internal/gl: rename internal/glimpl

Now that the OpenGL driver package is named "opengl", we can finally get
rid of the ugly "glimpl" name.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-03-06 10:31:35 +01:00
parent a722768da9
commit 7bc0603d7e
17 changed files with 221 additions and 221 deletions
+22 -22
View File
@@ -22,17 +22,17 @@ import (
"fmt"
"gioui.org/gpu"
"gioui.org/internal/glimpl"
"gioui.org/internal/gl"
)
type context struct {
owner *window
c *glimpl.Functions
c *gl.Functions
ctx C.CFTypeRef
layer C.CFTypeRef
init bool
frameBuffer glimpl.Framebuffer
colorBuffer, depthBuffer glimpl.Renderbuffer
frameBuffer gl.Framebuffer
colorBuffer, depthBuffer gl.Renderbuffer
}
func init() {
@@ -50,7 +50,7 @@ func newContext(w *window) (*context, error) {
ctx: ctx,
owner: w,
layer: C.CFTypeRef(w.contextLayer()),
c: new(glimpl.Functions),
c: new(gl.Functions),
}
return c, nil
}
@@ -63,7 +63,7 @@ func (c *context) Release() {
if c.ctx == 0 {
return
}
C.gio_renderbufferStorage(c.ctx, 0, C.GLenum(glimpl.RENDERBUFFER))
C.gio_renderbufferStorage(c.ctx, 0, C.GLenum(gl.RENDERBUFFER))
c.c.DeleteFramebuffer(c.frameBuffer)
c.c.DeleteRenderbuffer(c.colorBuffer)
c.c.DeleteRenderbuffer(c.depthBuffer)
@@ -78,10 +78,10 @@ func (c *context) Present() error {
}
// Discard depth buffer as recommended in
// https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html
c.c.BindFramebuffer(glimpl.FRAMEBUFFER, c.frameBuffer)
c.c.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT)
c.c.BindRenderbuffer(glimpl.RENDERBUFFER, c.colorBuffer)
if C.gio_presentRenderbuffer(c.ctx, C.GLenum(glimpl.RENDERBUFFER)) == 0 {
c.c.BindFramebuffer(gl.FRAMEBUFFER, c.frameBuffer)
c.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT)
c.c.BindRenderbuffer(gl.RENDERBUFFER, c.colorBuffer)
if C.gio_presentRenderbuffer(c.ctx, C.GLenum(gl.RENDERBUFFER)) == 0 {
return errors.New("presentRenderBuffer failed")
}
return nil
@@ -108,20 +108,20 @@ func (c *context) MakeCurrent() error {
c.c.Finish()
return nil
}
currentRB := glimpl.Renderbuffer{uint(c.c.GetInteger(glimpl.RENDERBUFFER_BINDING))}
c.c.BindRenderbuffer(glimpl.RENDERBUFFER, c.colorBuffer)
if C.gio_renderbufferStorage(c.ctx, c.layer, C.GLenum(glimpl.RENDERBUFFER)) == 0 {
currentRB := gl.Renderbuffer{uint(c.c.GetInteger(gl.RENDERBUFFER_BINDING))}
c.c.BindRenderbuffer(gl.RENDERBUFFER, c.colorBuffer)
if C.gio_renderbufferStorage(c.ctx, c.layer, C.GLenum(gl.RENDERBUFFER)) == 0 {
return errors.New("renderbufferStorage failed")
}
w := c.c.GetRenderbufferParameteri(glimpl.RENDERBUFFER, glimpl.RENDERBUFFER_WIDTH)
h := c.c.GetRenderbufferParameteri(glimpl.RENDERBUFFER, glimpl.RENDERBUFFER_HEIGHT)
c.c.BindRenderbuffer(glimpl.RENDERBUFFER, c.depthBuffer)
c.c.RenderbufferStorage(glimpl.RENDERBUFFER, glimpl.DEPTH_COMPONENT16, w, h)
c.c.BindRenderbuffer(glimpl.RENDERBUFFER, currentRB)
c.c.BindFramebuffer(glimpl.FRAMEBUFFER, c.frameBuffer)
c.c.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.RENDERBUFFER, c.colorBuffer)
c.c.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT, glimpl.RENDERBUFFER, c.depthBuffer)
if st := c.c.CheckFramebufferStatus(glimpl.FRAMEBUFFER); st != glimpl.FRAMEBUFFER_COMPLETE {
w := c.c.GetRenderbufferParameteri(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)
h := c.c.GetRenderbufferParameteri(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)
c.c.BindRenderbuffer(gl.RENDERBUFFER, c.depthBuffer)
c.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h)
c.c.BindRenderbuffer(gl.RENDERBUFFER, currentRB)
c.c.BindFramebuffer(gl.FRAMEBUFFER, c.frameBuffer)
c.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, c.colorBuffer)
c.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, c.depthBuffer)
if st := c.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("framebuffer incomplete, status: %#x\n", st)
}
return nil
+4 -4
View File
@@ -6,9 +6,9 @@ import (
"errors"
"syscall/js"
"gioui.org/internal/srgb"
"gioui.org/gpu"
"gioui.org/internal/glimpl"
"gioui.org/internal/gl"
"gioui.org/internal/srgb"
)
type context struct {
@@ -39,7 +39,7 @@ func newContext(w *window) (*context, error) {
}
func (c *context) API() gpu.API {
return gpu.OpenGL{Context: glimpl.Context(c.ctx)}
return gpu.OpenGL{Context: gl.Context(c.ctx)}
}
func (c *context) Release() {
