mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-07 18:35:34 +00:00
@@ -0,0 +1,473 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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// +build darwin linux
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package gl
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import (
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"unsafe"
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)
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/*
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#cgo linux LDFLAGS: -lGLESv2 -ldl
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#cgo darwin,!ios LDFLAGS: -framework OpenGL
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#include <stdlib.h>
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#ifdef __APPLE__
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#cgo CFLAGS: -DGL_SILENCE_DEPRECATION
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE
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#include <OpenGLES/ES3/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#else
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#define __USE_GNU
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#include <dlfcn.h>
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#include <GLES2/gl2.h>
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#include <GLES3/gl3.h>
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#endif
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static void (*_glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum *attachments);
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static void (*_glBeginQuery)(GLenum target, GLuint id);
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static void (*_glDeleteQueries)(GLsizei n, const GLuint *ids);
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static void (*_glEndQuery)(GLenum target);
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static void (*_glGenQueries)(GLsizei n, GLuint *ids);
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static void (*_glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint *params);
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// The pointer-free version of glVertexAttribPointer, to avoid the Cgo pointer checks.
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__attribute__ ((visibility ("hidden"))) void gio_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t offset) {
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glVertexAttribPointer(index, size, type, normalized, stride, (const GLvoid *)offset);
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}
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// The pointer-free version of glDrawElements, to avoid the Cgo pointer checks.
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__attribute__ ((visibility ("hidden"))) void gio_glDrawElements(GLenum mode, GLsizei count, GLenum type, const uintptr_t offset) {
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glDrawElements(mode, count, type, (const GLvoid *)offset);
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}
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__attribute__ ((visibility ("hidden"))) void gio_glInvalidateFramebuffer(GLenum target, GLenum attachment) {
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// Framebuffer invalidation is just a hint and can safely be ignored.
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if (_glInvalidateFramebuffer != NULL) {
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_glInvalidateFramebuffer(target, 1, &attachment);
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}
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}
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__attribute__ ((visibility ("hidden"))) void gio_glBeginQuery(GLenum target, GLenum attachment) {
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_glBeginQuery(target, attachment);
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}
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__attribute__ ((visibility ("hidden"))) void gio_glDeleteQueries(GLsizei n, const GLuint *ids) {
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_glDeleteQueries(n, ids);
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}
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__attribute__ ((visibility ("hidden"))) void gio_glEndQuery(GLenum target) {
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_glEndQuery(target);
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}
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__attribute__ ((visibility ("hidden"))) void gio_glGenQueries(GLsizei n, GLuint *ids) {
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_glGenQueries(n, ids);
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}
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__attribute__ ((visibility ("hidden"))) void gio_glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) {
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_glGetQueryObjectuiv(id, pname, params);
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}
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__attribute__((constructor)) static void gio_loadGLFunctions() {
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#ifdef __APPLE__
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#if TARGET_OS_IPHONE
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_glInvalidateFramebuffer = glInvalidateFramebuffer;
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_glBeginQuery = glBeginQuery;
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_glDeleteQueries = glDeleteQueries;
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_glEndQuery = glEndQuery;
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_glGenQueries = glGenQueries;
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_glGetQueryObjectuiv = glGetQueryObjectuiv;
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#endif
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#else
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// Load libGLESv3 if available.
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dlopen("libGLESv3.so", RTLD_NOW | RTLD_GLOBAL);
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_glInvalidateFramebuffer = dlsym(RTLD_DEFAULT, "glInvalidateFramebuffer");
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// Fall back to EXT_invalidate_framebuffer if available.
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if (_glInvalidateFramebuffer == NULL) {
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_glInvalidateFramebuffer = dlsym(RTLD_DEFAULT, "glDiscardFramebufferEXT");
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}
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_glBeginQuery = dlsym(RTLD_DEFAULT, "glBeginQuery");
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if (_glBeginQuery == NULL)
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_glBeginQuery = dlsym(RTLD_DEFAULT, "glBeginQueryEXT");
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_glDeleteQueries = dlsym(RTLD_DEFAULT, "glDeleteQueries");
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if (_glDeleteQueries == NULL)
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_glDeleteQueries = dlsym(RTLD_DEFAULT, "glDeleteQueriesEXT");
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_glEndQuery = dlsym(RTLD_DEFAULT, "glEndQuery");
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if (_glEndQuery == NULL)
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_glEndQuery = dlsym(RTLD_DEFAULT, "glEndQueryEXT");
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_glGenQueries = dlsym(RTLD_DEFAULT, "glGenQueries");
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if (_glGenQueries == NULL)
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_glGenQueries = dlsym(RTLD_DEFAULT, "glGenQueriesEXT");
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_glGetQueryObjectuiv = dlsym(RTLD_DEFAULT, "glGetQueryObjectuiv");
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if (_glGetQueryObjectuiv == NULL)
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_glGetQueryObjectuiv = dlsym(RTLD_DEFAULT, "glGetQueryObjectuivEXT");
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#endif
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}
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*/
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import "C"
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type Functions struct{}
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func (f *Functions) ActiveTexture(texture Enum) {
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C.glActiveTexture(C.GLenum(texture))
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}
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func (f *Functions) AttachShader(p Program, s Shader) {
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C.glAttachShader(C.GLuint(p), C.GLuint(s))
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}
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func (f *Functions) BeginQuery(target Enum, query Query) {
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C.gio_glBeginQuery(C.GLenum(target), C.GLenum(query))
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}
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func (f *Functions) BindAttribLocation(p Program, a Attrib, name string) {
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cname := C.CString(name)
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defer C.free(unsafe.Pointer(cname))
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C.glBindAttribLocation(C.GLuint(p), C.GLuint(a), cname)
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}
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func (f *Functions) BindBuffer(target Enum, b Buffer) {
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C.glBindBuffer(C.GLenum(target), C.GLuint(b))
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}
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func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
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C.glBindFramebuffer(C.GLenum(target), C.GLuint(fb))
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}
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func (f *Functions) BindRenderbuffer(target Enum, fb Renderbuffer) {
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C.glBindRenderbuffer(C.GLenum(target), C.GLuint(fb))
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}
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func (f *Functions) BindTexture(target Enum, t Texture) {
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C.glBindTexture(C.GLenum(target), C.GLuint(t))
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}
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func (f *Functions) BlendEquation(mode Enum) {
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C.glBlendEquation(C.GLenum(mode))
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}
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func (f *Functions) BlendFunc(sfactor, dfactor Enum) {
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C.glBlendFunc(C.GLenum(sfactor), C.GLenum(dfactor))
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}
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func (f *Functions) BufferData(target Enum, src []byte, usage Enum) {
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var p unsafe.Pointer
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if len(src) > 0 {
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p = unsafe.Pointer(&src[0])
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}
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C.glBufferData(C.GLenum(target), C.GLsizeiptr(len(src)), p, C.GLenum(usage))
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}
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func (f *Functions) CheckFramebufferStatus(target Enum) Enum {
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return Enum(C.glCheckFramebufferStatus(C.GLenum(target)))
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}
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func (f *Functions) Clear(mask Enum) {
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C.glClear(C.GLbitfield(mask))
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}
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func (f *Functions) ClearColor(red float32, green float32, blue float32, alpha float32) {
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C.glClearColor(C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha))
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}
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func (f *Functions) ClearDepthf(d float32) {
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C.glClearDepthf(C.GLfloat(d))
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}
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func (f *Functions) CompileShader(s Shader) {
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C.glCompileShader(C.GLuint(s))
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}
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func (f *Functions) CreateBuffer() Buffer {
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var handle C.GLuint
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C.glGenBuffers(1, &handle)
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return Buffer(handle)
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}
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func (f *Functions) CreateFramebuffer() Framebuffer {
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var handle C.GLuint
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C.glGenFramebuffers(1, &handle)
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return Framebuffer(handle)
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}
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func (f *Functions) CreateProgram() Program {
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return Program(C.glCreateProgram())
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}
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func (f *Functions) CreateQuery() Query {
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var handle C.GLuint
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C.gio_glGenQueries(1, &handle)
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return Query(handle)
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}
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func (f *Functions) CreateRenderbuffer() Renderbuffer {
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var handle C.GLuint
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C.glGenRenderbuffers(1, &handle)
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return Renderbuffer(handle)
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}
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func (f *Functions) CreateShader(ty Enum) Shader {
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return Shader(C.glCreateShader(C.GLenum(ty)))
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}
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func (f *Functions) CreateTexture() Texture {
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var handle C.GLuint
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C.glGenTextures(1, &handle)
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return Texture(handle)
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}
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func (f *Functions) DeleteBuffer(v Buffer) {
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handle := C.GLuint(v)
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C.glDeleteBuffers(1, &handle)
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}
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func (f *Functions) DeleteFramebuffer(v Framebuffer) {
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handle := C.GLuint(v)
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C.glDeleteFramebuffers(1, &handle)
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}
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func (f *Functions) DeleteProgram(p Program) {
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C.glDeleteProgram(C.GLuint(p))
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}
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func (f *Functions) DeleteQuery(query Query) {
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handle := C.GLuint(query)
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C.gio_glDeleteQueries(1, &handle)
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}
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func (f *Functions) DeleteRenderbuffer(v Renderbuffer) {
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handle := C.GLuint(v)
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C.glDeleteRenderbuffers(1, &handle)
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}
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func (f *Functions) DeleteShader(s Shader) {
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C.glDeleteShader(C.GLuint(s))
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}
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func (f *Functions) DeleteTexture(v Texture) {
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handle := C.GLuint(v)
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C.glDeleteTextures(1, &handle)
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}
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func (f *Functions) DepthFunc(v Enum) {
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C.glDepthFunc(C.GLenum(v))
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}
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func (f *Functions) DepthMask(mask bool) {
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m := C.GLboolean(C.GL_FALSE)
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if mask {
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m = C.GLboolean(C.GL_TRUE)
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}
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C.glDepthMask(m)
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}
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func (f *Functions) DisableVertexAttribArray(a Attrib) {
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C.glDisableVertexAttribArray(C.GLuint(a))
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}
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func (f *Functions) Disable(cap Enum) {
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C.glDisable(C.GLenum(cap))
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}
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func (f *Functions) DrawArrays(mode Enum, first int, count int) {
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C.glDrawArrays(C.GLenum(mode), C.GLint(first), C.GLsizei(count))
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}
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func (f *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) {
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C.gio_glDrawElements(C.GLenum(mode), C.GLsizei(count), C.GLenum(ty), C.uintptr_t(offset))
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}
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func (f *Functions) Enable(cap Enum) {
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C.glEnable(C.GLenum(cap))
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}
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func (f *Functions) EndQuery(target Enum) {
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C.gio_glEndQuery(C.GLenum(target))
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}
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func (f *Functions) EnableVertexAttribArray(a Attrib) {
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C.glEnableVertexAttribArray(C.GLuint(a))
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}
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func (f *Functions) Finish() {
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C.glFinish()
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}
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func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) {
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C.glFramebufferRenderbuffer(C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer))
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}
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func (f *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
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C.glFramebufferTexture2D(C.GLenum(target), C.GLenum(attachment), C.GLenum(texTarget), C.GLuint(t), C.GLint(level))
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}
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func (f *Functions) GetError() Enum {
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return Enum(C.glGetError())
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}
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func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int {
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// Hope this is enough room.
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var buf [100]C.GLint
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C.glGetRenderbufferParameteriv(C.GLenum(target), C.GLenum(pname), &buf[0])
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return int(buf[0])
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}
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func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
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// Hope this is enough room.
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var buf [100]C.GLint
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C.glGetFramebufferAttachmentParameteriv(C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), &buf[0])
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return int(buf[0])
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}
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func (f *Functions) GetInteger(pname Enum) int {
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// Hope this is enough room.
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var buf [100]C.GLint
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C.glGetIntegerv(C.GLenum(pname), &buf[0])
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return int(buf[0])
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}
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func (f *Functions) GetProgrami(p Program, pname Enum) int {
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// Hope this is enough room.
