mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-03 00:16:15 +00:00
gpu,gpu/backend: implement GLSL 300 es shader variants
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+60
-21
@@ -19,7 +19,8 @@ type Backend struct {
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state glstate
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feats backend.Caps
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gles300 bool
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feats backend.Caps
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// floatTriple holds the settings for floating point
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// textures.
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floatTriple textureTriple
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@@ -67,6 +68,7 @@ type gpuFramebuffer struct {
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type gpuBuffer struct {
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backend *Backend
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hasBuffer bool
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obj Buffer
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typ backend.BufferBinding
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size int
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@@ -115,7 +117,7 @@ type textureTriple struct {
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func NewBackend(f Functions) (*Backend, error) {
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exts := strings.Split(f.GetString(EXTENSIONS), " ")
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glVer := f.GetString(VERSION)
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ver, err := ParseGLVersion(glVer)
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ver, gles, err := ParseGLVersion(glVer)
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if err != nil {
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return nil, err
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}
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@@ -127,7 +129,9 @@ func NewBackend(f Functions) (*Backend, error) {
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if err != nil {
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return nil, err
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}
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gles300 := gles && ver[0] >= 3
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b := &Backend{
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gles300: gles300,
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funcs: f,
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floatTriple: floatTriple,
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alphaTriple: alphaTripleFor(ver),
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@@ -236,10 +240,13 @@ func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer
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if typ != backend.BufferBindingUniforms {
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return nil, errors.New("uniforms buffers cannot be bound as anything else")
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}
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// GLES 2 doesn't support uniform buffers.
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buf.data = make([]byte, size)
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if !b.gles300 {
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// GLES 2 doesn't support uniform buffers.
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buf.data = make([]byte, size)
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}
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}
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if typ&^backend.BufferBindingUniforms != 0 {
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if typ&^backend.BufferBindingUniforms != 0 || b.gles300 {
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buf.hasBuffer = true
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buf.obj = b.funcs.CreateBuffer()
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if err := glErr(b.funcs); err != nil {
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buf.Release()
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@@ -252,7 +259,7 @@ func (b *Backend) NewBuffer(typ backend.BufferBinding, size int) (backend.Buffer
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func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (backend.Buffer, error) {
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glErr(b.funcs)
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obj := b.funcs.CreateBuffer()
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buf := &gpuBuffer{backend: b, obj: obj, typ: typ, size: len(data)}
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buf := &gpuBuffer{backend: b, obj: obj, typ: typ, size: len(data), hasBuffer: true}
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buf.Upload(data)
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buf.immutable = true
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if err := glErr(b.funcs); err != nil {
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@@ -419,12 +426,16 @@ func (b *Backend) NewInputLayout(vs backend.ShaderSources, layout []backend.Inpu
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}, nil
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}
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func (b *Backend) NewProgram(vssrc, fssrc backend.ShaderSources) (backend.Program, error) {
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attr := make([]string, len(vssrc.Inputs))
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for _, inp := range vssrc.Inputs {
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func (b *Backend) NewProgram(vertShader, fragShader backend.ShaderSources) (backend.Program, error) {
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attr := make([]string, len(vertShader.Inputs))
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for _, inp := range vertShader.Inputs {
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attr[inp.Location] = inp.Name
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}
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p, err := CreateProgram(b.funcs, vssrc.GLES2, fssrc.GLES2, attr)
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vsrc, fsrc := vertShader.GLSL100ES, fragShader.GLSL100ES
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if b.gles300 {
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vsrc, fsrc = vertShader.GLSL300ES, fragShader.GLSL300ES
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}
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p, err := CreateProgram(b.funcs, vsrc, fsrc, attr)
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if err != nil {
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return nil, err
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}
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@@ -435,20 +446,39 @@ func (b *Backend) NewProgram(vssrc, fssrc backend.ShaderSources) (backend.Progra
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}
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b.BindProgram(gpuProg)
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// Bind texture uniforms.
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for _, tex := range vssrc.Textures {
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for _, tex := range vertShader.Textures {
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u := b.funcs.GetUniformLocation(p, tex.Name)
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if u.valid() {
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b.funcs.Uniform1i(u, tex.Binding)
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}
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}
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for _, tex := range fssrc.Textures {
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for _, tex := range fragShader.Textures {
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u := b.funcs.GetUniformLocation(p, tex.Name)
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if u.valid() {
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b.funcs.Uniform1i(u, tex.Binding)
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}
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}
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gpuProg.vertUniforms.setup(b.funcs, p, vssrc.UniformSize, vssrc.Uniforms)
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gpuProg.fragUniforms.setup(b.funcs, p, fssrc.UniformSize, fssrc.Uniforms)
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if b.gles300 {
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for _, block := range vertShader.Uniforms.Blocks {
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blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
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if blockIdx != INVALID_INDEX {
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b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
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}
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}
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// To match Direct3D 11 with separate vertex and fragment
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// shader uniform buffers, offset all fragment blocks to be
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// located after the vertex blocks.
