IsShaderReady() is now IsShaderValid()

This commit is contained in:
JupiterRider 2024-11-23 20:04:40 +01:00
parent 886e44de9c
commit 52954882a0
2 changed files with 8 additions and 8 deletions

View file

@ -95,7 +95,7 @@ var loadVrStereoConfig func(config uintptr, device uintptr)
var unloadVrStereoConfig func(config uintptr)
var loadShader func(shader uintptr, vsFileName uintptr, fsFileName uintptr)
var loadShaderFromMemory func(shader uintptr, vsCode uintptr, fsCode uintptr)
var isShaderReady func(shader uintptr) bool
var isShaderValid func(shader uintptr) bool
var getShaderLocation func(shader uintptr, uniformName string) int32
var getShaderLocationAttrib func(shader uintptr, attribName string) int32
var setShaderValue func(shader uintptr, locIndex int32, value []float32, uniformType int32)
@ -593,7 +593,7 @@ func init() {
purego.RegisterLibFunc(&unloadVrStereoConfig, raylibDll, "UnloadVrStereoConfig")
purego.RegisterLibFunc(&loadShader, raylibDll, "LoadShader")
purego.RegisterLibFunc(&loadShaderFromMemory, raylibDll, "LoadShaderFromMemory")
purego.RegisterLibFunc(&isShaderReady, raylibDll, "IsShaderReady")
purego.RegisterLibFunc(&isShaderValid, raylibDll, "IsShaderValid")
purego.RegisterLibFunc(&getShaderLocation, raylibDll, "GetShaderLocation")
purego.RegisterLibFunc(&getShaderLocationAttrib, raylibDll, "GetShaderLocationAttrib")
purego.RegisterLibFunc(&setShaderValue, raylibDll, "SetShaderValue")
@ -1434,9 +1434,9 @@ func LoadShaderFromMemory(vsCode string, fsCode string) Shader {
return shader
}
// IsShaderReady - Check if a shader is ready
func IsShaderReady(shader Shader) bool {
return isShaderReady(uintptr(unsafe.Pointer(&shader)))
// IsShaderValid - Check if a shader is valid (loaded on GPU)
func IsShaderValid(shader Shader) bool {
return isShaderValid(uintptr(unsafe.Pointer(&shader)))
}
// GetShaderLocation - Get shader uniform location