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var buf [100]C.GLint
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C.glGetProgramiv(C.GLuint(p), C.GLenum(pname), &buf[0])
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return int(buf[0])
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}
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func (f *Functions) GetProgramInfoLog(p Program) string {
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var plen C.GLsizei
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C.glGetProgramInfoLog(C.GLuint(p), 0, &plen, nil)
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if plen == 0 {
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return ""
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}
|
||||
// Make room for the string and the null terminator.
|
||||
buf := make([]byte, plen+1)
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C.glGetProgramInfoLog(C.GLuint(p), C.GLsizei(len(buf)), &plen, (*C.GLchar)(unsafe.Pointer(&buf[0])))
|
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return string(buf[:len(buf)-1])
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}
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|
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func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
|
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// Hope this is enough room.
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var buf [100]C.GLuint
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C.gio_glGetQueryObjectuiv(C.GLuint(query), C.GLenum(pname), &buf[0])
|
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return uint(buf[0])
|
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}
|
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|
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func (f *Functions) GetShaderi(s Shader, pname Enum) int {
|
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// Hope this is enough room.
|
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var buf [100]C.GLint
|
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C.glGetShaderiv(C.GLuint(s), C.GLenum(pname), &buf[0])
|
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return int(buf[0])
|
||||
}
|
||||
|
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func (f *Functions) GetShaderInfoLog(s Shader) string {
|
||||
var plen C.GLsizei
|
||||
C.glGetShaderInfoLog(C.GLuint(s), 0, &plen, nil)
|
||||
if plen == 0 {
|
||||
return ""
|
||||
}
|
||||
// Make room for the string and the null terminator.
|
||||
buf := make([]byte, plen+1)
|
||||
C.glGetShaderInfoLog(C.GLuint(s), C.GLsizei(len(buf)), &plen, (*C.GLchar)(unsafe.Pointer(&buf[0])))
|
||||
return string(buf[:len(buf)-1])
|
||||
}
|
||||
|
||||
func (f *Functions) GetString(pname Enum) string {
|
||||
str := C.glGetString(C.GLenum(pname))
|
||||
return C.GoString((*C.char)(unsafe.Pointer(str)))
|
||||
}
|
||||
|
||||
func (f *Functions) GetUniformLocation(p Program, name string) Uniform {
|
||||
cname := C.CString(name)
|
||||
defer C.free(unsafe.Pointer(cname))
|
||||
return Uniform(C.glGetUniformLocation(C.GLuint(p), cname))
|
||||
}
|
||||
|
||||
func (f *Functions) InvalidateFramebuffer(target, attachment Enum) {
|
||||
C.gio_glInvalidateFramebuffer(C.GLenum(target), C.GLenum(attachment))
|
||||
}
|
||||
|
||||
func (f *Functions) LinkProgram(p Program) {
|
||||
C.glLinkProgram(C.GLuint(p))
|
||||
}
|
||||
|
||||
func (f *Functions) PixelStorei(pname Enum, param int32) {
|
||||
C.glPixelStorei(C.GLenum(pname), C.GLint(param))
|
||||
}
|
||||
|
||||
func (f *Functions) Scissor(x, y, width, height int32) {
|
||||
C.glScissor(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
|
||||
}
|
||||
|
||||
func (f *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) {
|
||||
C.glRenderbufferStorage(C.GLenum(target), C.GLenum(internalformat), C.GLsizei(width), C.GLsizei(height))
|
||||
}
|
||||
|
||||
func (f *Functions) ShaderSource(s Shader, src string) {
|
||||
csrc := C.CString(src)
|
||||
defer C.free(unsafe.Pointer(csrc))
|
||||
strlen := C.GLint(len(src))
|
||||
C.glShaderSource(C.GLuint(s), 1, &csrc, &strlen)
|
||||
}
|
||||
|
||||
func (f *Functions) TexImage2D(target Enum, level int, internalFormat int, width int, height int, format Enum, ty Enum, data []byte) {
|
||||
var p unsafe.Pointer
|
||||
if len(data) > 0 {
|
||||
p = unsafe.Pointer(&data[0])
|
||||
}
|
||||
C.glTexImage2D(C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), 0, C.GLenum(format), C.GLenum(ty), p)
|
||||
}
|
||||
|
||||
func (f *Functions) TexSubImage2D(target Enum, level int, x int, y int, width int, height int, format Enum, ty Enum, data []byte) {
|
||||
var p unsafe.Pointer
|
||||
if len(data) > 0 {
|
||||
p = unsafe.Pointer(&data[0])
|
||||
}
|
||||
C.glTexSubImage2D(C.GLenum(target), C.GLint(level), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(ty), p)
|
||||
}
|
||||
|
||||
func (f *Functions) TexParameteri(target, pname Enum, param int) {
|
||||
C.glTexParameteri(C.GLenum(target), C.GLenum(pname), C.GLint(param))
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform1f(dst Uniform, v float32) {
|
||||
C.glUniform1f(C.GLint(dst), C.GLfloat(v))
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform1i(dst Uniform, v int) {
|
||||
C.glUniform1i(C.GLint(dst), C.GLint(v))
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform2f(dst Uniform, v0 float32, v1 float32) {
|
||||
C.glUniform2f(C.GLint(dst), C.GLfloat(v0), C.GLfloat(v1))
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform3f(dst Uniform, v0 float32, v1 float32, v2 float32) {
|
||||
C.glUniform3f(C.GLint(dst), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2))
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform4f(dst Uniform, v0 float32, v1 float32, v2 float32, v3 float32) {
|
||||
C.glUniform4f(C.GLint(dst), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3))
|
||||
}
|
||||
|
||||
func (f *Functions) UseProgram(p Program) {
|
||||
C.glUseProgram(C.GLuint(p))
|
||||
}
|
||||
|
||||
func (f *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride int, offset int) {
|
||||
var n C.GLboolean = C.GL_FALSE
|
||||
if normalized {
|
||||
n = C.GL_TRUE
|
||||
}
|
||||
C.gio_glVertexAttribPointer(C.GLuint(dst), C.GLint(size), C.GLenum(ty), n, C.GLsizei(stride), C.uintptr_t(offset))
|
||||
}
|
||||
|
||||
func (f *Functions) Viewport(x int, y int, width int, height int) {
|
||||
C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
|
||||
}
|
||||
@@ -0,0 +1,166 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gl
|
||||
|
||||
type (
|
||||
Attrib uint
|
||||
Buffer uint
|
||||
Enum uint
|
||||
Framebuffer uint
|
||||
Program uint
|
||||
Renderbuffer uint
|
||||
Shader uint
|
||||
Texture uint
|
||||
Uniform int
|
||||
Query uint
|
||||
)
|
||||
|
||||
type Context interface {
|
||||
Functions() *Functions
|
||||
Present() error
|
||||
MakeCurrent() error
|
||||
Release()
|
||||
}
|
||||
|
||||
const (
|
||||
ARRAY_BUFFER = 0x8892
|
||||
BLEND = 0xbe2
|
||||
CLAMP_TO_EDGE = 0x812f
|
||||
COLOR_ATTACHMENT0 = 0x8ce0
|
||||
COLOR_BUFFER_BIT = 0x4000
|
||||
COMPILE_STATUS = 0x8b81
|
||||
DEPTH_BUFFER_BIT = 0x100
|
||||
DEPTH_ATTACHMENT = 0x8d00
|
||||
DEPTH_COMPONENT16 = 0x81a5
|
||||
DEPTH_TEST = 0xb71
|
||||
DST_COLOR = 0x306
|
||||
ELEMENT_ARRAY_BUFFER = 0x8893
|
||||
EXTENSIONS = 0x1f03
|
||||
FLOAT = 0x1406
|
||||
FRAGMENT_SHADER = 0x8b30
|
||||
FRAMEBUFFER = 0x8d40
|
||||
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210
|
||||
FRAMEBUFFER_BINDING = 0x8ca6
|
||||
FRAMEBUFFER_COMPLETE = 0x8cd5
|
||||
HALF_FLOAT = 0x140b
|
||||
GREATER = 0x204
|
||||
LINEAR = 0x2601
|
||||
LINK_STATUS = 0x8b82
|
||||
LUMINANCE = 0x1909
|
||||
MAX_TEXTURE_SIZE = 0xd33
|
||||
NEAREST = 0x2600
|
||||
ONE = 0x1
|
||||
ONE_MINUS_SRC_ALPHA = 0x303
|
||||
QUERY_RESULT = 0x8866
|
||||
QUERY_RESULT_AVAILABLE = 0x8867
|
||||
R16F = 0x822d
|
||||
R8 = 0x8229
|
||||
READ_FRAMEBUFFER = 0x8ca8
|
||||
RED = 0x1903
|
||||
RENDERBUFFER = 0x8d41
|
||||
RENDERBUFFER_BINDING = 0x8ca7
|
||||
RENDERBUFFER_HEIGHT = 0x8d43
|
||||
RENDERBUFFER_WIDTH = 0x8d42
|
||||
RGB = 0x1907
|
||||
RGBA = 0x1908
|
||||
RGBA8 = 0x8058
|
||||
SHORT = 0x1402
|
||||
SRGB = 0x8c40
|
||||
SRGB_ALPHA_EXT = 0x8c42
|
||||
SRGB8 = 0x8c41
|
||||
SRGB8_ALPHA8 = 0x8c43
|
||||
STATIC_DRAW = 0x88e4
|
||||
TEXTURE_2D = 0xde1
|
||||
TEXTURE_MAG_FILTER = 0x2800
|
||||
TEXTURE_MIN_FILTER = 0x2801
|
||||
TEXTURE_WRAP_S = 0x2802
|
||||
TEXTURE_WRAP_T = 0x2803
|
||||
TEXTURE0 = 0x84c0
|
||||
TEXTURE1 = 0x84c1
|
||||
TRIANGLE_STRIP = 0x5
|
||||
TRIANGLES = 0x4
|
||||
UNPACK_ALIGNMENT = 0xcf5
|
||||
UNSIGNED_BYTE = 0x1401
|
||||
UNSIGNED_SHORT = 0x1403
|
||||
VERSION = 0x1f02
|
||||
VERTEX_SHADER = 0x8b31
|
||||
ZERO = 0x0
|
||||
|
||||
// EXT_disjoint_timer_query
|
||||
TIME_ELAPSED_EXT = 0x88BF
|
||||
GPU_DISJOINT_EXT = 0x8FBB
|
||||
)
|
||||
|
||||
// Enforce Functions interface.
