mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-04 00:45:35 +00:00
gpu: expose the rendering implementation
The rendering implementation is needed for using Gio UI with external window libraries such as GLFW. Expose it in the new package gpu. Updates #26 Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+109
@@ -0,0 +1,109 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package gpu
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import (
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"fmt"
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"gioui.org/internal/ops"
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)
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type resourceCache struct {
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res map[interface{}]resource
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newRes map[interface{}]resource
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}
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// opCache is like a resourceCache using the concrete Key
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// key type to avoid allocations.
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type opCache struct {
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res map[ops.Key]resource
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newRes map[ops.Key]resource
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}
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func newResourceCache() *resourceCache {
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return &resourceCache{
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res: make(map[interface{}]resource),
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newRes: make(map[interface{}]resource),
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}
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}
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func (r *resourceCache) get(key interface{}) (resource, bool) {
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v, exists := r.res[key]
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if exists {
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r.newRes[key] = v
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}
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return v, exists
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}
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func (r *resourceCache) put(key interface{}, val resource) {
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if _, exists := r.newRes[key]; exists {
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panic(fmt.Errorf("key exists, %p", key))
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}
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r.res[key] = val
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r.newRes[key] = val
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}
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func (r *resourceCache) frame(ctx *context) {
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for k, v := range r.res {
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if _, exists := r.newRes[k]; !exists {
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delete(r.res, k)
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v.release(ctx)
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}
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}
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for k, v := range r.newRes {
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delete(r.newRes, k)
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r.res[k] = v
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}
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}
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func (r *resourceCache) release(ctx *context) {
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for _, v := range r.newRes {
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v.release(ctx)
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}
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r.newRes = nil
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r.res = nil
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}
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func newOpCache() *opCache {
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return &opCache{
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res: make(map[ops.Key]resource),
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newRes: make(map[ops.Key]resource),
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}
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}
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func (r *opCache) get(key ops.Key) (resource, bool) {
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v, exists := r.res[key]
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if exists {
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r.newRes[key] = v
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}
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return v, exists
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}
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func (r *opCache) put(key ops.Key, val resource) {
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if _, exists := r.newRes[key]; exists {
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panic(fmt.Errorf("key exists, %#v", key))
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}
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r.res[key] = val
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r.newRes[key] = val
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}
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func (r *opCache) frame(ctx *context) {
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for k, v := range r.res {
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if _, exists := r.newRes[k]; !exists {
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delete(r.res, k)
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v.release(ctx)
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}
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}
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for k, v := range r.newRes {
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delete(r.newRes, k)
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r.res[k] = v
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}
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}
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func (r *opCache) release(ctx *context) {
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for _, v := range r.newRes {
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v.release(ctx)
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}
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r.newRes = nil
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r.res = nil
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}
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+128
@@ -0,0 +1,128 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package gpu
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import (
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"errors"
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"strings"
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"gioui.org/gpu/gl"
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)
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type context struct {
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caps caps
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gl.Functions
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}
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type caps struct {
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EXT_disjoint_timer_query bool
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// floatTriple holds the settings for floating point
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// textures.
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floatTriple textureTriple
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// Single channel alpha textures.
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alphaTriple textureTriple
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srgbaTriple textureTriple
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}
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// textureTriple holds the type settings for
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// a TexImage2D call.
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type textureTriple struct {
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internalFormat int
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format gl.Enum
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typ gl.Enum
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}
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func newContext(glctx gl.Functions) (*context, error) {
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ctx := &context{
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Functions: glctx,
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}
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exts := strings.Split(ctx.GetString(gl.EXTENSIONS), " ")
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glVer := ctx.GetString(gl.VERSION)
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ver, err := gl.ParseGLVersion(glVer)
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if err != nil {
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return nil, err
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}
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floatTriple, err := floatTripleFor(ctx, ver, exts)
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if err != nil {
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return nil, err
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}
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srgbaTriple, err := srgbaTripleFor(ver, exts)
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if err != nil {
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return nil, err
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}
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hasTimers := hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query")
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ctx.caps = caps{
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EXT_disjoint_timer_query: hasTimers,
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floatTriple: floatTriple,
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alphaTriple: alphaTripleFor(ver),
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srgbaTriple: srgbaTriple,
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}
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return ctx, nil
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}
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// floatTripleFor determines the best texture triple for floating point FBOs.
