diff --git a/raylib/rlgl_cgo.go b/raylib/rlgl_cgo.go index af82f71..15f0067 100644 --- a/raylib/rlgl_cgo.go +++ b/raylib/rlgl_cgo.go @@ -668,9 +668,9 @@ func SetUniformSampler(locIndex int32, textureId uint32) { } // LoadComputeShaderProgram - -func LoadComputeShaderProgram(shaderID uint) uint { +func LoadComputeShaderProgram(shaderID uint32) uint32 { cshaderID := C.uint(shaderID) - return uint(C.rlLoadComputeShaderProgram(cshaderID)) + return uint32(C.rlLoadComputeShaderProgram(cshaderID)) } // ComputeShaderDispatch - Dispatch compute shader (equivalent to *draw* for graphics pilepine) diff --git a/raylib/rlgl_purego.go b/raylib/rlgl_purego.go index 1c168d6..ccb5029 100644 --- a/raylib/rlgl_purego.go +++ b/raylib/rlgl_purego.go @@ -108,7 +108,7 @@ var rlUnloadShaderProgram func(id uint32) var rlGetLocationUniform func(shaderId uint32, uniformName string) int32 var rlGetLocationAttrib func(shaderId uint32, attribName string) int32 var rlSetUniformSampler func(locIndex int32, textureId uint32) -var rlLoadComputeShaderProgram func(shaderID uint) uint +var rlLoadComputeShaderProgram func(shaderID uint32) uint32 var rlComputeShaderDispatch func(groupX uint32, groupY uint32, groupZ uint32) var rlLoadShaderBuffer func(size uint32, data unsafe.Pointer, usageHint int32) uint32 var rlUnloadShaderBuffer func(id uint32) @@ -233,7 +233,7 @@ func initRlglPurego() { purego.RegisterLibFunc(&rlLoadComputeShaderProgram, raylibDll, "rlLoadComputeShaderProgram") purego.RegisterLibFunc(&rlComputeShaderDispatch, raylibDll, "rlComputeShaderDispatch") purego.RegisterLibFunc(&rlLoadShaderBuffer, raylibDll, "rlLoadShaderBuffer") - purego.RegisterLibFunc(&rlUnloadShaderBuffer, "rlUnloadShaderBuffer") + purego.RegisterLibFunc(&rlUnloadShaderBuffer, raylibDll, "rlUnloadShaderBuffer") purego.RegisterLibFunc(&rlUpdateShaderBuffer, raylibDll, "rlUpdateShaderBuffer") purego.RegisterLibFunc(&rlBindShaderBuffer, raylibDll, "rlBindShaderBuffer") purego.RegisterLibFunc(&rlReadShaderBuffer, raylibDll, "rlReadShaderBuffer") @@ -772,7 +772,7 @@ func ComputeShaderDispatch(groupX uint32, groupY uint32, groupZ uint32) { // LoadShaderBuffer loads a shader storage buffer object (SSBO) func LoadShaderBuffer(size uint32, data unsafe.Pointer, usageHint int32) uint32 { - rlLoadShaderBuffer(size, data, usageHint) + return rlLoadShaderBuffer(size, data, usageHint) } // UnloadShaderBuffer - Unload shader storage buffer object (SSBO)