|
||||
var _ interface {
|
||||
ActiveTexture(texture Enum)
|
||||
AttachShader(p Program, s Shader)
|
||||
BeginQuery(target Enum, query Query)
|
||||
BindAttribLocation(p Program, a Attrib, name string)
|
||||
BindBuffer(target Enum, b Buffer)
|
||||
BindFramebuffer(target Enum, fb Framebuffer)
|
||||
BindRenderbuffer(target Enum, rb Renderbuffer)
|
||||
BindTexture(target Enum, t Texture)
|
||||
BlendEquation(mode Enum)
|
||||
BlendFunc(sfactor, dfactor Enum)
|
||||
BufferData(target Enum, src []byte, usage Enum)
|
||||
CheckFramebufferStatus(target Enum) Enum
|
||||
Clear(mask Enum)
|
||||
ClearColor(red, green, blue, alpha float32)
|
||||
ClearDepthf(d float32)
|
||||
CompileShader(s Shader)
|
||||
CreateBuffer() Buffer
|
||||
CreateFramebuffer() Framebuffer
|
||||
CreateProgram() Program
|
||||
CreateQuery() Query
|
||||
CreateRenderbuffer() Renderbuffer
|
||||
CreateShader(ty Enum) Shader
|
||||
CreateTexture() Texture
|
||||
DeleteBuffer(v Buffer)
|
||||
DeleteFramebuffer(v Framebuffer)
|
||||
DeleteProgram(p Program)
|
||||
DeleteQuery(query Query)
|
||||
DeleteRenderbuffer(v Renderbuffer)
|
||||
DeleteShader(s Shader)
|
||||
DeleteTexture(v Texture)
|
||||
DepthFunc(f Enum)
|
||||
DepthMask(mask bool)
|
||||
DisableVertexAttribArray(a Attrib)
|
||||
Disable(cap Enum)
|
||||
DrawArrays(mode Enum, first, count int)
|
||||
DrawElements(mode Enum, count int, ty Enum, offset int)
|
||||
Enable(cap Enum)
|
||||
EnableVertexAttribArray(a Attrib)
|
||||
EndQuery(target Enum)
|
||||
Finish()
|
||||
FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer)
|
||||
FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int)
|
||||
GetError() Enum
|
||||
GetRenderbufferParameteri(target, pname Enum) int
|
||||
GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int
|
||||
GetInteger(pname Enum) int
|
||||
GetProgrami(p Program, pname Enum) int
|
||||
GetProgramInfoLog(p Program) string
|
||||
GetQueryObjectuiv(query Query, pname Enum) uint
|
||||
GetShaderi(s Shader, pname Enum) int
|
||||
GetShaderInfoLog(s Shader) string
|
||||
GetString(pname Enum) string
|
||||
GetUniformLocation(p Program, name string) Uniform
|
||||
InvalidateFramebuffer(target, attachment Enum)
|
||||
LinkProgram(p Program)
|
||||
PixelStorei(pname Enum, param int32)
|
||||
RenderbufferStorage(target, internalformat Enum, width, height int)
|
||||
Scissor(x, y, width, height int32)
|
||||
ShaderSource(s Shader, src string)
|
||||
TexImage2D(target Enum, level int, internalFormat int, width, height int, format, ty Enum, data []byte)
|
||||
TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte)
|
||||
TexParameteri(target, pname Enum, param int)
|
||||
Uniform1f(dst Uniform, v float32)
|
||||
Uniform1i(dst Uniform, v int)
|
||||
Uniform2f(dst Uniform, v0, v1 float32)
|
||||
Uniform3f(dst Uniform, v0, v1, v2 float32)
|
||||
Uniform4f(dst Uniform, v0, v1, v2, v3 float32)
|
||||
UseProgram(p Program)
|
||||
VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int)
|
||||
Viewport(x, y, width, height int)
|
||||
} = (*Functions)(nil)
|
||||
@@ -0,0 +1,397 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gl
|
||||
|
||||
import (
|
||||
"math"
|
||||
"reflect"
|
||||
"syscall"
|
||||
"unsafe"
|
||||
|
||||
"golang.org/x/sys/windows"
|
||||
)
|
||||
|
||||
var (
|
||||
LibGLESv2 = windows.NewLazyDLL("libGLESv2.dll")
|
||||
_glActiveTexture = LibGLESv2.NewProc("glActiveTexture")
|
||||
_glAttachShader = LibGLESv2.NewProc("glAttachShader")
|
||||
_glBeginQuery = LibGLESv2.NewProc("glBeginQuery")
|
||||
_glBindAttribLocation = LibGLESv2.NewProc("glBindAttribLocation")
|
||||
_glBindBuffer = LibGLESv2.NewProc("glBindBuffer")
|
||||
_glBindFramebuffer = LibGLESv2.NewProc("glBindFramebuffer")
|
||||
_glBindRenderbuffer = LibGLESv2.NewProc("glBindRenderbuffer")
|
||||
_glBindTexture = LibGLESv2.NewProc("glBindTexture")
|
||||
_glBlendEquation = LibGLESv2.NewProc("glBlendEquation")
|
||||
_glBlendFunc = LibGLESv2.NewProc("glBlendFunc")
|
||||
_glBufferData = LibGLESv2.NewProc("glBufferData")
|
||||
_glCheckFramebufferStatus = LibGLESv2.NewProc("glCheckFramebufferStatus")
|
||||
_glClear = LibGLESv2.NewProc("glClear")
|
||||
_glClearColor = LibGLESv2.NewProc("glClearColor")
|
||||
_glClearDepthf = LibGLESv2.NewProc("glClearDepthf")
|
||||
_glDeleteQueries = LibGLESv2.NewProc("glDeleteQueries")
|
||||
_glCompileShader = LibGLESv2.NewProc("glCompileShader")
|
||||
_glGenBuffers = LibGLESv2.NewProc("glGenBuffers")
|
||||
_glGenFramebuffers = LibGLESv2.NewProc("glGenFramebuffers")
|
||||
_glCreateProgram = LibGLESv2.NewProc("glCreateProgram")
|
||||
_glGenRenderbuffers = LibGLESv2.NewProc("glGenRenderbuffers")
|
||||
_glCreateShader = LibGLESv2.NewProc("glCreateShader")
|
||||
_glGenTextures = LibGLESv2.NewProc("glGenTextures")
|
||||
_glDeleteBuffers = LibGLESv2.NewProc("glDeleteBuffers")
|
||||
_glDeleteFramebuffers = LibGLESv2.NewProc("glDeleteFramebuffers")
|
||||
_glDeleteProgram = LibGLESv2.NewProc("glDeleteProgram")
|
||||
_glDeleteShader = LibGLESv2.NewProc("glDeleteShader")
|
||||
_glDeleteRenderbuffers = LibGLESv2.NewProc("glDeleteRenderbuffers")
|
||||
_glDeleteTextures = LibGLESv2.NewProc("glDeleteTextures")
|
||||
_glDepthFunc = LibGLESv2.NewProc("glDepthFunc")
|
||||
_glDepthMask = LibGLESv2.NewProc("glDepthMask")
|
||||
_glDisableVertexAttribArray = LibGLESv2.NewProc("glDisableVertexAttribArray")
|
||||
_glDisable = LibGLESv2.NewProc("glDisable")
|
||||
_glDrawArrays = LibGLESv2.NewProc("glDrawArrays")
|
||||
_glDrawElements = LibGLESv2.NewProc("glDrawElements")
|
||||
_glEnable = LibGLESv2.NewProc("glEnable")
|
||||
_glEnableVertexAttribArray = LibGLESv2.NewProc("glEnableVertexAttribArray")
|
||||
_glEndQuery = LibGLESv2.NewProc("glEndQuery")
|
||||
_glFinish = LibGLESv2.NewProc("glFinish")
|
||||
_glFramebufferRenderbuffer = LibGLESv2.NewProc("glFramebufferRenderbuffer")
|
||||
_glFramebufferTexture2D = LibGLESv2.NewProc("glFramebufferTexture2D")
|
||||
_glGenQueries = LibGLESv2.NewProc("glGenQueries")
|
||||
_glGetError = LibGLESv2.NewProc("glGetError")
|
||||
_glGetRenderbufferParameteri = LibGLESv2.NewProc("glGetRenderbufferParameteri")
|
||||
_glGetFramebufferAttachmentParameteri = LibGLESv2.NewProc("glGetFramebufferAttachmentParameteri")
|
||||
_glGetIntegerv = LibGLESv2.NewProc("glGetIntegerv")
|
||||
_glGetProgramiv = LibGLESv2.NewProc("glGetProgramiv")
|
||||
_glGetProgramInfoLog = LibGLESv2.NewProc("glGetProgramInfoLog")
|
||||
_glGetQueryObjectuiv = LibGLESv2.NewProc("glGetQueryObjectuiv")
|
||||
_glGetShaderiv = LibGLESv2.NewProc("glGetShaderiv")
|
||||
_glGetShaderInfoLog = LibGLESv2.NewProc("glGetShaderInfoLog")
|
||||
_glGetString = LibGLESv2.NewProc("glGetString")
|
||||
_glGetUniformLocation = LibGLESv2.NewProc("glGetUniformLocation")
|
||||
_glInvalidateFramebuffer = LibGLESv2.NewProc("glInvalidateFramebuffer")
|
||||
_glLinkProgram = LibGLESv2.NewProc("glLinkProgram")
|
||||
_glPixelStorei = LibGLESv2.NewProc("glPixelStorei")
|
||||
_glRenderbufferStorage = LibGLESv2.NewProc("glRenderbufferStorage")
|
||||
_glScissor = LibGLESv2.NewProc("glScissor")
|
||||
_glShaderSource = LibGLESv2.NewProc("glShaderSource")
|
||||
_glTexImage2D = LibGLESv2.NewProc("glTexImage2D")
|
||||
_glTexSubImage2D = LibGLESv2.NewProc("glTexSubImage2D")
|
||||
_glTexParameteri = LibGLESv2.NewProc("glTexParameteri")
|
||||
_glUniform1f = LibGLESv2.NewProc("glUniform1f")
|
||||
_glUniform1i = LibGLESv2.NewProc("glUniform1i")
|
||||
_glUniform2f = LibGLESv2.NewProc("glUniform2f")
|
||||
_glUniform3f = LibGLESv2.NewProc("glUniform3f")
|
||||
_glUniform4f = LibGLESv2.NewProc("glUniform4f")
|
||||
_glUseProgram = LibGLESv2.NewProc("glUseProgram")
|
||||
_glVertexAttribPointer = LibGLESv2.NewProc("glVertexAttribPointer")
|
||||
_glViewport = LibGLESv2.NewProc("glViewport")
|
||||
)
|
||||
|
||||
type Functions struct{}
|
||||
|
||||
func (c *Functions) ActiveTexture(t Enum) {
|
||||
syscall.Syscall(_glActiveTexture.Addr(), 1, uintptr(t), 0, 0)
|
||||
}
|
||||
func (c *Functions) AttachShader(p Program, s Shader) {
|
||||
syscall.Syscall(_glAttachShader.Addr(), 2, uintptr(p), uintptr(s), 0)
|
||||
}
|
||||
func (f *Functions) BeginQuery(target Enum, query Query) {
|
||||
syscall.Syscall(_glBeginQuery.Addr(), 2, uintptr(target), uintptr(query), 0)
|
||||
}
|
||||
func (c *Functions) BindAttribLocation(p Program, a Attrib, name string) {
|
||||
cname := cString(name)
|
||||
syscall.Syscall(_glBindAttribLocation.Addr(), 3, uintptr(p), uintptr(a), uintptr(unsafe.Pointer(&cname[0])))
|
||||
}
|
||||
func (c *Functions) BindBuffer(target Enum, b Buffer) {
|
||||
syscall.Syscall(_glBindBuffer.Addr(), 2, uintptr(target), uintptr(b), 0)
|
||||
}
|
||||
func (c *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
|
||||
syscall.Syscall(_glBindFramebuffer.Addr(), 2, uintptr(target), uintptr(fb), 0)
|
||||
}
|
||||
func (c *Functions) BindRenderbuffer(target Enum, rb Renderbuffer) {
|
||||
syscall.Syscall(_glBindRenderbuffer.Addr(), 2, uintptr(target), uintptr(rb), 0)
|
||||
}
|
||||
func (c *Functions) BindTexture(target Enum, t Texture) {
|
||||
syscall.Syscall(_glBindTexture.Addr(), 2, uintptr(target), uintptr(t), 0)
|
||||
}
|
||||
func (c *Functions) BlendEquation(mode Enum) {
|