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off := len(vertShader.Uniforms.Blocks)
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for _, block := range fragShader.Uniforms.Blocks {
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blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
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if blockIdx != INVALID_INDEX {
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b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
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}
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}
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} else {
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gpuProg.vertUniforms.setup(b.funcs, p, vertShader.Uniforms.Size, vertShader.Uniforms.Locations)
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gpuProg.fragUniforms.setup(b.funcs, p, fragShader.Uniforms.Size, fragShader.Uniforms.Locations)
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}
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return gpuProg, nil
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}
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@@ -466,8 +496,18 @@ func (p *gpuProgram) SetFragmentUniforms(buffer backend.Buffer) {
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}
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func (p *gpuProgram) updateUniforms() {
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p.vertUniforms.update(p.backend.funcs)
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p.fragUniforms.update(p.backend.funcs)
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f := p.backend.funcs
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if p.backend.gles300 {
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if b := p.vertUniforms.buf; b != nil {
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f.BindBufferBase(UNIFORM_BUFFER, 0, b.obj)
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}
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if b := p.fragUniforms.buf; b != nil {
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f.BindBufferBase(UNIFORM_BUFFER, 1, b.obj)
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}
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} else {
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p.vertUniforms.update(f)
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p.fragUniforms.update(f)
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}
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}
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func (b *Backend) BindProgram(prog backend.Program) {
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@@ -540,10 +580,8 @@ func (b *gpuBuffer) Upload(data []byte) {
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panic("buffer size overflow")
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}
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b.version++
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if b.typ&backend.BufferBindingUniforms != 0 {
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copy(b.data, data)
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}
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if b.typ&^backend.BufferBindingUniforms != 0 {
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copy(b.data, data)
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if b.hasBuffer {
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firstBinding := firstBufferType(b.typ)
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b.backend.funcs.BindBuffer(firstBinding, b.obj)
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b.backend.funcs.BufferData(firstBinding, data, STATIC_DRAW)
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@@ -551,8 +589,9 @@ func (b *gpuBuffer) Upload(data []byte) {
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}
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func (b *gpuBuffer) Release() {
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if b.typ&^backend.BufferBindingUniforms != 0 {
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if b.hasBuffer {
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b.backend.funcs.DeleteBuffer(b.obj)
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b.hasBuffer = false
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}
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}
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@@ -33,6 +33,7 @@ const (
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HALF_FLOAT = 0x140b
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HALF_FLOAT_OES = 0x8d61
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INFO_LOG_LENGTH = 0x8B84
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INVALID_INDEX = ^uint(0)
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GREATER = 0x204
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LINEAR = 0x2601
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LINK_STATUS = 0x8b82
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@@ -92,6 +93,7 @@ type Functions interface {
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BeginQuery(target Enum, query Query)
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BindAttribLocation(p Program, a Attrib, name string)
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BindBuffer(target Enum, b Buffer)
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BindBufferBase(target Enum, index int, buffer Buffer)
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BindFramebuffer(target Enum, fb Framebuffer)
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BindRenderbuffer(target Enum, fb Renderbuffer)
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BindTexture(target Enum, t Texture)
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@@ -136,6 +138,7 @@ type Functions interface {
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GetShaderi(s Shader, pname Enum) int
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GetShaderInfoLog(s Shader) string
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GetString(pname Enum) string
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GetUniformBlockIndex(p Program, name string) uint
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GetUniformLocation(p Program, name string) Uniform
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InvalidateFramebuffer(target, attachment Enum)
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LinkProgram(p Program)
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@@ -144,6 +147,7 @@ type Functions interface {
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ShaderSource(s Shader, src string)
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TexImage2D(target Enum, level int, internalFormat int, width, height int, format, ty Enum, data []byte)
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TexParameteri(target, pname Enum, param int)
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UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint)
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Uniform1f(dst Uniform, v float32)
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Uniform1i(dst Uniform, v int)
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Uniform2f(dst Uniform, v0, v1 float32)
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+5
-5
@@ -60,16 +60,16 @@ func createShader(ctx Functions, typ Enum, src string) (Shader, error) {
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return sh, nil
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}
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func ParseGLVersion(glVer string) ([2]int, error) {
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func ParseGLVersion(glVer string) (version [2]int, gles bool, err error) {
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var ver [2]int
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if _, err := fmt.Sscanf(glVer, "OpenGL ES %d.%d", &ver[0], &ver[1]); err == nil {
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return ver, nil
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return ver, true, nil
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} else if _, err := fmt.Sscanf(glVer, "WebGL %d.%d", &ver[0], &ver[1]); err == nil {
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// WebGL major version v corresponds to OpenGL ES version v + 1
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ver[0]++
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return ver, nil
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return ver, true, nil
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} else if _, err := fmt.Sscanf(glVer, "%d.%d", &ver[0], &ver[1]); err == nil {
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return ver, nil
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return ver, false, nil
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}
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return ver, fmt.Errorf("failed to parse OpenGL ES version (%s)", glVer)
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return ver, false, fmt.Errorf("failed to parse OpenGL ES version (%s)", glVer)
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}
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