mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-07 10:25:37 +00:00
gpu/internal/opengl,internal: move sRGB emulation to OpenGL driver
There is only one driver but several backends (EGL, WebGL). Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+1
-32
@@ -11,7 +11,6 @@ import (
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"strings"
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"gioui.org/gpu"
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"gioui.org/internal/srgb"
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)
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type Context struct {
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@@ -20,8 +19,6 @@ type Context struct {
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eglSurf _EGLSurface
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width, height int
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refreshFBO bool
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// For sRGB emulation.
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srgbFBO *srgb.FBO
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}
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type eglContext struct {
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@@ -60,10 +57,6 @@ const (
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)
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func (c *Context) Release() {
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if c.srgbFBO != nil {
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c.srgbFBO.Release()
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c.srgbFBO = nil
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}
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c.ReleaseSurface()
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if c.eglCtx != nil {
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eglDestroyContext(c.disp, c.eglCtx.ctx)
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@@ -73,15 +66,9 @@ func (c *Context) Release() {
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}
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func (c *Context) Present() error {
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if c.srgbFBO != nil {
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c.srgbFBO.Blit()
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}
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if !eglSwapBuffers(c.disp, c.eglSurf) {
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return fmt.Errorf("eglSwapBuffers failed (%x)", eglGetError())
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}
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if c.srgbFBO != nil {
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c.srgbFBO.AfterPresent()
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}
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return nil
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}
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@@ -151,24 +138,6 @@ func (c *Context) MakeCurrent() error {
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if !eglMakeCurrent(c.disp, c.eglSurf, c.eglSurf, c.eglCtx.ctx) {
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return fmt.Errorf("eglMakeCurrent error 0x%x", eglGetError())
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}
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if c.eglCtx.srgb || c.eglSurf == nilEGLSurface {
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return nil
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}
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if c.srgbFBO == nil {
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var err error
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c.srgbFBO, err = srgb.New(nil)
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if err != nil {
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c.ReleaseCurrent()
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return err
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}
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}
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if c.refreshFBO {
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c.refreshFBO = false
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if err := c.srgbFBO.Refresh(c.width, c.height); err != nil {
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c.ReleaseCurrent()
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return err
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}
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}
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return nil
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}
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@@ -268,7 +237,7 @@ func createSurface(disp _EGLDisplay, eglCtx *eglContext, win NativeWindowType) (
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surfAttribs = append(surfAttribs, _EGL_NONE)
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eglSurf := eglCreateWindowSurface(disp, eglCtx.config, win, surfAttribs)
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if eglSurf == nilEGLSurface && eglCtx.srgb {
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// Try again without sRGB
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// Try again without sRGB.
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eglCtx.srgb = false
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surfAttribs = []_EGLint{_EGL_NONE}
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eglSurf = eglCreateWindowSurface(disp, eglCtx.config, win, surfAttribs)
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@@ -10,6 +10,7 @@ type (
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const (
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ALL_BARRIER_BITS = 0xffffffff
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ARRAY_BUFFER = 0x8892
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BACK = 0x0405
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BLEND = 0xbe2
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CLAMP_TO_EDGE = 0x812f
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COLOR_ATTACHMENT0 = 0x8ce0
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@@ -436,6 +436,15 @@ func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname
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return int(f.ints[0])
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}
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func (f *Functions) GetInteger4(pname Enum) [4]int {
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C.glGetIntegerv(C.GLenum(pname), &f.ints[0])
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var r [4]int
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for i := range r {
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r[i] = int(f.ints[i])
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}
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return r
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}
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func (f *Functions) GetInteger(pname Enum) int {
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C.glGetIntegerv(C.GLenum(pname), &f.ints[0])
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return int(f.ints[0])
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@@ -292,6 +292,14 @@ func (c *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname
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p, _, _ := syscall.Syscall(_glGetFramebufferAttachmentParameteri.Addr(), 3, uintptr(target), uintptr(attachment), uintptr(pname))
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return int(p)
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}
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func (c *Functions) GetInteger4(pname Enum) [4]int {
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syscall.Syscall(_glGetIntegerv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0)
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var r [4]int
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for i := range r {
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r[i] = int(c.int32s[i])
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}
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return r
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}
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func (c *Functions) GetInteger(pname Enum) int {
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syscall.Syscall(_glGetIntegerv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0)
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return int(c.int32s[0])
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@@ -14,6 +14,10 @@ type (
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Object struct{ V uint }
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)
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func (u Framebuffer) Valid() bool {
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return u.V != 0
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}
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func (u Uniform) Valid() bool {
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return u.V != -1
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}
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@@ -16,6 +16,10 @@ type (
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Object js.Value
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)
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func (f Framebuffer) Valid() bool {
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return !js.Value(f).IsUndefined() && !js.Value(f).IsNull()
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}
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func (p Program) Valid() bool {
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return !js.Value(p).IsUndefined() && !js.Value(p).IsNull()
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}
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+30
-33
@@ -3,7 +3,9 @@
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package srgb
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import (
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"errors"
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"fmt"
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"image"
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"runtime"
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"strings"
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@@ -15,22 +17,18 @@ import (
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// for gamma-correct rendering on platforms without
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// sRGB enabled native framebuffers.