||||
syscall.Syscall(_glBlendEquation.Addr(), 1, uintptr(mode), 0, 0)
|
||||
}
|
||||
func (c *Functions) BlendFunc(sfactor, dfactor Enum) {
|
||||
syscall.Syscall(_glBlendFunc.Addr(), 2, uintptr(sfactor), uintptr(dfactor), 0)
|
||||
}
|
||||
func (c *Functions) BufferData(target Enum, src []byte, usage Enum) {
|
||||
if n := len(src); n == 0 {
|
||||
syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), 0, 0, uintptr(usage), 0, 0)
|
||||
} else {
|
||||
syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), uintptr(n), uintptr(unsafe.Pointer(&src[0])), uintptr(usage), 0, 0)
|
||||
}
|
||||
}
|
||||
func (c *Functions) CheckFramebufferStatus(target Enum) Enum {
|
||||
s, _, _ := syscall.Syscall(_glCheckFramebufferStatus.Addr(), 1, uintptr(target), 0, 0)
|
||||
return Enum(s)
|
||||
}
|
||||
func (c *Functions) Clear(mask Enum) {
|
||||
syscall.Syscall(_glClear.Addr(), 1, uintptr(mask), 0, 0)
|
||||
}
|
||||
func (c *Functions) ClearColor(red, green, blue, alpha float32) {
|
||||
syscall.Syscall6(_glClearColor.Addr(), 4, uintptr(math.Float32bits(red)), uintptr(math.Float32bits(green)), uintptr(math.Float32bits(blue)), uintptr(math.Float32bits(alpha)), 0, 0)
|
||||
}
|
||||
func (c *Functions) ClearDepthf(d float32) {
|
||||
syscall.Syscall(_glClearDepthf.Addr(), 1, uintptr(math.Float32bits(d)), 0, 0)
|
||||
}
|
||||
func (c *Functions) CompileShader(s Shader) {
|
||||
syscall.Syscall(_glCompileShader.Addr(), 1, uintptr(s), 0, 0)
|
||||
}
|
||||
func (c *Functions) CreateBuffer() Buffer {
|
||||
var buf uintptr
|
||||
syscall.Syscall(_glGenBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&buf)), 0)
|
||||
return Buffer(buf)
|
||||
}
|
||||
func (c *Functions) CreateFramebuffer() Framebuffer {
|
||||
var fb uintptr
|
||||
syscall.Syscall(_glGenFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&fb)), 0)
|
||||
return Framebuffer(fb)
|
||||
}
|
||||
func (c *Functions) CreateProgram() Program {
|
||||
p, _, _ := syscall.Syscall(_glCreateProgram.Addr(), 0, 0, 0, 0)
|
||||
return Program(p)
|
||||
}
|
||||
func (f *Functions) CreateQuery() Query {
|
||||
var q uintptr
|
||||
syscall.Syscall(_glGenQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&q)), 0)
|
||||
return Query(q)
|
||||
}
|
||||
func (c *Functions) CreateRenderbuffer() Renderbuffer {
|
||||
var rb uintptr
|
||||
syscall.Syscall(_glGenRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&rb)), 0)
|
||||
return Renderbuffer(rb)
|
||||
}
|
||||
func (c *Functions) CreateShader(ty Enum) Shader {
|
||||
s, _, _ := syscall.Syscall(_glCreateShader.Addr(), 1, uintptr(ty), 0, 0)
|
||||
return Shader(s)
|
||||
}
|
||||
func (c *Functions) CreateTexture() Texture {
|
||||
var t uintptr
|
||||
syscall.Syscall(_glGenTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&t)), 0)
|
||||
return Texture(t)
|
||||
}
|
||||
func (c *Functions) DeleteBuffer(v Buffer) {
|
||||
syscall.Syscall(_glDeleteBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v)), 0)
|
||||
}
|
||||
func (c *Functions) DeleteFramebuffer(v Framebuffer) {
|
||||
syscall.Syscall(_glDeleteFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v)), 0)
|
||||
}
|
||||
func (c *Functions) DeleteProgram(p Program) {
|
||||
syscall.Syscall(_glDeleteProgram.Addr(), 1, uintptr(p), 0, 0)
|
||||
}
|
||||
func (f *Functions) DeleteQuery(query Query) {
|
||||
syscall.Syscall(_glDeleteQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&query)), 0)
|
||||
}
|
||||
func (c *Functions) DeleteShader(s Shader) {
|
||||
syscall.Syscall(_glDeleteShader.Addr(), 1, uintptr(s), 0, 0)
|
||||
}
|
||||
func (c *Functions) DeleteRenderbuffer(v Renderbuffer) {
|
||||
syscall.Syscall(_glDeleteRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v)), 0)
|
||||
}
|
||||
func (c *Functions) DeleteTexture(v Texture) {
|
||||
syscall.Syscall(_glDeleteTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&v)), 0)
|
||||
}
|
||||
func (c *Functions) DepthFunc(f Enum) {
|
||||
syscall.Syscall(_glDepthFunc.Addr(), 1, uintptr(f), 0, 0)
|
||||
}
|
||||
func (c *Functions) DepthMask(mask bool) {
|
||||
var m uintptr
|
||||
if mask {
|
||||
m = 1
|
||||
}
|
||||
syscall.Syscall(_glDepthMask.Addr(), 1, m, 0, 0)
|
||||
}
|
||||
func (c *Functions) DisableVertexAttribArray(a Attrib) {
|
||||
syscall.Syscall(_glDisableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
|
||||
}
|
||||
func (c *Functions) Disable(cap Enum) {
|
||||
syscall.Syscall(_glDisable.Addr(), 1, uintptr(cap), 0, 0)
|
||||
}
|
||||
func (c *Functions) DrawArrays(mode Enum, first, count int) {
|
||||
syscall.Syscall(_glDrawArrays.Addr(), 3, uintptr(mode), uintptr(first), uintptr(count))
|
||||
}
|
||||
func (c *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) {
|
||||
syscall.Syscall6(_glDrawElements.Addr(), 4, uintptr(mode), uintptr(count), uintptr(ty), uintptr(offset), 0, 0)
|
||||
}
|
||||
func (c *Functions) Enable(cap Enum) {
|
||||
syscall.Syscall(_glEnable.Addr(), 1, uintptr(cap), 0, 0)
|
||||
}
|
||||
func (c *Functions) EnableVertexAttribArray(a Attrib) {
|
||||
syscall.Syscall(_glEnableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
|
||||
}
|
||||
func (f *Functions) EndQuery(target Enum) {
|
||||
syscall.Syscall(_glEndQuery.Addr(), 1, uintptr(target), 0, 0)
|
||||
}
|
||||
func (c *Functions) Finish() {
|
||||
syscall.Syscall(_glFinish.Addr(), 0, 0, 0, 0)
|
||||
}
|
||||
func (c *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) {
|
||||
syscall.Syscall6(_glFramebufferRenderbuffer.Addr(), 4, uintptr(target), uintptr(attachment), uintptr(renderbuffertarget), uintptr(renderbuffer), 0, 0)
|
||||
}
|
||||
func (c *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
|
||||
syscall.Syscall6(_glFramebufferTexture2D.Addr(), 5, uintptr(target), uintptr(attachment), uintptr(texTarget), uintptr(t), uintptr(level), 0)
|
||||
}
|
||||
func (c *Functions) GetError() Enum {
|
||||
e, _, _ := syscall.Syscall(_glGetError.Addr(), 0, 0, 0, 0)
|
||||
return Enum(e)
|
||||
}
|
||||
func (c *Functions) GetRenderbufferParameteri(target, pname Enum) int {
|
||||
p, _, _ := syscall.Syscall(_glGetRenderbufferParameteri.Addr(), 2, uintptr(target), uintptr(pname), 0)
|
||||
return int(p)
|
||||
}
|
||||
func (c *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
|
||||
p, _, _ := syscall.Syscall(_glGetFramebufferAttachmentParameteri.Addr(), 3, uintptr(target), uintptr(attachment), uintptr(pname))
|
||||
return int(p)
|
||||
}
|
||||
func (c *Functions) GetInteger(pname Enum) int {
|
||||
// Hopefully enough room.
|
||||
var params [100]int32
|
||||
syscall.Syscall(_glGetIntegerv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(¶ms[0])), 0)
|
||||
return int(params[0])
|
||||
}
|
||||
func (c *Functions) GetProgrami(p Program, pname Enum) int {
|
||||
// Hopefully enough space.
|
||||
var params [100]int32
|
||||
syscall.Syscall(_glGetProgramiv.Addr(), 3, uintptr(p), uintptr(pname), uintptr(unsafe.Pointer(¶ms[0])))
|
||||
return int(params[0])
|
||||
}
|
||||
func (c *Functions) GetProgramInfoLog(p Program) string {
|
||||
var n uintptr
|
||||
syscall.Syscall6(_glGetProgramInfoLog.Addr(), 4, uintptr(p), 0, uintptr(unsafe.Pointer(&n)), 0, 0, 0)
|
||||
if n == 0 {
|
||||
return ""
|
||||
}
|
||||
// Make space for the null terminator.
|
||||
buf := make([]byte, n+1)
|
||||
syscall.Syscall6(_glGetProgramInfoLog.Addr(), 4, uintptr(p), uintptr(len(buf)), uintptr(unsafe.Pointer(&n)), uintptr(unsafe.Pointer(&buf[0])), 0, 0)
|
||||
return string(buf[:len(buf)-1])
|
||||
}
|
||||
func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
|
||||
// Hope this is enough room.
|
||||
var buf [100]int32
|
||||
syscall.Syscall(_glGetQueryObjectuiv.Addr(), 3, uintptr(query), uintptr(pname), uintptr(unsafe.Pointer(&buf[0])))
|
||||
return uint(buf[0])
|
||||
}
|
||||
func (c *Functions) GetShaderi(s Shader, pname Enum) int {
|
||||
// Hopefully enough room.
|
||||
var params [100]int32
|
||||
syscall.Syscall(_glGetShaderiv.Addr(), 3, uintptr(s), uintptr(pname), uintptr(unsafe.Pointer(¶ms[0])))
|
||||
return int(params[0])
|
||||
}
|
||||
func (c *Functions) GetShaderInfoLog(s Shader) string {
|
||||
var n uintptr
|
||||
syscall.Syscall6(_glGetShaderInfoLog.Addr(), 4, uintptr(s), 0, uintptr(unsafe.Pointer(&n)), 0, 0, 0)
|
||||
if n == 0 {
|
||||
return ""
|
||||
}
|
||||
// Make space for the null terminator.
|
||||
buf := make([]byte, n+1)
|
||||
syscall.Syscall6(_glGetShaderInfoLog.Addr(), 4, uintptr(s), uintptr(len(buf)), uintptr(unsafe.Pointer(&n)), uintptr(unsafe.Pointer(&buf[0])), 0, 0)
|
||||
return string(buf[:len(buf)-1])
|
||||
}
|
||||
func (c *Functions) GetString(pname Enum) string {
|
||||
s, _, _ := syscall.Syscall(_glGetString.Addr(), 1, uintptr(pname), 0, 0)
|
||||
return goString(s)
|
||||
}
|
||||
func (c *Functions) GetUniformLocation(p Program, name string) Uniform {
|
||||
cname := cString(name)
|
||||
u, _, _ := syscall.Syscall(_glGetUniformLocation.Addr(), 2, uintptr(p), uintptr(unsafe.Pointer(&cname[0])), 0)
|
||||
return Uniform(u)
|
||||
}
|
||||
func (c *Functions) InvalidateFramebuffer(target, attachment Enum) {
|
||||
addr := _glInvalidateFramebuffer.Addr()
|
||||
if addr == 0 {
|
||||
// InvalidateFramebuffer is just a hint. Skip it if not supported.