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func floatTripleFor(ctx *context, ver [2]int, exts []string) (textureTriple, error) {
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var triples []textureTriple
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if ver[0] >= 3 {
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triples = append(triples, textureTriple{gl.R16F, gl.Enum(gl.RED), gl.Enum(gl.HALF_FLOAT)})
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}
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if hasExtension(exts, "GL_OES_texture_half_float") && hasExtension(exts, "GL_EXT_color_buffer_half_float") {
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// Try single channel.
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triples = append(triples, textureTriple{gl.LUMINANCE, gl.Enum(gl.LUMINANCE), gl.Enum(gl.HALF_FLOAT_OES)})
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// Fallback to 4 channels.
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triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.HALF_FLOAT_OES)})
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}
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if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") {
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triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.FLOAT)})
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}
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tex := ctx.CreateTexture()
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defer ctx.DeleteTexture(tex)
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ctx.BindTexture(gl.TEXTURE_2D, tex)
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ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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ctx.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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fbo := ctx.CreateFramebuffer()
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defer ctx.DeleteFramebuffer(fbo)
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defFBO := gl.Framebuffer(ctx.GetBinding(gl.FRAMEBUFFER_BINDING))
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ctx.BindFramebuffer(gl.FRAMEBUFFER, fbo)
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defer ctx.BindFramebuffer(gl.FRAMEBUFFER, defFBO)
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for _, tt := range triples {
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const size = 256
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ctx.TexImage2D(gl.TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ, nil)
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ctx.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)
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if st := ctx.CheckFramebufferStatus(gl.FRAMEBUFFER); st == gl.FRAMEBUFFER_COMPLETE {
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return tt, nil
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}
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}
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return textureTriple{}, errors.New("floating point fbos not supported")
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}
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func srgbaTripleFor(ver [2]int, exts []string) (textureTriple, error) {
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switch {
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case ver[0] >= 3:
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return textureTriple{gl.SRGB8_ALPHA8, gl.Enum(gl.RGBA), gl.Enum(gl.UNSIGNED_BYTE)}, nil
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case hasExtension(exts, "GL_EXT_sRGB"):
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return textureTriple{gl.SRGB_ALPHA_EXT, gl.Enum(gl.SRGB_ALPHA_EXT), gl.Enum(gl.UNSIGNED_BYTE)}, nil
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default:
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return textureTriple{}, errors.New("no sRGB texture formats found")
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}
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}
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func alphaTripleFor(ver [2]int) textureTriple {
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intf, f := gl.R8, gl.Enum(gl.RED)
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if ver[0] < 3 {
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// R8, RED not supported on OpenGL ES 2.0.
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intf, f = gl.LUMINANCE, gl.Enum(gl.LUMINANCE)
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}
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return textureTriple{intf, f, gl.UNSIGNED_BYTE}
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}
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func hasExtension(exts []string, ext string) bool {
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for _, e := range exts {
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if ext == e {
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return true
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}
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}
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return false
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}
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+157
@@ -0,0 +1,157 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package gl
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type (
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Attrib uint
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Enum uint
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)
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const (
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ARRAY_BUFFER = 0x8892
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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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COLOR_BUFFER_BIT = 0x4000
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COMPILE_STATUS = 0x8b81
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DEPTH_BUFFER_BIT = 0x100
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DEPTH_ATTACHMENT = 0x8d00
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DEPTH_COMPONENT16 = 0x81a5
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DEPTH_TEST = 0xb71
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DST_COLOR = 0x306
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ELEMENT_ARRAY_BUFFER = 0x8893
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EXTENSIONS = 0x1f03
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FLOAT = 0x1406
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FRAGMENT_SHADER = 0x8b30
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FRAMEBUFFER = 0x8d40
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FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210
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FRAMEBUFFER_BINDING = 0x8ca6
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FRAMEBUFFER_COMPLETE = 0x8cd5
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HALF_FLOAT = 0x140b
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HALF_FLOAT_OES = 0x8d61
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INFO_LOG_LENGTH = 0x8B84
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GREATER = 0x204
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LINEAR = 0x2601
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LINK_STATUS = 0x8b82
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LUMINANCE = 0x1909
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MAX_TEXTURE_SIZE = 0xd33
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NEAREST = 0x2600
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NO_ERROR = 0x0
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NUM_EXTENSIONS = 0x821D
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ONE = 0x1
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ONE_MINUS_SRC_ALPHA = 0x303
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QUERY_RESULT = 0x8866
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QUERY_RESULT_AVAILABLE = 0x8867
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R16F = 0x822d
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R8 = 0x8229
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READ_FRAMEBUFFER = 0x8ca8
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RED = 0x1903
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RENDERER = 0x1F01
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RENDERBUFFER = 0x8d41
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RENDERBUFFER_BINDING = 0x8ca7
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RENDERBUFFER_HEIGHT = 0x8d43
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RENDERBUFFER_WIDTH = 0x8d42
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RGB = 0x1907
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RGBA = 0x1908
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RGBA8 = 0x8058
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SHORT = 0x1402
