diff options
| author | Mitchell Hashimoto <m@mitchellh.com> | 2025-09-18 08:57:47 -0700 |
|---|---|---|
| committer | Mitchell Hashimoto <m@mitchellh.com> | 2025-09-18 09:25:37 -0700 |
| commit | a45368161507343c5ce540c2e2bb9ba41bc46e91 (patch) | |
| tree | a1674216eaf90e90a436cff8875e58273fe1af8e /src/renderer/OpenGL.zig | |
| parent | a3643f8f5205b1e1d0a85b103202977a5a251e68 (diff) | |
renderer: create explicit sampler state for custom shaders
The GLSL to MSL conversion process uses a passed-in sampler state for
the `iChannel0` parameter and we weren't providing it. This magically
worked on Apple Silicon for unknown reasons but failed on Intel GPUs.
In normal, hand-written MSL, we'd explicitly create the sampler state as
a normal variable (we do this in `shaders.metal` already!), but the
Shadertoy conversion stuff doesn't do this, probably because the exact
sampler parameters can't be safely known.
This fixes a Metal validation error when using custom shaders:
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed
assertion `Draw Errors Validation Fragment Function(main0): missing Sampler
binding at index 0 for iChannel0Smplr[0].
```
Diffstat (limited to 'src/renderer/OpenGL.zig')
| -rw-r--r-- | src/renderer/OpenGL.zig | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/src/renderer/OpenGL.zig b/src/renderer/OpenGL.zig index e572806d1..673f79501 100644 --- a/src/renderer/OpenGL.zig +++ b/src/renderer/OpenGL.zig @@ -20,6 +20,7 @@ pub const RenderPass = @import("opengl/RenderPass.zig"); pub const Pipeline = @import("opengl/Pipeline.zig"); const bufferpkg = @import("opengl/buffer.zig"); pub const Buffer = bufferpkg.Buffer; +pub const Sampler = @import("opengl/Sampler.zig"); pub const Texture = @import("opengl/Texture.zig"); pub const shaders = @import("opengl/shaders.zig"); @@ -364,6 +365,17 @@ pub inline fn textureOptions(self: OpenGL) Texture.Options { }; } +/// Returns the options to use when constructing samplers. +pub inline fn samplerOptions(self: OpenGL) Sampler.Options { + _ = self; + return .{ + .min_filter = .linear, + .mag_filter = .linear, + .wrap_s = .clamp_to_edge, + .wrap_t = .clamp_to_edge, + }; +} + /// Pixel format for image texture options. pub const ImageTextureFormat = enum { /// 1 byte per pixel grayscale. |