|
||||
return
|
||||
}
|
||||
syscall.Syscall(addr, 3, uintptr(target), 1, uintptr(unsafe.Pointer(&attachment)))
|
||||
}
|
||||
func (c *Functions) LinkProgram(p Program) {
|
||||
syscall.Syscall(_glLinkProgram.Addr(), 1, uintptr(p), 0, 0)
|
||||
}
|
||||
func (c *Functions) PixelStorei(pname Enum, param int32) {
|
||||
syscall.Syscall(_glPixelStorei.Addr(), 2, uintptr(pname), uintptr(param), 0)
|
||||
}
|
||||
func (c *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) {
|
||||
syscall.Syscall6(_glRenderbufferStorage.Addr(), 4, uintptr(target), uintptr(internalformat), uintptr(width), uintptr(height), 0, 0)
|
||||
}
|
||||
func (c *Functions) Scissor(x, y, width, height int32) {
|
||||
syscall.Syscall6(_glScissor.Addr(), 4, uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0, 0)
|
||||
}
|
||||
func (c *Functions) ShaderSource(s Shader, src string) {
|
||||
var n uintptr = uintptr(len(src))
|
||||
syscall.Syscall6(_glShaderSource.Addr(), 4, uintptr(s), 1, uintptr(unsafe.Pointer(&src)), uintptr(unsafe.Pointer(&n)), 0, 0)
|
||||
}
|
||||
func (c *Functions) TexImage2D(target Enum, level int, internalFormat int, width, height int, format, ty Enum, data []byte) {
|
||||
if len(data) == 0 {
|
||||
syscall.Syscall9(_glTexImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(internalFormat), uintptr(width), uintptr(height), 0, uintptr(format), uintptr(ty), 0)
|
||||
} else {
|
||||
syscall.Syscall9(_glTexImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(internalFormat), uintptr(width), uintptr(height), 0, uintptr(format), uintptr(ty), uintptr(unsafe.Pointer(&data[0])))
|
||||
}
|
||||
}
|
||||
func (c *Functions) TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
|
||||
syscall.Syscall9(_glTexSubImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(x), uintptr(y), uintptr(width), uintptr(height), uintptr(format), uintptr(ty), uintptr(unsafe.Pointer(&data[0])))
|
||||
}
|
||||
func (c *Functions) TexParameteri(target, pname Enum, param int) {
|
||||
syscall.Syscall(_glTexParameteri.Addr(), 3, uintptr(target), uintptr(pname), uintptr(param))
|
||||
}
|
||||
func (c *Functions) Uniform1f(dst Uniform, v float32) {
|
||||
syscall.Syscall(_glUniform1f.Addr(), 2, uintptr(dst), uintptr(math.Float32bits(v)), 0)
|
||||
}
|
||||
func (c *Functions) Uniform1i(dst Uniform, v int) {
|
||||
syscall.Syscall(_glUniform1i.Addr(), 2, uintptr(dst), uintptr(v), 0)
|
||||
}
|
||||
func (c *Functions) Uniform2f(dst Uniform, v0, v1 float32) {
|
||||
syscall.Syscall(_glUniform2f.Addr(), 3, uintptr(dst), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)))
|
||||
}
|
||||
func (c *Functions) Uniform3f(dst Uniform, v0, v1, v2 float32) {
|
||||
syscall.Syscall6(_glUniform3f.Addr(), 4, uintptr(dst), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)), uintptr(math.Float32bits(v2)), 0, 0)
|
||||
}
|
||||
func (c *Functions) Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
|
||||
syscall.Syscall6(_glUniform4f.Addr(), 5, uintptr(dst), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)), uintptr(math.Float32bits(v2)), uintptr(math.Float32bits(v3)), 0)
|
||||
}
|
||||
func (c *Functions) UseProgram(p Program) {
|
||||
syscall.Syscall(_glUseProgram.Addr(), 1, uintptr(p), 0, 0)
|
||||
}
|
||||
func (c *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
|
||||
var norm uintptr
|
||||
if normalized {
|
||||
norm = 1
|
||||
}
|
||||
syscall.Syscall6(_glVertexAttribPointer.Addr(), 6, uintptr(dst), uintptr(size), uintptr(ty), norm, uintptr(stride), uintptr(offset))
|
||||
}
|
||||
func (c *Functions) Viewport(x, y, width, height int) {
|
||||
syscall.Syscall6(_glViewport.Addr(), 4, uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0, 0)
|
||||
}
|
||||
|
||||
func cString(s string) []byte {
|
||||
b := make([]byte, len(s)+1)
|
||||
copy(b, s)
|
||||
return b
|
||||
}
|
||||
|
||||
func goString(s uintptr) string {
|
||||
if s == 0 {
|
||||
return ""
|
||||
}
|
||||
sh := reflect.SliceHeader{
|
||||
Data: s,
|
||||
Len: 1 << 30,
|
||||
Cap: 1 << 30,
|
||||
}
|
||||
sl := *(*[]byte)(unsafe.Pointer(&sh))
|
||||
var v string
|
||||
for i, c := range sl {
|
||||
if c == 0 {
|
||||
if i > 0 {
|
||||
v = string(sl[:i-1])
|
||||
}
|
||||
break
|
||||
}
|
||||
}
|
||||
return v
|
||||
}
|
||||
@@ -0,0 +1,160 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gl
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strings"
|
||||
)
|
||||
|
||||
// SRGBFBO implements an intermediate sRGB FBO
|
||||
// for gamma-correct rendering on platforms without
|
||||
// sRGB enabled native framebuffers.
|
||||
type SRGBFBO struct {
|
||||
c *Functions
|
||||
width, height int
|
||||
frameBuffer Framebuffer
|
||||
depthBuffer Renderbuffer
|
||||
colorTex Texture
|
||||
quad Buffer
|
||||
prog Program
|
||||
es3 bool
|
||||
}
|
||||
|
||||
func NewSRGBFBO(f *Functions) (*SRGBFBO, error) {
|
||||
var es3 bool
|
||||
glVer := f.GetString(VERSION)
|
||||
ver, err := ParseGLVersion(glVer)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("failed to parse OpenGL ES version (%s): %v", glVer, err)
|
||||
}
|
||||
if ver[0] >= 3 {
|
||||
es3 = true
|
||||
} else {
|
||||
exts := f.GetString(EXTENSIONS)
|
||||
if !strings.Contains(exts, "EXT_sRGB") {
|
||||
return nil, fmt.Errorf("no support for OpenGL ES 3 nor EXT_sRGB")
|
||||
}
|
||||
}
|
||||
prog, err := CreateProgram(f, blitVSrc, blitFSrc, []string{"pos", "uv"})
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
f.UseProgram(prog)
|
||||
f.Uniform1i(GetUniformLocation(f, prog, "tex"), 0)
|
||||
s := &SRGBFBO{
|
||||
c: f,
|
||||
es3: es3,
|
||||
prog: prog,
|
||||
frameBuffer: f.CreateFramebuffer(),
|
||||
colorTex: f.CreateTexture(),
|
||||
depthBuffer: f.CreateRenderbuffer(),
|
||||
}
|
||||
s.quad = f.CreateBuffer()
|
||||
f.BindBuffer(ARRAY_BUFFER, s.quad)
|
||||
f.BufferData(ARRAY_BUFFER,
|
||||
BytesView([]float32{
|
||||
-1, +1, 0, 1,
|
||||
+1, +1, 1, 1,
|
||||
-1, -1, 0, 0,
|
||||
+1, -1, 1, 0,
|
||||
}),
|
||||
STATIC_DRAW)
|
||||
f.BindTexture(TEXTURE_2D, s.colorTex)
|
||||
f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE)
|
||||
f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE)
|
||||
f.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST)
|
||||
f.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, NEAREST)
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *SRGBFBO) Blit() {
|
||||
s.c.BindFramebuffer(FRAMEBUFFER, 0)
|
||||
s.c.ClearColor(1, 0, 1, 1)
|
||||
s.c.Clear(COLOR_BUFFER_BIT)
|
||||
s.c.UseProgram(s.prog)
|
||||
s.c.BindTexture(TEXTURE_2D, s.colorTex)
|
||||
s.c.BindBuffer(ARRAY_BUFFER, s.quad)
|
||||
s.c.VertexAttribPointer(0 /* pos */, 2, FLOAT, false, 4*4, 0)
|
||||
s.c.VertexAttribPointer(1 /* uv */, 2, FLOAT, false, 4*4, 4*2)
|
||||
s.c.EnableVertexAttribArray(0)
|
||||
s.c.EnableVertexAttribArray(1)
|
||||
s.c.DrawArrays(TRIANGLE_STRIP, 0, 4)
|
||||
s.c.BindTexture(TEXTURE_2D, 0)
|
||||
s.c.DisableVertexAttribArray(0)
|
||||
s.c.DisableVertexAttribArray(1)
|
||||
s.c.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
|
||||
s.c.InvalidateFramebuffer(FRAMEBUFFER, DEPTH_ATTACHMENT)
|
||||
// The Android emulator requires framebuffer 0 bound at eglSwapBuffer time.
|
||||
// Bind the default sRGB framebuffer in afterPresent.
|
||||
}
|
||||
|
||||
func (s *SRGBFBO) AfterPresent() {
|
||||
s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
|
||||
}
|
||||
|
||||
func (s *SRGBFBO) Refresh(w, h int) error {
|
||||
s.width, s.height = w, h
|
||||
if w == 0 || h == 0 {
|
||||
return nil
|
||||
}
|
||||
s.c.BindTexture(TEXTURE_2D, s.colorTex)
|
||||
if s.es3 {
|
||||
s.c.TexImage2D(TEXTURE_2D, 0, SRGB8_ALPHA8, w, h, RGBA, UNSIGNED_BYTE, nil)
|
||||
} else /* EXT_sRGB */ {
|
||||
s.c.TexImage2D(TEXTURE_2D, 0, SRGB_ALPHA_EXT, w, h, SRGB_ALPHA_EXT, UNSIGNED_BYTE, nil)
|
||||
}
|
||||
currentRB := Renderbuffer(s.c.GetInteger(RENDERBUFFER_BINDING))
|
||||
s.c.BindRenderbuffer(RENDERBUFFER, s.depthBuffer)
|
||||
s.c.RenderbufferStorage(RENDERBUFFER, DEPTH_COMPONENT16, w, h)
|
||||
s.c.BindRenderbuffer(RENDERBUFFER, currentRB)
|
||||
s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
|
||||
s.c.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, s.colorTex, 0)
|
||||
s.c.FramebufferRenderbuffer(FRAMEBUFFER, DEPTH_ATTACHMENT, RENDERBUFFER, s.depthBuffer)
|
||||
if st := s.c.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE {
|
||||
return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (s *SRGBFBO) Release() {
|
||||
s.c.DeleteFramebuffer(s.frameBuffer)
|
||||
s.c.DeleteTexture(s.colorTex)
|
||||
s.c.DeleteRenderbuffer(s.depthBuffer)
|
||||
}
|
||||
|
||||
const (
|
||||
blitVSrc = `
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
attribute vec2 pos;
|
||||
attribute vec2 uv;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(pos, 0, 1);
|
||||
vUV = uv;
|
||||
}
|
||||
`
|
||||
blitFSrc = `
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D tex;
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
vec4 col = texture2D(tex, vUV);
|
||||
vec3 rgb = col.rgb;
|
||||
vec3 exp = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055);
|
||||
vec3 lin = rgb * vec3(12.92);
|
||||
bvec3 cut = lessThan(rgb, vec3(0.0031308));
|
||||
rgb = vec3(cut.r ? lin.r : exp.r, cut.g ? lin.g : exp.g, cut.b ? lin.b : exp.b);
|
||||
gl_FragColor = vec4(rgb, col.a);
|
||||
}
|
||||
`
|
||||
)
|
||||
@@ -0,0 +1,85 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gl
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
"reflect"
|
||||
"strings"
|
||||
"unsafe"
|
||||
)
|
||||
|
||||
func CreateProgram(ctx *Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
|
||||
vs, err := createShader(ctx, VERTEX_SHADER, vsSrc)
|
||||
if err != nil {
|
||||
return 0, err
|
||||
}
|
||||
defer ctx.DeleteShader(vs)
|
||||
fs, err := createShader(ctx, FRAGMENT_SHADER, fsSrc)
|
||||
if err != nil {
|
||||
return 0, err
|
||||
}
|
||||
defer ctx.DeleteShader(fs)
|
||||
prog := ctx.CreateProgram()
|
||||
if prog == 0 {
|
||||
return 0, errors.New("glCreateProgram failed")
|
||||
}
|
||||
ctx.AttachShader(prog, vs)
|
||||
ctx.AttachShader(prog, fs)
|
||||
for i, a := range attribs {
|
||||
ctx.BindAttribLocation(prog, Attrib(i), a)
|
||||
}
|
||||
ctx.LinkProgram(prog)
|
||||
if ctx.GetProgrami(prog, LINK_STATUS) == 0 {
|
||||
log := ctx.GetProgramInfoLog(prog)
|
||||
ctx.DeleteProgram(prog)
|
||||
return 0, fmt.Errorf("program link failed: %s", strings.TrimSpace(log))
|
||||
}
|
||||
return prog, nil
|
||||
}
|
||||
|
||||
func GetUniformLocation(ctx *Functions, prog Program, name string) Uniform {
|
||||
loc := ctx.GetUniformLocation(prog, name)
|
||||
if loc == -1 {
|
||||
panic(fmt.Errorf("uniform %s not found", name))
|
||||
}
|
||||
return loc
|
||||
}
|
||||
|
||||
func createShader(ctx *Functions, typ Enum, src string) (Shader, error) {
|
||||
sh := ctx.CreateShader(typ)
|
||||
if sh == 0 {
|
||||
return 0, errors.New("glCreateShader failed")
|
||||
}
|
||||
ctx.ShaderSource(sh, src)
|
||||
ctx.CompileShader(sh)
|
||||
if ctx.GetShaderi(sh, COMPILE_STATUS) == 0 {
|
||||
log := ctx.GetShaderInfoLog(sh)
|
||||
ctx.DeleteShader(sh)
|
||||
return 0, fmt.Errorf("shader compilation failed: %s", strings.TrimSpace(log))
|
||||
}
|
||||
return sh, nil
|
||||
}
|
||||
|
||||
// BytesView returns a byte slice view of a slice.