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SRGB = 0x8c40
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SRGB_ALPHA_EXT = 0x8c42
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SRGB8 = 0x8c41
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SRGB8_ALPHA8 = 0x8c43
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STATIC_DRAW = 0x88e4
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TEXTURE_2D = 0xde1
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TEXTURE_MAG_FILTER = 0x2800
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TEXTURE_MIN_FILTER = 0x2801
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TEXTURE_WRAP_S = 0x2802
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TEXTURE_WRAP_T = 0x2803
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TEXTURE0 = 0x84c0
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TEXTURE1 = 0x84c1
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TRIANGLE_STRIP = 0x5
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TRIANGLES = 0x4
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UNPACK_ALIGNMENT = 0xcf5
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UNSIGNED_BYTE = 0x1401
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UNSIGNED_SHORT = 0x1403
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VERSION = 0x1f02
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VERTEX_SHADER = 0x8b31
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ZERO = 0x0
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// EXT_disjoint_timer_query
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TIME_ELAPSED_EXT = 0x88BF
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GPU_DISJOINT_EXT = 0x8FBB
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)
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type Functions interface {
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ActiveTexture(texture Enum)
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AttachShader(p Program, s Shader)
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BeginQuery(target Enum, query Query)
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BindAttribLocation(p Program, a Attrib, name string)
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BindBuffer(target Enum, b Buffer)
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BindFramebuffer(target Enum, fb Framebuffer)
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BindRenderbuffer(target Enum, rb Renderbuffer)
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BindTexture(target Enum, t Texture)
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BlendEquation(mode Enum)
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BlendFunc(sfactor, dfactor Enum)
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BufferData(target Enum, src []byte, usage Enum)
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CheckFramebufferStatus(target Enum) Enum
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Clear(mask Enum)
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ClearColor(red, green, blue, alpha float32)
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ClearDepthf(d float32)
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CompileShader(s Shader)
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CreateBuffer() Buffer
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CreateFramebuffer() Framebuffer
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CreateProgram() Program
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CreateQuery() Query
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CreateRenderbuffer() Renderbuffer
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CreateShader(ty Enum) Shader
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CreateTexture() Texture
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DeleteBuffer(v Buffer)
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DeleteFramebuffer(v Framebuffer)
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DeleteProgram(p Program)
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DeleteQuery(query Query)
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DeleteRenderbuffer(v Renderbuffer)
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DeleteShader(s Shader)
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DeleteTexture(v Texture)
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DepthFunc(f Enum)
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DepthMask(mask bool)
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DisableVertexAttribArray(a Attrib)
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Disable(cap Enum)
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DrawArrays(mode Enum, first, count int)
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DrawElements(mode Enum, count int, ty Enum, offset int)
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Enable(cap Enum)
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EnableVertexAttribArray(a Attrib)
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EndQuery(target Enum)
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Finish()
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FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer)
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FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int)
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GetBinding(pname Enum) Object
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GetError() Enum
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GetRenderbufferParameteri(target, pname Enum) int
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GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int
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GetInteger(pname Enum) int
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GetProgrami(p Program, pname Enum) int
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GetProgramInfoLog(p Program) string
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GetQueryObjectuiv(query Query, pname Enum) uint
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GetShaderi(s Shader, pname Enum) int
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GetShaderInfoLog(s Shader) string
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GetString(pname Enum) string
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GetUniformLocation(p Program, name string) Uniform
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InvalidateFramebuffer(target, attachment Enum)
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LinkProgram(p Program)
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PixelStorei(pname Enum, param int32)
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ReadPixels(x, y, width, height int, format, ty Enum, data []byte)
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RenderbufferStorage(target, internalformat Enum, width, height int)
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Scissor(x, y, width, height int32)
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ShaderSource(s Shader, src string)
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TexImage2D(target Enum, level int, internalFormat int, width, height int, format, ty Enum, data []byte)
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TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte)
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TexParameteri(target, pname Enum, param int)
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Uniform1f(dst Uniform, v float32)
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Uniform1i(dst Uniform, v int)
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Uniform2f(dst Uniform, v0, v1 float32)
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Uniform3f(dst Uniform, v0, v1, v2 float32)
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Uniform4f(dst Uniform, v0, v1, v2, v3 float32)
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UseProgram(p Program)
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VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int)
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Viewport(x, y, width, height int)
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}
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+193
@@ -0,0 +1,193 @@
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// SPDX-License-Identifier: Unlicense OR MIT
|
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|
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package gl
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|
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import (
|
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"fmt"
|
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"runtime"
|
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"strings"
|
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)
|
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|
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// SRGBFBO implements an intermediate sRGB FBO
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// for gamma-correct rendering on platforms without
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// sRGB enabled native framebuffers.
