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

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

Updates #26

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-07 19:13:51 +01:00
parent e672d71c61
commit 251c075093
17 changed files with 293 additions and 280 deletions
+3 -3
View File
@@ -10,7 +10,7 @@ import (
"unsafe"
)
func CreateProgram(ctx *Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
vs, err := createShader(ctx, VERTEX_SHADER, vsSrc)
if err != nil {
return Program{}, err
@@ -39,7 +39,7 @@ func CreateProgram(ctx *Functions, vsSrc, fsSrc string, attribs []string) (Progr
return prog, nil
}
func GetUniformLocation(ctx *Functions, prog Program, name string) Uniform {
func GetUniformLocation(ctx Functions, prog Program, name string) Uniform {
loc := ctx.GetUniformLocation(prog, name)
if !loc.Valid() {
panic(fmt.Errorf("uniform %s not found", name))
@@ -47,7 +47,7 @@ func GetUniformLocation(ctx *Functions, prog Program, name string) Uniform {
return loc
}
func createShader(ctx *Functions, typ Enum, src string) (Shader, error) {
func createShader(ctx Functions, typ Enum, src string) (Shader, error) {
sh := ctx.CreateShader(typ)
if !sh.Valid() {
return Shader{}, errors.New("glCreateShader failed")