|
||||
func BytesView(s interface{}) []byte {
|
||||
v := reflect.ValueOf(s)
|
||||
first := v.Index(0)
|
||||
sz := int(first.Type().Size())
|
||||
return *(*[]byte)(unsafe.Pointer(&reflect.SliceHeader{
|
||||
Data: uintptr(unsafe.Pointer((*reflect.SliceHeader)(unsafe.Pointer(first.UnsafeAddr())))),
|
||||
Len: v.Len() * sz,
|
||||
Cap: v.Cap() * sz,
|
||||
}))
|
||||
}
|
||||
|
||||
func ParseGLVersion(glVer string) ([2]int, error) {
|
||||
var ver [2]int
|
||||
if _, err := fmt.Sscanf(glVer, "OpenGL ES %d.%d", &ver[0], &ver[1]); err != nil {
|
||||
if _, err := fmt.Sscanf(glVer, "%d.%d", &ver[0], &ver[1]); err != nil {
|
||||
return [2]int{}, fmt.Errorf("failed to parse OpenGL ES version (%s): %v", glVer, err)
|
||||
}
|
||||
}
|
||||
return ver, nil
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gpu
|
||||
|
||||
import (
|
||||
"image"
|
||||
)
|
||||
|
||||
// genAreaLUT generates the lookup table conpatible with the stencilFSrc
|
||||
// fragment shaders. The table contains the area of a pixel square above
|
||||
// a line. The square has area 1 and is centered in (0, 0).
|
||||
// The y-axis intersection of the line in [-8;+8] is specified by the
|
||||
// first coordinate.
|
||||
// The slope of the line [0;16] is specified by the second coordinate.
|
||||
func genAreaLUT(width, height int) *image.Gray {
|
||||
lut := image.NewGray(image.Rectangle{Max: image.Point{X: width, Y: height}})
|
||||
for v := 0; v < height; v++ {
|
||||
a := float32(v) * 16 / float32(height)
|
||||
for u := 0; u < width; u++ {
|
||||
var area float32
|
||||
switch u {
|
||||
case 0:
|
||||
area = 1.0
|
||||
case width - 1:
|
||||
area = 0.0
|
||||
default:
|
||||
b := (float32(u) - float32(width)/2) / 16
|
||||
// f(x) = ax+b.
|
||||
area = computeLineArea(a, b)
|
||||
}
|
||||
lut.Pix[v*height+u] = uint8(area*255 + 0.5)
|
||||
}
|
||||
}
|
||||
return lut
|
||||
}
|
||||
|
||||
func computeLineArea(a, b float32) float32 {
|
||||
// Compute intersections with the square edges.
|
||||
// Right and left.
|
||||
ry := a*+0.5 + b
|
||||
ly := a*-0.5 + b
|
||||
// Top and bottom.
|
||||
tx := (+0.5 - b) / a
|
||||
bx := (-0.5 - b) / a
|
||||
// The line will intersect zero or two edges.
|
||||
if ry <= -0.5 {
|
||||
// Line is below the square.
|
||||
return 1.0
|
||||
}
|
||||
if ly >= 0.5 {
|
||||
// Line is above the square.
|
||||
return 0.0
|
||||
}
|
||||
// The slope is positive, so there are only 4 possible
|
||||
// pairs of edges: (bottom, right), (left, right),
|
||||
// (bottom, top), (left, top).
|
||||
if ry <= 0.5 {
|
||||
// Intersection with right edge.
|
||||
if ly <= -0.5 {
|
||||
// (bottom, right).
|
||||
return 1.0 - (0.5-bx)*(ry-(-0.5))/2
|
||||
} else {
|
||||
// (left, right).
|
||||
return 1.0*(0.5-ry) + 1.0*(ry-ly)/2
|
||||
}
|
||||
} else {
|
||||
// Intersection with top edge.
|
||||
if ly <= -0.5 {
|
||||
// (bottom, top).
|
||||
return (bx-(-0.5))*1.0 + (tx-bx)*1.0/2
|
||||
} else {
|
||||
// (left, top).
|
||||
return (tx - (-0.5)) * (0.5 - ly) / 2
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,85 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gpu
|
||||
|
||||
import (
|
||||
"image"
|
||||
)
|
||||
|
||||
// packer packs a set of many smaller rectangles into
|
||||
// much fewer larger atlases.
|
||||
type packer struct {
|
||||
maxDim int
|
||||
spaces []image.Rectangle
|
||||
|
||||
sizes []image.Point
|
||||
pos image.Point
|
||||
}
|
||||
|
||||
type placement struct {
|
||||
Idx int
|
||||
Pos image.Point
|
||||
}
|
||||
|
||||
// add adds the given rectangle to the atlases and
|
||||
// return the allocated position.
|
||||
func (p *packer) add(s image.Point) (placement, bool) {
|
||||
if place, ok := p.tryAdd(s); ok {
|
||||
return place, true
|
||||
}
|
||||
p.newPage()
|
||||
return p.tryAdd(s)
|
||||
}
|
||||
|
||||
func (p *packer) clear() {
|
||||
p.sizes = p.sizes[:0]
|
||||
p.spaces = p.spaces[:0]
|
||||
}
|
||||
|
||||
func (p *packer) newPage() {
|
||||
p.pos = image.Point{}
|
||||
p.sizes = append(p.sizes, image.Point{})
|
||||
p.spaces = p.spaces[:0]
|
||||
p.spaces = append(p.spaces, image.Rectangle{
|
||||
Max: image.Point{X: p.maxDim, Y: p.maxDim},
|
||||
})
|
||||
}
|
||||
|
||||
func (p *packer) tryAdd(s image.Point) (placement, bool) {
|
||||
// Go backwards to prioritize smaller spaces first.
|
||||
for i := len(p.spaces) - 1; i >= 0; i-- {
|
||||
space := p.spaces[i]
|
||||
rightSpace := space.Dx() - s.X
|
||||
bottomSpace := space.Dy() - s.Y
|
||||
if rightSpace >= 0 && bottomSpace >= 0 {
|
||||
// Remove space.
|
||||
p.spaces[i] = p.spaces[len(p.spaces)-1]
|
||||
p.spaces = p.spaces[:len(p.spaces)-1]
|
||||
// Put s in the top left corner and add the (at most)
|
||||
// two smaller spaces.
|
||||
pos := space.Min
|
||||
if bottomSpace > 0 {
|
||||
p.spaces = append(p.spaces, image.Rectangle{
|
||||
Min: image.Point{X: pos.X, Y: pos.Y + s.Y},
|
||||
Max: image.Point{X: space.Max.X, Y: space.Max.Y},
|
||||
})
|
||||
}
|
||||
if rightSpace > 0 {
|
||||
p.spaces = append(p.spaces, image.Rectangle{
|
||||
Min: image.Point{X: pos.X + s.X, Y: pos.Y},
|
||||
Max: image.Point{X: space.Max.X, Y: pos.Y + s.Y},
|
||||
})
|
||||
}
|
||||
idx := len(p.sizes) - 1
|
||||
size := &p.sizes[idx]
|
||||
if x := pos.X + s.X; x > size.X {
|
||||
size.X = x
|
||||
}
|
||||
if y := pos.Y + s.Y; y > size.Y {
|
||||
size.Y = y
|
||||
}
|
||||
return placement{Idx: idx, Pos: pos}, true
|
||||
}
|
||||
}
|
||||
return placement{}, false
|
||||
}
|
||||
@@ -0,0 +1,596 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gpu
|
||||
|
||||
// GPU accelerated path drawing using the algorithms from
|
||||
// Pathfinder (https://github.com/pcwalton/pathfinder).
|
||||
|
||||
import (
|
||||
"image"
|
||||
"unsafe"
|
||||
|
||||
"gioui.org/ui/app/internal/gl"
|
||||
"gioui.org/ui/f32"
|
||||
"gioui.org/ui/internal/path"
|
||||
)
|
||||
|
||||
type pather struct {
|
||||
ctx *gl.Functions
|
||||
|
||||
viewport image.Point
|
||||
|
||||
stenciler *stenciler
|
||||
coverer *coverer
|
||||
}
|
||||
|
||||
type coverer struct {
|
||||
ctx *gl.Functions
|
||||
prog [2]gl.Program
|
||||
vars [2]struct {
|
||||
z gl.Uniform
|
||||
uScale, uOffset gl.Uniform
|
||||
uUVScale, uUVOffset gl.Uniform
|
||||
uCoverUVScale, uCoverUVOffset gl.Uniform
|
||||
uColor gl.Uniform
|
||||
}
|
||||
}
|
||||
|
||||
type stenciler struct {
|
||||
ctx *gl.Functions
|
||||
defFBO gl.Framebuffer
|
||||
indexBufQuads int
|
||||
prog gl.Program
|
||||
iprog gl.Program
|
||||
fbos fboSet
|
||||
intersections fboSet
|
||||
uScale, uOffset gl.Uniform
|
||||
uPathOffset gl.Uniform
|
||||
uIntersectUVOffset gl.Uniform
|
||||
uIntersectUVScale gl.Uniform
|
||||
indexBuf gl.Buffer
|
||||
areaLUT gl.Texture
|
||||
}
|
||||
|
||||
type fboSet struct {
|
||||
fbos []stencilFBO
|
||||
}
|
||||
|
||||
type stencilFBO struct {
|
||||
size image.Point
|
||||
fbo gl.Framebuffer
|
||||
tex gl.Texture
|
||||
}
|
||||
|
||||
type pathData struct {
|
||||
ncurves int
|
||||
data gl.Buffer
|
||||
}
|
||||
|
||||
var (
|
||||
pathAttribs = []string{"corner", "maxy", "from", "ctrl", "to"}
|
||||
attribPathCorner gl.Attrib = 0
|
||||
attribPathMaxY gl.Attrib = 1
|
||||
attribPathFrom gl.Attrib = 2
|
||||
attribPathCtrl gl.Attrib = 3
|
||||
attribPathTo gl.Attrib = 4
|
||||
|
||||
intersectAttribs = []string{"pos", "uv"}
|
||||
)
|
||||
|
||||
func newPather(ctx *gl.Functions) *pather {
|
||||
return &pather{
|
||||
ctx: ctx,
|
||||
stenciler: newStenciler(ctx),
|
||||
coverer: newCoverer(ctx),
|
||||
}
|
||||
}
|
||||
|
||||
func newCoverer(ctx *gl.Functions) *coverer {
|
||||
prog, err := createColorPrograms(ctx, coverVSrc, coverFSrc)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
c := &coverer{
|
||||
ctx: ctx,
|
||||
prog: prog,
|
||||
}
|
||||
for i, prog := range prog {
|
||||
ctx.UseProgram(prog)
|
||||
switch materialType(i) {
|
||||
case materialTexture:
|
||||
uTex := gl.GetUniformLocation(ctx, prog, "tex")
|
||||
ctx.Uniform1i(uTex, 0)
|
||||
c.vars[i].uUVScale = gl.GetUniformLocation(ctx, prog, "uvScale")
|
||||
c.vars[i].uUVOffset = gl.GetUniformLocation(ctx, prog, "uvOffset")
|
||||
case materialColor:
|
||||
c.vars[i].uColor = gl.GetUniformLocation(ctx, prog, "color")
|
||||
}
|
||||
uCover := gl.GetUniformLocation(ctx, prog, "cover")
|
||||
ctx.Uniform1i(uCover, 1)
|
||||
c.vars[i].z = gl.GetUniformLocation(ctx, prog, "z")
|
||||
c.vars[i].uScale = gl.GetUniformLocation(ctx, prog, "scale")
|
||||
c.vars[i].uOffset = gl.GetUniformLocation(ctx, prog, "offset")
|
||||
c.vars[i].uCoverUVScale = gl.GetUniformLocation(ctx, prog, "uvCoverScale")
|
||||
c.vars[i].uCoverUVOffset = gl.GetUniformLocation(ctx, prog, "uvCoverOffset")
|
||||
}
|
||||
return c
|
||||
}
|
||||
|
||||
func newStenciler(ctx *gl.Functions) *stenciler {
|
||||
defFBO := gl.Framebuffer(ctx.GetInteger(gl.FRAMEBUFFER_BINDING))
|
||||
prog, err := gl.CreateProgram(ctx, stencilVSrc, stencilFSrc, pathAttribs)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
uAreaLUT := gl.GetUniformLocation(ctx, prog, "areaLUT")
|
||||
ctx.UseProgram(prog)
|
||||
ctx.Uniform1i(uAreaLUT, 0)
|
||||
areaLUT, err := loadLUT(ctx, genAreaLUT(256, 256))
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
iprog, err := gl.CreateProgram(ctx, intersectVSrc, intersectFSrc, intersectAttribs)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
coverLoc := gl.GetUniformLocation(ctx, iprog, "cover")
|
||||
ctx.UseProgram(iprog)
|
||||
ctx.Uniform1i(coverLoc, 0)
|
||||
return &stenciler{
|
||||
ctx: ctx,
|
||||
defFBO: defFBO,
|
||||
prog: prog,
|
||||
iprog: iprog,
|
||||
areaLUT: areaLUT,
|
||||
uScale: gl.GetUniformLocation(ctx, prog, "scale"),
|
||||
uOffset: gl.GetUniformLocation(ctx, prog, "offset"),
|
||||
uPathOffset: gl.GetUniformLocation(ctx, prog, "pathOffset"),
|
||||
uIntersectUVScale: gl.GetUniformLocation(ctx, iprog, "uvScale"),
|
||||
uIntersectUVOffset: gl.GetUniformLocation(ctx, iprog, "uvOffset"),
|
||||
indexBuf: ctx.CreateBuffer(),
|
||||
}
|
||||
}
|
||||
|
||||
func (s *fboSet) resize(ctx *gl.Functions, sizes []image.Point, internalFormat int, format, ty gl.Enum) {
|
||||
// Add fbos.
