr)
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var loadShaderFromMemory func(shader uintptr, vsCode uintptr, fsCode uintptr)
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var isShaderReady func(shader uintptr) bool
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var isShaderValid func(shader uintptr) bool
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var getShaderLocation func(shader uintptr, uniformName string) int32
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var getShaderLocationAttrib func(shader uintptr, attribName string) int32
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var setShaderValue func(shader uintptr, locIndex int32, value []float32, uniformType int32)
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@ -593,7 +593,7 @@ func init() {
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purego.RegisterLibFunc(&unloadVrStereoConfig, raylibDll, "UnloadVrStereoConfig")
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purego.RegisterLibFunc(&loadShader, raylibDll, "LoadShader")
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purego.RegisterLibFunc(&loadShaderFromMemory, raylibDll, "LoadShaderFromMemory")
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purego.RegisterLibFunc(&isShaderReady, raylibDll, "IsShaderReady")
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purego.RegisterLibFunc(&isShaderValid, raylibDll, "IsShaderValid")
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purego.RegisterLibFunc(&getShaderLocation, raylibDll, "GetShaderLocation")
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purego.RegisterLibFunc(&getShaderLocationAttrib, raylibDll, "GetShaderLocationAttrib")
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purego.RegisterLibFunc(&setShaderValue, raylibDll, "SetShaderValue")
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@ -1434,9 +1434,9 @@ func LoadShaderFromMemory(vsCode string, fsCode string) Shader {
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return shader
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}
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// IsShaderReady - Check if a shader is ready
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func IsShaderReady(shader Shader) bool {
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return isShaderReady(uintptr(unsafe.Pointer(&shader)))
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// IsShaderValid - Check if a shader is valid (loaded on GPU)
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func IsShaderValid(shader Shader) bool {
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return isShaderValid(uintptr(unsafe.Pointer(&shader)))
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}
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// GetShaderLocation - Get shader uniform location
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@ -555,10 +555,10 @@ func LoadShaderFromMemory(vsCode string, fsCode string) Shader {
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return v
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}
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// IsShaderReady - Check if a shader is ready
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func IsShaderReady(shader Shader) bool {
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// IsShaderValid - Check if a shader is valid (loaded on GPU)
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func IsShaderValid(shader Shader) bool {
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cshader := shader.cptr()
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ret := C.IsShaderReady(*cshader)
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ret := C.IsShaderValid(*cshader)
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v := bool(ret)
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return v
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}
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