Use DSA for renderbuffers

This commit is contained in:
2023-03-09 14:58:38 +00:00
parent 0b698e5f5d
commit 76a8b05433
11 changed files with 81 additions and 74 deletions
+8 -8
View File
@@ -29,12 +29,12 @@ makeShader ::
-- | The input vertex sizes
[Int] ->
EPrimitiveMode ->
IO FullShader'
IO FullShader
makeShader s shaderlist sizes pm = do
prog <- makeSourcedShader s shaderlist
vaob <- setupVAO sizes
return $
FullShader'
FullShader
{ _shadProg' = prog
, _shadVAO' = vaob
, _shadPrim' = pm
@@ -49,11 +49,11 @@ makeByteStringShaderUsingVAO ::
[(GLenum, BS.ByteString)] ->
EPrimitiveMode ->
VAO ->
IO FullShader'
IO FullShader
makeByteStringShaderUsingVAO s shaderlist pm vao = do
prog <- makeShaderProgram s shaderlist
return $
FullShader'
FullShader
{ _shadProg' = prog
, _shadVAO' = vao
, _shadPrim' = pm
@@ -69,11 +69,11 @@ makeShaderUsingVAO ::
[GLenum] ->
EPrimitiveMode ->
VAO ->
IO FullShader'
IO FullShader
makeShaderUsingVAO s shaderlist pm theVAO = do
prog <- makeSourcedShader s shaderlist
return $
FullShader'
FullShader
{ _shadProg' = prog
, _shadVAO' = theVAO
, _shadPrim' = pm
@@ -95,12 +95,12 @@ makeShaderSized ::
-- | Number of vertexes that can be poked
Int ->
EPrimitiveMode ->
IO FullShader'
IO FullShader
makeShaderSized s shaderlist sizes ndraw pm = do
prog <- makeSourcedShader s shaderlist
vaob <- setupVAOSized ndraw sizes
return $
FullShader'
FullShader
{ _shadProg' = prog
, _shadVAO' = vaob
, _shadPrim' = pm