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type SRGBFBO struct {
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c Functions
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width, height int
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frameBuffer Framebuffer
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depthBuffer Renderbuffer
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colorTex Texture
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blitted bool
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quad Buffer
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prog Program
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es3 bool
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}
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func NewSRGBFBO(f Functions) (*SRGBFBO, error) {
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var es3 bool
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glVer := f.GetString(VERSION)
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ver, err := ParseGLVersion(glVer)
|
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if err != nil {
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return nil, err
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}
|
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if ver[0] >= 3 {
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es3 = true
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} else {
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exts := f.GetString(EXTENSIONS)
|
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if !strings.Contains(exts, "EXT_sRGB") {
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return nil, fmt.Errorf("no support for OpenGL ES 3 nor EXT_sRGB")
|
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}
|
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}
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s := &SRGBFBO{
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c: f,
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es3: es3,
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frameBuffer: f.CreateFramebuffer(),
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colorTex: f.CreateTexture(),
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depthBuffer: f.CreateRenderbuffer(),
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}
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f.BindTexture(TEXTURE_2D, s.colorTex)
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f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE)
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f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE)
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f.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST)
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f.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, NEAREST)
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return s, nil
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}
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|
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func (s *SRGBFBO) Blit() {
|
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if !s.blitted {
|
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prog, err := CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
|
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if err != nil {
|
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panic(err)
|
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}
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s.prog = prog
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s.c.UseProgram(prog)
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s.c.Uniform1i(GetUniformLocation(s.c, prog, "tex"), 0)
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s.quad = s.c.CreateBuffer()
|
||||
s.c.BindBuffer(ARRAY_BUFFER, s.quad)
|
||||
s.c.BufferData(ARRAY_BUFFER,
|
||||
BytesView([]float32{
|
||||
-1, +1, 0, 1,
|
||||
+1, +1, 1, 1,
|
||||
-1, -1, 0, 0,
|
||||
+1, -1, 1, 0,
|
||||
}),
|
||||
STATIC_DRAW)
|
||||
s.blitted = true
|
||||
}
|
||||
s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{})
|
||||
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, Texture{})
|
||||
s.c.DisableVertexAttribArray(0)
|
||||
s.c.DisableVertexAttribArray(1)
|
||||
s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
|
||||
s.c.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
|
||||
s.c.InvalidateFramebuffer(FRAMEBUFFER, DEPTH_ATTACHMENT)
|
||||
// The Android emulator requires framebuffer 0 bound at eglSwapBuffer time.
|
||||
// Bind the sRGB framebuffer again in afterPresent.
|
||||
s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{})
|
||||
}
|
||||
|
||||
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.GetBinding(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())
|
||||
}
|
||||
|
||||
if runtime.GOOS == "js" {
|
||||
// With macOS Safari, rendering to and then reading from a SRGB8_ALPHA8
|
||||
// texture result in twice gamma corrected colors. Using a plain RGBA
|
||||
// texture seems to work.