|
||||
for i := len(s.fbos); i < len(sizes); i++ {
|
||||
tex := ctx.CreateTexture()
|
||||
ctx.BindTexture(gl.TEXTURE_2D, tex)
|
||||
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
fbo := ctx.CreateFramebuffer()
|
||||
s.fbos = append(s.fbos, stencilFBO{
|
||||
fbo: fbo,
|
||||
tex: tex,
|
||||
})
|
||||
}
|
||||
// Resize fbos.
|
||||
for i, sz := range sizes {
|
||||
f := &s.fbos[i]
|
||||
// Resizing or recreating FBOs can introduce rendering stalls.
|
||||
// Avoid if the space waste is not too high.
|
||||
resize := sz.X > f.size.X || sz.Y > f.size.Y
|
||||
waste := float32(sz.X*sz.Y) / float32(f.size.X*f.size.Y)
|
||||
resize = resize || waste > 1.2
|
||||
if resize {
|
||||
f.size = sz
|
||||
ctx.BindTexture(gl.TEXTURE_2D, f.tex)
|
||||
ctx.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, sz.X, sz.Y, format, ty, nil)
|
||||
ctx.BindFramebuffer(gl.FRAMEBUFFER, f.fbo)
|
||||
ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, f.tex, 0)
|
||||
}
|
||||
}
|
||||
// Delete extra fbos.
|
||||
s.delete(ctx, len(sizes))
|
||||
}
|
||||
|
||||
func (s *fboSet) invalidate(ctx *gl.Functions) {
|
||||
for _, f := range s.fbos {
|
||||
ctx.BindFramebuffer(gl.FRAMEBUFFER, f.fbo)
|
||||
ctx.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
|
||||
}
|
||||
}
|
||||
|
||||
func (s *fboSet) delete(ctx *gl.Functions, idx int) {
|
||||
for i := idx; i < len(s.fbos); i++ {
|
||||
f := s.fbos[i]
|
||||
ctx.DeleteFramebuffer(f.fbo)
|
||||
ctx.DeleteTexture(f.tex)
|
||||
}
|
||||
s.fbos = s.fbos[:idx]
|
||||
}
|
||||
|
||||
func (s *stenciler) release() {
|
||||
s.fbos.delete(s.ctx, 0)
|
||||
s.ctx.DeleteTexture(s.areaLUT)
|
||||
s.ctx.DeleteProgram(s.prog)
|
||||
s.ctx.DeleteBuffer(s.indexBuf)
|
||||
}
|
||||
|
||||
func (p *pather) release() {
|
||||
p.stenciler.release()
|
||||
p.coverer.release()
|
||||
}
|
||||
|
||||
func (c *coverer) release() {
|
||||
for _, p := range c.prog {
|
||||
c.ctx.DeleteProgram(p)
|
||||
}
|
||||
}
|
||||
|
||||
func buildPath(ctx *gl.Functions, p *path.Path) *pathData {
|
||||
buf := ctx.CreateBuffer()
|
||||
ctx.BindBuffer(gl.ARRAY_BUFFER, buf)
|
||||
ctx.BufferData(gl.ARRAY_BUFFER, gl.BytesView(p.Vertices), gl.STATIC_DRAW)
|
||||
return &pathData{
|
||||
ncurves: len(p.Vertices),
|
||||
data: buf,
|
||||
}
|
||||
}
|
||||
|
||||
func (p *pathData) release(ctx *gl.Functions) {
|
||||
ctx.DeleteBuffer(p.data)
|
||||
}
|
||||
|
||||
func (p *pather) begin(sizes []image.Point) {
|
||||
p.stenciler.begin(sizes)
|
||||
}
|
||||
|
||||
func (p *pather) end() {
|
||||
p.stenciler.end()
|
||||
}
|
||||
|
||||
func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
|
||||
p.stenciler.stencilPath(bounds, offset, uv, data)
|
||||
}
|
||||
|
||||
func (s *stenciler) beginIntersect(sizes []image.Point) {
|
||||
s.ctx.ActiveTexture(gl.TEXTURE1)
|
||||
s.ctx.BindTexture(gl.TEXTURE_2D, 0)
|
||||
s.ctx.ActiveTexture(gl.TEXTURE0)
|
||||
s.ctx.BlendFunc(gl.DST_COLOR, gl.ZERO)
|
||||
// 8 bit coverage is enough, but OpenGL ES only supports single channel
|
||||
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
|
||||
// no floating point support is available.
|
||||
s.intersections.resize(s.ctx, sizes, gl.R16F, gl.RED, gl.HALF_FLOAT)
|
||||
s.ctx.ClearColor(1.0, 0.0, 0.0, 0.0)
|
||||
s.ctx.UseProgram(s.iprog)
|
||||
}
|
||||
|
||||
func (s *stenciler) endIntersect() {
|
||||
s.ctx.BindFramebuffer(gl.FRAMEBUFFER, s.defFBO)
|
||||
}
|
||||
|
||||
func (s *stenciler) invalidateFBO() {
|
||||
s.intersections.invalidate(s.ctx)
|
||||
s.fbos.invalidate(s.ctx)
|
||||
s.ctx.BindFramebuffer(gl.FRAMEBUFFER, s.defFBO)
|
||||
}
|
||||
|
||||
func (s *stenciler) cover(idx int) stencilFBO {
|
||||
return s.fbos.fbos[idx]
|
||||
}
|
||||
|
||||
func (s *stenciler) begin(sizes []image.Point) {
|
||||
s.ctx.ActiveTexture(gl.TEXTURE1)
|
||||
s.ctx.BindTexture(gl.TEXTURE_2D, 0)
|
||||
s.ctx.ActiveTexture(gl.TEXTURE0)
|
||||
s.ctx.BlendFunc(gl.ONE, gl.ONE)
|
||||
s.fbos.resize(s.ctx, sizes, gl.R16F, gl.RED, gl.HALF_FLOAT)
|
||||
s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
|
||||
s.ctx.BindTexture(gl.TEXTURE_2D, s.areaLUT)
|
||||
s.ctx.UseProgram(s.prog)
|
||||
s.ctx.EnableVertexAttribArray(attribPathCorner)
|
||||
s.ctx.EnableVertexAttribArray(attribPathMaxY)
|
||||
s.ctx.EnableVertexAttribArray(attribPathFrom)
|
||||
s.ctx.EnableVertexAttribArray(attribPathCtrl)
|
||||
s.ctx.EnableVertexAttribArray(attribPathTo)
|
||||
s.ctx.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, s.indexBuf)
|
||||
}
|
||||
|
||||
func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
|
||||
s.ctx.BindBuffer(gl.ARRAY_BUFFER, data.data)
|
||||
s.ctx.Viewport(uv.X, uv.Y, bounds.Dx(), bounds.Dy())
|
||||
// Transform UI coordinates to OpenGL coordinates.
|
||||
texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())}
|
||||
scale := f32.Point{X: 2 / texSize.X, Y: 2 / texSize.Y}
|
||||
orig := f32.Point{X: -1 - float32(bounds.Min.X)*2/texSize.X, Y: -1 - float32(bounds.Min.Y)*2/texSize.Y}
|
||||
s.ctx.Uniform2f(s.uScale, scale.X, scale.Y)
|
||||
s.ctx.Uniform2f(s.uOffset, orig.X, orig.Y)
|
||||
s.ctx.Uniform2f(s.uPathOffset, offset.X, offset.Y)
|
||||
// Draw in batches that fit in uint16 indices.
|
||||
start := 0
|
||||
nquads := data.ncurves / 4
|
||||
for start < nquads {
|
||||
batch := nquads - start
|
||||
if max := int(^uint16(0)) / 6; batch > max {
|
||||
batch = max
|
||||
}
|
||||
// Enlarge VBO if necessary.
|
||||
if batch > s.indexBufQuads {
|
||||
indices := make([]uint16, batch*6)
|
||||
for i := 0; i < batch; i++ {
|
||||
i := uint16(i)
|
||||
indices[i*6+0] = i*4 + 0
|
||||
indices[i*6+1] = i*4 + 1
|
||||
indices[i*6+2] = i*4 + 2
|
||||
indices[i*6+3] = i*4 + 2
|
||||
indices[i*6+4] = i*4 + 1
|
||||
indices[i*6+5] = i*4 + 3
|
||||
}
|
||||
s.ctx.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.BytesView(indices), gl.STATIC_DRAW)
|
||||
s.indexBufQuads = batch
|
||||
}
|
||||
off := path.VertStride * start * 4
|
||||
s.ctx.VertexAttribPointer(attribPathCorner, 2, gl.SHORT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).CornerX)))
|
||||
s.ctx.VertexAttribPointer(attribPathMaxY, 1, gl.FLOAT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).MaxY)))
|
||||
s.ctx.VertexAttribPointer(attribPathFrom, 2, gl.FLOAT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).FromX)))
|
||||
s.ctx.VertexAttribPointer(attribPathCtrl, 2, gl.FLOAT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).CtrlX)))
|
||||
s.ctx.VertexAttribPointer(attribPathTo, 2, gl.FLOAT, false, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).ToX)))
|
||||
s.ctx.DrawElements(gl.TRIANGLES, batch*6, gl.UNSIGNED_SHORT, 0)
|
||||
start += batch
|
||||
}
|
||||
}
|
||||
|
||||
func (s *stenciler) end() {
|
||||
s.ctx.DisableVertexAttribArray(attribPathCorner)
|
||||
s.ctx.DisableVertexAttribArray(attribPathMaxY)
|
||||
s.ctx.DisableVertexAttribArray(attribPathFrom)
|
||||
s.ctx.DisableVertexAttribArray(attribPathCtrl)
|
||||
s.ctx.DisableVertexAttribArray(attribPathTo)
|
||||
s.ctx.BindFramebuffer(gl.FRAMEBUFFER, s.defFBO)
|
||||
}
|
||||
|
||||
func (p *pather) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
|
||||
p.coverer.cover(z, mat, col, scale, off, uvScale, uvOff, coverScale, coverOff)
|
||||
}
|
||||
|
||||
func (c *coverer) cover(z float32, mat materialType, col [4]float32, scale, off, uvScale, uvOff, coverScale, coverOff f32.Point) {
|
||||
c.ctx.UseProgram(c.prog[mat])
|
||||
switch mat {
|
||||
case materialColor:
|
||||
c.ctx.Uniform4f(c.vars[mat].uColor, col[0], col[1], col[2], col[3])
|
||||
case materialTexture:
|
||||
c.ctx.Uniform2f(c.vars[mat].uUVScale, uvScale.X, uvScale.Y)
|
||||
c.ctx.Uniform2f(c.vars[mat].uUVOffset, uvOff.X, uvOff.Y)
|
||||
}
|
||||
c.ctx.Uniform1f(c.vars[mat].z, z)
|
||||
c.ctx.Uniform2f(c.vars[mat].uScale, scale.X, scale.Y)
|
||||
c.ctx.Uniform2f(c.vars[mat].uOffset, off.X, off.Y)
|
||||
c.ctx.Uniform2f(c.vars[mat].uCoverUVScale, coverScale.X, coverScale.Y)
|
||||
c.ctx.Uniform2f(c.vars[mat].uCoverUVOffset, coverOff.X, coverOff.Y)
|
||||
c.ctx.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
|
||||
}
|
||||
|
||||
func loadLUT(ctx *gl.Functions, lut *image.Gray) (gl.Texture, error) {
|
||||
tex := ctx.CreateTexture()
|
||||
ctx.BindTexture(gl.TEXTURE_2D, tex)
|
||||
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
ctx.PixelStorei(gl.UNPACK_ALIGNMENT, 1)
|
||||
if lut.Stride != lut.Bounds().Dx() {
|
||||
panic("unsupported LUT stride")
|
||||
}
|
||||
ver, _ := gl.ParseGLVersion(ctx.GetString(gl.VERSION))
|
||||
intf, f := gl.R8, gl.RED
|
||||
if ver[0] < 3 {
|
||||
// R8, RED not supported on OpenGL ES 2.0.
