app/internal/gl/impl: extract platform dependent opengl bindings

We'd like to support Gio using a different renderer binding than
the builtin. A first step is to define the Functions interface
in package gl, and extract the concrete implementations to a
separate package.

Updates #26

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-07 19:13:51 +01:00
parent e672d71c61
commit 251c075093
17 changed files with 293 additions and 280 deletions
+4 -3
View File
@@ -11,10 +11,11 @@ import (
"strings"
"gioui.org/app/internal/gl"
"gioui.org/app/internal/gl/impl"
)
type Context struct {
c *gl.Functions
c gl.Functions
disp _EGLDisplay
eglCtx *eglContext
eglSurf _EGLSurface
@@ -109,12 +110,12 @@ func NewContext(disp NativeDisplayType) (*Context, error) {
c := &Context{
disp: eglDisp,
eglCtx: eglCtx,
c: new(gl.Functions),
c: new(impl.Functions),
}
return c, nil
}
func (c *Context) Functions() *gl.Functions {
func (c *Context) Functions() gl.Functions {
return c.c
}
+2 -1
View File
@@ -11,6 +11,7 @@ import (
syscall "golang.org/x/sys/windows"
"gioui.org/app/internal/gl"
"gioui.org/app/internal/gl/impl"
)
type (
@@ -56,7 +57,7 @@ func loadDLLs() error {
if err := loadDLL(libEGL, "libEGL.dll"); err != nil {
return err
}
if err := loadDLL(gl.LibGLESv2, "libGLESv2.dll"); err != nil {
if err := loadDLL(impl.LibGLESv2, "libGLESv2.dll"); err != nil {
return err
}
// d3dcompiler_47.dll is needed internally for shader compilation to function.