|
||||
s.c.ClearColor(.5, .5, .5, 1.0)
|
||||
s.c.Clear(COLOR_BUFFER_BIT)
|
||||
var pixel [4]byte
|
||||
s.c.ReadPixels(0, 0, 1, 1, RGBA, UNSIGNED_BYTE, pixel[:])
|
||||
if pixel[0] == 128 { // Correct sRGB color value is ~188
|
||||
s.c.TexImage2D(TEXTURE_2D, 0, RGBA, w, h, RGBA, UNSIGNED_BYTE, nil)
|
||||
if st := s.c.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE {
|
||||
return fmt.Errorf("fallback RGBA 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)
|
||||
if s.blitted {
|
||||
s.c.DeleteBuffer(s.quad)
|
||||
s.c.DeleteProgram(s.prog)
|
||||
}
|
||||
s.c = nil
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
vec3 gamma(vec3 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));
|
||||
return vec3(cut.r ? lin.r : exp.r, cut.g ? lin.g : exp.g, cut.b ? lin.b : exp.b);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 col = texture2D(tex, vUV);
|
||||
vec3 rgb = col.rgb;
|
||||
rgb = gamma(rgb);
|
||||
gl_FragColor = vec4(rgb, col.a);
|
||||
}
|
||||
`
|
||||
)
|
||||
@@ -0,0 +1,35 @@
|
||||
// +build !js
|
||||
|
||||
package gl
|
||||
|
||||
type (
|
||||
Buffer struct{ V uint }
|
||||
Framebuffer struct{ V uint }
|
||||
Program struct{ V uint }
|
||||
Renderbuffer struct{ V uint }
|
||||
Shader struct{ V uint }
|
||||
Texture struct{ V uint }
|
||||
Query struct{ V uint }
|
||||
Uniform struct{ V int }
|
||||
Object struct{ V uint }
|
||||
)
|
||||
|
||||
func (u Uniform) Valid() bool {
|
||||
return u.V != -1
|
||||
}
|
||||
|
||||
func (p Program) Valid() bool {
|
||||
return p.V != 0
|
||||
}
|
||||
|
||||
func (s Shader) Valid() bool {
|
||||
return s.V != 0
|
||||
}
|
||||
|
||||
func (t Texture) Valid() bool {
|
||||
return t.V != 0
|
||||
}
|
||||
|
||||
func (t Texture) Equal(t2 Texture) bool {
|
||||
return t == t2
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gl
|
||||
|
||||
import "syscall/js"
|
||||
|
||||
type (
|
||||
Buffer js.Value
|
||||
Framebuffer js.Value
|
||||
Program js.Value
|
||||
Renderbuffer js.Value
|
||||
Shader js.Value
|
||||
Texture js.Value
|
||||
Query js.Value
|
||||
Uniform js.Value
|
||||
Object js.Value
|
||||
)
|
||||
|
||||
func (p Program) Valid() bool {
|
||||
return !js.Value(p).IsUndefined() && !js.Value(p).IsNull()
|
||||
}
|
||||
|
||||
func (s Shader) Valid() bool {
|
||||
return !js.Value(s).IsUndefined() && !js.Value(s).IsNull()
|
||||
}
|
||||
|
||||
func (u Uniform) Valid() bool {
|
||||
return !js.Value(u).IsUndefined() && !js.Value(u).IsNull()
|
||||
}
|
||||
|
||||
func (t Texture) Valid() bool {
|
||||
return !js.Value(t).IsUndefined() && !js.Value(t).IsNull()
|
||||
}
|
||||
|
||||
func (t Texture) Equal(t2 Texture) bool {
|
||||
return js.Value(t).Equal(js.Value(t2))
|
||||
}
|
||||
+114
@@ -0,0 +1,114 @@
|
||||
// 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 Program{}, err
|
||||
}
|
||||
defer ctx.DeleteShader(vs)
|
||||
fs, err := createShader(ctx, FRAGMENT_SHADER, fsSrc)
|
||||
if err != nil {
|
||||
return Program{}, err
|
||||
}
|
||||
defer ctx.DeleteShader(fs)
|
||||
prog := ctx.CreateProgram()
|
||||
if !prog.Valid() {
|
||||
return Program{}, 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 Program{}, 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.Valid() {
|
||||
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.Valid() {
|
||||
return Shader{}, 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 Shader{}, 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 {
|
||||
return ver, nil
|
||||
} else if _, err := fmt.Sscanf(glVer, "WebGL %d.%d", &ver[0], &ver[1]); err == nil {
|
||||
// WebGL major version v corresponds to OpenGL ES version v + 1
|
||||
ver[0]++
|
||||
return ver, nil
|
||||
} else if _, err := fmt.Sscanf(glVer, "%d.%d", &ver[0], &ver[1]); err == nil {
|
||||
return ver, nil
|
||||
}
|
||||
return ver, fmt.Errorf("failed to parse OpenGL ES version (%s)", glVer)
|
||||
}
|
||||
|
||||
func SliceOf(s uintptr) []byte {
|
||||
if s == 0 {
|
||||
return nil
|
||||
}
|
||||
sh := reflect.SliceHeader{
|
||||
Data: s,
|
||||
Len: 1 << 30,
|
||||
Cap: 1 << 30,
|
||||
}
|
||||
return *(*[]byte)(unsafe.Pointer(&sh))
|
||||
}
|
||||
|
||||
// GoString convert a NUL-terminated C string
|
||||
// to a Go string.
