gpu/gl: remove unused methods and unexport internal

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-10 17:06:54 +01:00
parent adb950cbf3
commit 8b5e9af5f8
3 changed files with 9 additions and 25 deletions
+3 -11
View File
@@ -14,22 +14,14 @@ type (
Object struct{ V uint }
)
func (u Uniform) Valid() bool {
func (u Uniform) valid() bool {
return u.V != -1
}
func (p Program) Valid() bool {
func (p Program) valid() bool {
return p.V != 0
}
func (s Shader) Valid() bool {
func (s Shader) valid() bool {
return s.V != 0
}
func (t Texture) Valid() bool {
return t.V != 0
}
func (t Texture) Equal(t2 Texture) bool {
return t == t2
}
+3 -11
View File
@@ -16,22 +16,14 @@ type (
Object js.Value
)
func (p Program) Valid() bool {
func (p Program) valid() bool {
return !js.Value(p).IsUndefined() && !js.Value(p).IsNull()
}
func (s Shader) Valid() bool {
func (s Shader) valid() bool {
return !js.Value(s).IsUndefined() && !js.Value(s).IsNull()
}
func (u Uniform) Valid() bool {
func (u Uniform) valid() bool {
return !js.Value(u).IsUndefined() && !js.Value(u).IsNull()
}
func (t Texture) Valid() bool {
return !js.Value(t).IsUndefined() && !js.Value(t).IsNull()
}
func (t Texture) Equal(t2 Texture) bool {
return js.Value(t).Equal(js.Value(t2))
}
+3 -3
View File
@@ -20,7 +20,7 @@ func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Progra
}
defer ctx.DeleteShader(fs)
prog := ctx.CreateProgram()
if !prog.Valid() {
if !prog.valid() {
return Program{}, errors.New("glCreateProgram failed")
}
ctx.AttachShader(prog, vs)
@@ -39,7 +39,7 @@ func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Progra
func GetUniformLocation(ctx Functions, prog Program, name string) Uniform {
loc := ctx.GetUniformLocation(prog, name)
if !loc.Valid() {
if !loc.valid() {
panic(fmt.Errorf("uniform %s not found", name))
}
return loc
@@ -47,7 +47,7 @@ func GetUniformLocation(ctx Functions, prog Program, name string) Uniform {
func createShader(ctx Functions, typ Enum, src string) (Shader, error) {
sh := ctx.CreateShader(typ)
if !sh.Valid() {
if !sh.valid() {
return Shader{}, errors.New("glCreateShader failed")
}
ctx.ShaderSource(sh, src)