Merge pull request #1 from JupiterRider/Issue-343

Fixed  types and typos
This commit is contained in:
ShellFu 2024-01-23 10:32:55 -07:00 committed by GitHub
commit 74450e33c1
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GPG key ID: B5690EEEBB952194
2 changed files with 5 additions and 5 deletions

View file

@ -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)

View file

@ -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)