|
||||
func GoString(s []byte) string {
|
||||
i := 0
|
||||
for {
|
||||
if s[i] == 0 {
|
||||
break
|
||||
}
|
||||
i++
|
||||
}
|
||||
return string(s[:i])
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
package gl
|
||||
|
||||
import (
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestGoString(t *testing.T) {
|
||||
tests := [][2]string{
|
||||
{"Hello\x00", "Hello"},
|
||||
{"\x00", ""},
|
||||
}
|
||||
for _, test := range tests {
|
||||
got := GoString([]byte(test[0]))
|
||||
if exp := test[1]; exp != got {
|
||||
t.Errorf("expected %q got %q", exp, got)
|
||||
}
|
||||
}
|
||||
}
|
||||
+1023
File diff suppressed because it is too large
Load Diff
+85
@@ -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
|
||||
}
|
||||
+573
@@ -0,0 +1,573 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gpu
|
||||
|
||||
// GPU accelerated path drawing using the algorithms from
|
||||
// Pathfinder (https://github.com/servo/pathfinder).
|
||||
|
||||
import (
|
||||
"image"
|
||||
"unsafe"
|
||||
|
||||
"gioui.org/f32"
|
||||
"gioui.org/gpu/gl"
|
||||
"gioui.org/internal/path"
|
||||
)
|
||||
|
||||
type pather struct {
|
||||
ctx *context
|
||||
|
||||
viewport image.Point
|
||||
|
||||
stenciler *stenciler
|
||||
coverer *coverer
|
||||
}
|
||||
|
||||
type coverer struct {
|
||||
ctx *context
|
||||
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 *context
|
||||
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
|
||||
}
|
||||
|
||||
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 *context) *pather {
|
||||
return &pather{
|
||||
ctx: ctx,
|
||||
stenciler: newStenciler(ctx),
|
||||
coverer: newCoverer(ctx),
|
||||
}
|
||||
}
|
||||
|
||||
func newCoverer(ctx *context) *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.Functions, prog, "tex")
|
||||
ctx.Uniform1i(uTex, 0)
|
||||
c.vars[i].uUVScale = gl.GetUniformLocation(ctx.Functions, prog, "uvScale")
|
||||
c.vars[i].uUVOffset = gl.GetUniformLocation(ctx.Functions, prog, "uvOffset")
|
||||
case materialColor:
|
||||
c.vars[i].uColor = gl.GetUniformLocation(ctx.Functions, prog, "color")
|
||||
}
|
||||
uCover := gl.GetUniformLocation(ctx.Functions, prog, "cover")
|
||||
ctx.Uniform1i(uCover, 1)
|
||||
c.vars[i].z = gl.GetUniformLocation(ctx.Functions, prog, "z")
|
||||
c.vars[i].uScale = gl.GetUniformLocation(ctx.Functions, prog, "scale")
|
||||
c.vars[i].uOffset = gl.GetUniformLocation(ctx.Functions, prog, "offset")
|
||||
c.vars[i].uCoverUVScale = gl.GetUniformLocation(ctx.Functions, prog, "uvCoverScale")
|
||||
c.vars[i].uCoverUVOffset = gl.GetUniformLocation(ctx.Functions, prog, "uvCoverOffset")
|
||||
}
|
||||
return c
|
||||
}
|
||||
|
||||
func newStenciler(ctx *context) *stenciler {
|
||||
defFBO := gl.Framebuffer(ctx.GetBinding(gl.FRAMEBUFFER_BINDING))
|
||||
prog, err := gl.CreateProgram(ctx.Functions, stencilVSrc, stencilFSrc, pathAttribs)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
ctx.UseProgram(prog)
|
||||
iprog, err := gl.CreateProgram(ctx.Functions, intersectVSrc, intersectFSrc, intersectAttribs)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
coverLoc := gl.GetUniformLocation(ctx.Functions, iprog, "cover")
|
||||
ctx.UseProgram(iprog)
|
||||
ctx.Uniform1i(coverLoc, 0)
|