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type FBO struct {
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c *gl.Functions
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width, height int
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frameBuffer gl.Framebuffer
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depthBuffer gl.Renderbuffer
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colorTex gl.Texture
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blitted bool
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quad gl.Buffer
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prog gl.Program
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gl3 bool
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c *gl.Functions
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viewport image.Point
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srgbBuffer gl.Framebuffer
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depthBuffer gl.Renderbuffer
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colorTex gl.Texture
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blitted bool
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quad gl.Buffer
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prog gl.Program
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gl3 bool
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}
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func New(ctx gl.Context) (*FBO, error) {
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f, err := gl.NewFunctions(ctx)
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if err != nil {
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return nil, err
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}
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func New(f *gl.Functions) (*FBO, error) {
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var gl3 bool
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glVer := f.GetString(gl.VERSION)
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ver, _, err := gl.ParseGLVersion(glVer)
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@@ -48,7 +46,7 @@ func New(ctx gl.Context) (*FBO, error) {
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s := &FBO{
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c: f,
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gl3: gl3,
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frameBuffer: f.CreateFramebuffer(),
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srgbBuffer: f.CreateFramebuffer(),
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colorTex: f.CreateTexture(),
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depthBuffer: f.CreateRenderbuffer(),
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}
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@@ -81,7 +79,6 @@ func (s *FBO) Blit() {
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s.c.BufferSubData(gl.ARRAY_BUFFER, 0, coords)
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s.blitted = true
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}
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s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{})
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s.c.UseProgram(s.prog)
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s.c.BindTexture(gl.TEXTURE_2D, s.colorTex)
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s.c.BindBuffer(gl.ARRAY_BUFFER, s.quad)
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@@ -93,38 +90,38 @@ func (s *FBO) Blit() {
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s.c.BindTexture(gl.TEXTURE_2D, gl.Texture{})
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s.c.DisableVertexAttribArray(0)
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s.c.DisableVertexAttribArray(1)
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s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
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s.c.BindFramebuffer(gl.FRAMEBUFFER, s.srgbBuffer)
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s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
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s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT)
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// The Android emulator requires framebuffer 0 bound at eglSwapBuffer time.
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// Bind the sRGB framebuffer again in afterPresent.
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s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{})
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}
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func (s *FBO) AfterPresent() {
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s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
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func (s *FBO) Framebuffer() gl.Framebuffer {
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return s.srgbBuffer
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}
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func (s *FBO) Refresh(w, h int) error {
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s.width, s.height = w, h
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if w == 0 || h == 0 {
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func (s *FBO) Refresh(viewport image.Point) error {
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if viewport.X == 0 || viewport.Y == 0 {
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return errors.New("srgb: zero-sized framebuffer")
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}
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if s.viewport == viewport {
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return nil
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}
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s.viewport = viewport
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s.c.BindTexture(gl.TEXTURE_2D, s.colorTex)
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if s.gl3 {
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s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, w, h, gl.RGBA, gl.UNSIGNED_BYTE)
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s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, viewport.X, viewport.Y, gl.RGBA, gl.UNSIGNED_BYTE)
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} else /* EXT_sRGB */ {
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s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB_ALPHA_EXT, w, h, gl.SRGB_ALPHA_EXT, gl.UNSIGNED_BYTE)
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s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB_ALPHA_EXT, viewport.X, viewport.Y, gl.SRGB_ALPHA_EXT, gl.UNSIGNED_BYTE)
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}
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currentRB := gl.Renderbuffer(s.c.GetBinding(gl.RENDERBUFFER_BINDING))
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s.c.BindRenderbuffer(gl.RENDERBUFFER, s.depthBuffer)
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s.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h)
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s.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, viewport.X, viewport.Y)
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s.c.BindRenderbuffer(gl.RENDERBUFFER, currentRB)
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s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
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s.c.BindFramebuffer(gl.FRAMEBUFFER, s.srgbBuffer)
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s.c.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, s.colorTex, 0)
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s.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, s.depthBuffer)
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if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
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return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
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return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", viewport.X, viewport.Y, st, s.c.GetError())
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}
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if runtime.GOOS == "js" {
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@@ -136,9 +133,9 @@ func (s *FBO) Refresh(w, h int) error {
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var pixel [4]byte
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s.c.ReadPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel[:])
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if pixel[0] == 128 { // Correct sRGB color value is ~188
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s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, gl.RGBA, gl.UNSIGNED_BYTE)
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s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, viewport.X, viewport.Y, gl.RGBA, gl.UNSIGNED_BYTE)
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if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
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return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
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return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", viewport.X, viewport.Y, st, s.c.GetError())
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}
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}
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}
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@@ -147,7 +144,7 @@ func (s *FBO) Refresh(w, h int) error {
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}
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func (s *FBO) Release() {
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s.c.DeleteFramebuffer(s.frameBuffer)
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s.c.DeleteFramebuffer(s.srgbBuffer)
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s.c.DeleteTexture(s.colorTex)
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s.c.DeleteRenderbuffer(s.depthBuffer)
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if s.blitted {
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