|
||||
intf, f = gl.LUMINANCE, gl.LUMINANCE
|
||||
}
|
||||
ctx.TexImage2D(gl.TEXTURE_2D, 0, intf, lut.Bounds().Dx(), lut.Bounds().Dy(), gl.Enum(f), gl.UNSIGNED_BYTE, lut.Pix)
|
||||
ctx.PixelStorei(gl.UNPACK_ALIGNMENT, 4)
|
||||
return tex, nil
|
||||
}
|
||||
|
||||
const stencilVSrc = `
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
uniform vec2 scale;
|
||||
uniform vec2 offset;
|
||||
uniform vec2 pathOffset;
|
||||
|
||||
attribute vec2 corner;
|
||||
attribute float maxy;
|
||||
attribute vec2 from;
|
||||
attribute vec2 ctrl;
|
||||
attribute vec2 to;
|
||||
|
||||
varying vec2 vFrom;
|
||||
varying vec2 vCtrl;
|
||||
varying vec2 vTo;
|
||||
|
||||
void main() {
|
||||
// Add a one pixel overlap so curve quads cover their
|
||||
// entire curves. Could use conservative rasterization
|
||||
// if available.
|
||||
vec2 from = from + pathOffset;
|
||||
vec2 ctrl = ctrl + pathOffset;
|
||||
vec2 to = to + pathOffset;
|
||||
float maxy = maxy + pathOffset.y;
|
||||
vec2 pos;
|
||||
if (corner.x > 0.0) {
|
||||
// East.
|
||||
pos.x = max(max(from.x, ctrl.x), to.x)+1.0;
|
||||
} else {
|
||||
// West.
|
||||
pos.x = min(min(from.x, ctrl.x), to.x)-1.0;
|
||||
}
|
||||
if (corner.y > 0.0) {
|
||||
// North.
|
||||
pos.y = maxy + 1.0;
|
||||
} else {
|
||||
// South.
|
||||
pos.y = min(min(from.y, ctrl.y), to.y) - 1.0;
|
||||
}
|
||||
vFrom = from-pos;
|
||||
vCtrl = ctrl-pos;
|
||||
vTo = to-pos;
|
||||
pos *= scale;
|
||||
pos += offset;
|
||||
gl_Position = vec4(pos, 1, 1);
|
||||
}
|
||||
`
|
||||
|
||||
const stencilFSrc = `
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 vFrom;
|
||||
varying vec2 vCtrl;
|
||||
varying vec2 vTo;
|
||||
|
||||
uniform sampler2D areaLUT;
|
||||
|
||||
void main() {
|
||||
float dx = vTo.x - vFrom.x;
|
||||
// Sort from and to in increasing order so the root below
|
||||
// is always the positive square root, if any.
|
||||
// We need the direction of the curve below, so this can't be
|
||||
// done from the vertex shader.
|
||||
bool increasing = vTo.x >= vFrom.x;
|
||||
vec2 left = increasing ? vFrom : vTo;
|
||||
vec2 right = increasing ? vTo : vFrom;
|
||||
|
||||
// The signed horizontal extent of the fragment.
|
||||
vec2 extent = clamp(vec2(vFrom.x, vTo.x), -0.5, 0.5);
|
||||
// Find the t where the curve crosses the middle of the
|
||||
// extent, x₀.
|
||||
// Given the bezier curve with x coordinates P₀, P₁, P₂
|
||||
// where P₀ is at the origin, its x coordinate in t
|
||||
// is given by:
|
||||
//
|
||||
// x(t) = 2(1-t)tP₁ + t²P₂
|
||||
//
|
||||
// Rearranging:
|
||||
//
|
||||
// x(t) = (P₂ - 2P₁)t² + 2P₁t
|
||||
//
|
||||
// Setting x(t) = x₀ and using Muller's quadratic formula ("Citardauq")
|
||||
// for robustnesss,
|
||||
//
|
||||
// t = 2x₀/(2P₁±√(4P₁²+4(P₂-2P₁)x₀))
|
||||
//
|
||||
// which simplifies to
|
||||
//
|
||||
// t = x₀/(P₁±√(P₁²+(P₂-2P₁)x₀))
|
||||
//
|
||||
// Setting v = P₂-P₁,
|
||||
//
|
||||
// t = x₀/(P₁±√(P₁²+(v-P₁)x₀))
|
||||
//
|
||||
// t lie in [0; 1]; P₂ ≥ P₁ and P₁ ≥ 0 since we split curves where
|
||||
// the control point lies before the start point or after the end point.
|
||||
// It can then be shown that only the positive square root is valid.
|
||||
float midx = mix(extent.x, extent.y, 0.5);
|
||||
float x0 = midx - left.x;
|
||||
vec2 p1 = vCtrl - left;
|
||||
vec2 v = right - vCtrl;
|
||||
float t = x0/(p1.x+sqrt(p1.x*p1.x+(v.x-p1.x)*x0));
|
||||
// Find y(t) on the curve.
|
||||
float y = mix(mix(left.y, vCtrl.y, t), mix(vCtrl.y, right.y, t), t);
|
||||
// And the slope.
|
||||
vec2 d_half = mix(p1, v, t);
|
||||
float dy = d_half.y/d_half.x;
|
||||
// Together, y and dy form a line approximation. The areaLUT table
|
||||
// maps the line to a pixel coverage.
|
||||
float width = extent.y - extent.x;
|
||||
// The first axis maps y in [-8;+8] to [0;1].
|
||||
float areau = y/16.0 + 0.5;
|
||||
// The second axis maps slopes in [0;16] to [0;1]. The area is symmetric
|
||||
// around dy = 0. Scale slope with extent width.
|
||||
float areav = abs(dy*width)/16.0;
|
||||
// Look up coverage from y and slope and scale to extent.
|
||||
gl_FragColor.r = texture2D(areaLUT, vec2(areau, areav)).r*width;
|
||||
}
|
||||
`
|
||||
|
||||
const coverVSrc = `
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
uniform float z;
|
||||
uniform vec2 scale;
|
||||
uniform vec2 offset;
|
||||
uniform vec2 uvScale;
|
||||
uniform vec2 uvOffset;
|
||||
uniform vec2 uvCoverScale;
|
||||
uniform vec2 uvCoverOffset;
|
||||
|
||||
attribute vec2 pos;
|
||||
|
||||
varying vec2 vCoverUV;
|
||||
|
||||
attribute vec2 uv;
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(pos*scale + offset, z, 1);
|
||||
vUV = uv*uvScale + uvOffset;
|
||||
vCoverUV = uv*uvCoverScale+uvCoverOffset;
|
||||
}
|
||||
`
|
||||
|
||||
const coverFSrc = `
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Use high precision to be pixel accurate for
|
||||
// large cover atlases.
|
||||
varying highp vec2 vCoverUV;
|
||||
uniform sampler2D cover;
|
||||
varying vec2 vUV;
|
||||
|
||||
HEADER
|
||||
|
||||
void main() {
|
||||
gl_FragColor = GET_COLOR;
|
||||
float cover = abs(texture2D(cover, vCoverUV).r);
|
||||
gl_FragColor *= cover;
|
||||
}
|
||||
`
|
||||
|
||||
const intersectVSrc = `
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
attribute vec2 pos;
|
||||
attribute vec2 uv;
|
||||
|
||||
uniform vec2 uvScale;
|
||||
uniform vec2 uvOffset;
|
||||
|
||||
varying vec2 vUV;
|
||||
|
||||
void main() {
|
||||
vec2 p = pos;
|
||||
p.y = -p.y;
|
||||
gl_Position = vec4(p, 0, 1);
|
||||
vUV = uv*uvScale + uvOffset;
|
||||
}
|
||||
`
|
||||
|
||||
const intersectFSrc = `
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Use high precision to be pixel accurate for
|
||||
// large cover atlases.
|
||||
varying highp vec2 vUV;
|
||||
uniform sampler2D cover;
|
||||
|
||||
void main() {
|
||||
float cover = abs(texture2D(cover, vUV).r);
|
||||
gl_FragColor.r = cover;
|
||||
}
|
||||
`
|
||||
@@ -0,0 +1,93 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gpu
|
||||
|
||||
import (
|
||||
"time"
|
||||
|
||||
"gioui.org/ui/app/internal/gl"
|
||||
)
|
||||
|
||||
type timers struct {
|
||||
ctx *gl.Functions
|
||||
timers []*timer
|
||||
}
|
||||
|
||||
type timer struct {
|
||||
Elapsed time.Duration
|
||||
ctx *gl.Functions
|
||||
obj gl.Query
|
||||
state timerState
|
||||
}
|
||||
|
||||
type timerState uint8
|
||||
|
||||
const (
|
||||
timerIdle timerState = iota
|
||||
timerRunning
|
||||
timerWaiting
|
||||
)
|
||||
|
||||
func newTimers(ctx *gl.Functions, exts string) *timers {
|
||||
return &timers{
|
||||
ctx: ctx,
|
||||
}
|
||||
}
|
||||
|
||||
func (t *timers) newTimer() *timer {
|
||||
if t == nil {
|
||||
return nil
|
||||
}
|
||||
tt := &timer{
|
||||
ctx: t.ctx,
|
||||
obj: t.ctx.CreateQuery(),
|
||||
}
|
||||
t.timers = append(t.timers, tt)
|
||||
return tt
|
||||
}
|
||||
|
||||
func (t *timer) begin() {
|
||||
if t == nil || t.state != timerIdle {
|
||||
return
|
||||
}
|
||||
t.ctx.BeginQuery(gl.TIME_ELAPSED_EXT, t.obj)
|
||||
t.state = timerRunning
|
||||
}
|
||||
|
||||
func (t *timer) end() {
|
||||
if t == nil || t.state != timerRunning {
|
||||
return
|
||||
}
|
||||
t.ctx.EndQuery(gl.TIME_ELAPSED_EXT)
|
||||
t.state = timerWaiting
|
||||
}
|
||||
|
||||
func (t *timers) ready() bool {
|
||||
if t == nil {
|
||||
return false
|
||||
}
|
||||
for _, tt := range t.timers {
|
||||
if tt.state != timerWaiting {
|
||||
return false
|
||||
}
|
||||
if t.ctx.GetQueryObjectuiv(tt.obj, gl.QUERY_RESULT_AVAILABLE) == 0 {
|
||||
return false
|
||||
}
|
||||
}
|
||||
for _, tt := range t.timers {
|
||||
tt.state = timerIdle
|
||||
nanos := t.ctx.GetQueryObjectuiv(tt.obj, gl.QUERY_RESULT)
|
||||
tt.Elapsed = time.Duration(nanos)
|
||||
}
|
||||
return t.ctx.GetInteger(gl.GPU_DISJOINT_EXT) == 0
|
||||
}
|
||||
|
||||
func (t *timers) release() {
|
||||
if t == nil {
|
||||
return
|
||||
}
|
||||
for _, tt := range t.timers {
|
||||
t.ctx.DeleteQuery(tt.obj)
|
||||
}
|
||||
t.timers = nil
|
||||
}
|
||||
Reference in New Issue
Block a user