||||
return &stenciler{
|
||||
ctx: ctx,
|
||||
defFBO: defFBO,
|
||||
prog: prog,
|
||||
iprog: iprog,
|
||||
uScale: gl.GetUniformLocation(ctx.Functions, prog, "scale"),
|
||||
uOffset: gl.GetUniformLocation(ctx.Functions, prog, "offset"),
|
||||
uPathOffset: gl.GetUniformLocation(ctx.Functions, prog, "pathOffset"),
|
||||
uIntersectUVScale: gl.GetUniformLocation(ctx.Functions, iprog, "uvScale"),
|
||||
uIntersectUVOffset: gl.GetUniformLocation(ctx.Functions, iprog, "uvOffset"),
|
||||
indexBuf: ctx.CreateBuffer(),
|
||||
}
|
||||
}
|
||||
|
||||
func (s *fboSet) resize(ctx *context, sizes []image.Point) {
|
||||
// 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)
|
||||
tt := ctx.caps.floatTriple
|
||||
ctx.TexImage2D(gl.TEXTURE_2D, 0, tt.internalFormat, sz.X, sz.Y, tt.format, tt.typ, 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 *context) {
|
||||
for _, f := range s.fbos {
|
||||
ctx.BindFramebuffer(gl.FRAMEBUFFER, f.fbo)
|
||||
ctx.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
|
||||
}
|
||||
}
|
||||
|
||||
func (s *fboSet) delete(ctx *context, 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.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 *context, p []byte) *pathData {
|
||||
buf := ctx.CreateBuffer()
|
||||
ctx.BindBuffer(gl.ARRAY_BUFFER, buf)
|
||||
ctx.BufferData(gl.ARRAY_BUFFER, p, gl.STATIC_DRAW)
|
||||
return &pathData{
|
||||
ncurves: len(p) / path.VertStride,
|
||||
data: buf,
|
||||
}
|
||||
}
|
||||
|
||||
func (p *pathData) release(ctx *context) {
|
||||
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, gl.Texture{})
|
||||
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)
|
||||
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, gl.Texture{})
|
||||
s.ctx.ActiveTexture(gl.TEXTURE0)
|
||||
s.ctx.BlendFunc(gl.ONE, gl.ONE)
|
||||
s.fbos.resize(s.ctx, sizes)
|
||||
s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
|
||||
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)
|
||||
}
|
||||
|
||||
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 Bézier 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.
|
||||
|
||||
// Compute the fragment area above the line.
|
||||
// The area is symmetric around dy = 0. Scale slope with extent width.
|
||||
float width = extent.y - extent.x;
|
||||
dy = abs(dy*width);
|
||||
|
||||
vec4 sides = vec4(dy*+0.5 + y, dy*-0.5 + y, (+0.5-y)/dy, (-0.5-y)/dy);
|
||||
sides = clamp(sides+0.5, 0.0, 1.0);
|
||||
|
||||
float area = 0.5*(sides.z - sides.z*sides.y + 1.0 - sides.x+sides.x*sides.w);
|
||||
area *= width;
|
||||
|
||||
// Work around issue #13.
|
||||
if (width == 0.0)
|
||||
area = 0.0;
|
||||
|
||||
gl_FragColor.r = area;
|
||||
}
|
||||
`
|
||||
|
||||
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/gpu/gl"
|
||||
)
|
||||
|
||||
type timers struct {
|
||||
ctx *context
|
||||
timers []*timer
|
||||
}
|
||||
|
||||
type timer struct {
|
||||
Elapsed time.Duration
|
||||
ctx *context
|
||||
obj gl.Query
|
||||
state timerState
|
||||
}
|
||||
|
||||
type timerState uint8
|
||||
|
||||
const (
|
||||
timerIdle timerState = iota
|
||||
timerRunning
|
||||
timerWaiting
|
||||
)
|
||||
|
||||
func newTimers(ctx *context) *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