@@ -69,7 +69,7 @@ func (c *context) Unlock() {}
func (c *context) MakeCurrent() error {
if c.srgbFBO == nil {
var err error
c.srgbFBO, err = srgb.New(glimpl.Context(c.ctx))
c.srgbFBO, err = srgb.New(gl.Context(c.ctx))
if err != nil {
c.Release()
c.srgbFBO = nil
+2 -2
View File
@@ -6,7 +6,7 @@ package window
import (
"gioui.org/gpu"
"gioui.org/internal/glimpl"
"gioui.org/internal/gl"
)
/*
@@ -26,7 +26,7 @@ __attribute__ ((visibility ("hidden"))) void gio_unlockContext(CFTypeRef ctxRef)
import "C"
type context struct {
c *glimpl.Functions
c *gl.Functions
ctx C.CFTypeRef
view C.CFTypeRef
}
+2 -2
View File
@@ -7,7 +7,7 @@ import (
"syscall/js"
"gioui.org/gpu"
"gioui.org/internal/glimpl"
"gioui.org/internal/gl"
)
type jsContext struct {
@@ -31,7 +31,7 @@ func newGLContext() (context, error) {
}
func (c *jsContext) API() gpu.API {
return gpu.OpenGL{Context: glimpl.Context(c.ctx)}
return gpu.OpenGL{Context: gl.Context(c.ctx)}
}
func (c *jsContext) Release() {
+2 -2
View File
@@ -6,7 +6,7 @@ import (
"fmt"
"unsafe"
"gioui.org/internal/glimpl"
"gioui.org/internal/gl"
)
// See gpu/api.go for documentation for the API types
@@ -19,7 +19,7 @@ type OpenGL struct {
// Context contains the WebGL context for WebAssembly platforms. It is
// empty for all other platforms; an OpenGL context is assumed current when
// calling NewDevice.
Context glimpl.Context
Context gl.Context
}
type Direct3D11 struct {
@@ -114,7 +114,7 @@ type InputDesc struct {
Offset int
}
// InputLayout is the backend specific representation of the mapping
// InputLayout is the driver specific representation of the mapping
// between Buffers and shader attributes.
type InputLayout interface {
Release()
+128 -128
View File
@@ -11,12 +11,12 @@ import (
"unsafe"
"gioui.org/gpu/internal/driver"
"gioui.org/internal/glimpl"
"gioui.org/internal/gl"
)
// Backend implements driver.Device.
type Backend struct {
funcs *glimpl.Functions
funcs *gl.Functions
state glstate
@@ -49,13 +49,13 @@ type bufferBinding struct {
}
type gpuTimer struct {
funcs *glimpl.Functions
obj glimpl.Query
funcs *gl.Functions
obj gl.Query
}
type gpuTexture struct {
backend *Backend
obj glimpl.Texture
obj gl.Texture
triple textureTriple
width int
height int
@@ -63,16 +63,16 @@ type gpuTexture struct {
type gpuFramebuffer struct {
backend *Backend
obj glimpl.Framebuffer
obj gl.Framebuffer
hasDepth bool
depthBuf glimpl.Renderbuffer
depthBuf gl.Renderbuffer
foreign bool
}
type gpuBuffer struct {
backend *Backend
hasBuffer bool
obj glimpl.Buffer
obj gl.Buffer
typ driver.BufferBinding
size int
immutable bool
@@ -83,7 +83,7 @@ type gpuBuffer struct {
type gpuProgram struct {
backend *Backend
obj glimpl.Program
obj gl.Program
nattr int
vertUniforms uniformsTracker
fragUniforms uniformsTracker
@@ -98,7 +98,7 @@ type uniformsTracker struct {
}
type uniformLocation struct {
uniform glimpl.Uniform
uniform gl.Uniform
offset int
typ driver.DataType
size int
@@ -112,12 +112,12 @@ type gpuInputLayout struct {
// textureTriple holds the type settings for
// a TexImage2D call.
type textureTriple struct {
internalFormat glimpl.Enum
format glimpl.Enum
typ glimpl.Enum
internalFormat gl.Enum
format gl.Enum
typ gl.Enum
}
type Context = glimpl.Context
type Context = gl.Context
const (
storageBindings = 32
@@ -128,13 +128,13 @@ func init() {
}
func newOpenGLDevice(api driver.OpenGL) (driver.Device, error) {
f, err := glimpl.NewFunctions(api.Context)
f, err := gl.NewFunctions(api.Context)
if err != nil {
return nil, err
}
exts := strings.Split(f.GetString(glimpl.EXTENSIONS), " ")
glVer := f.GetString(glimpl.VERSION)
ver, gles, err := glimpl.ParseGLVersion(glVer)
exts := strings.Split(f.GetString(gl.EXTENSIONS), " ")
glVer := f.GetString(gl.VERSION)
ver, gles, err := gl.ParseGLVersion(glVer)
if err != nil {
return nil, err
}
@@ -163,19 +163,19 @@ func newOpenGLDevice(api driver.OpenGL) (driver.Device, error) {
if hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query") {
b.feats.Features |= driver.FeatureTimers
}
b.feats.MaxTextureSize = f.GetInteger(glimpl.MAX_TEXTURE_SIZE)
b.feats.MaxTextureSize = f.GetInteger(gl.MAX_TEXTURE_SIZE)
return b, nil
}
func (b *Backend) BeginFrame() driver.Framebuffer {
// Assume GL state is reset between frames.
b.state = glstate{}
fboID := glimpl.Framebuffer(b.funcs.GetBinding(glimpl.FRAMEBUFFER_BINDING))
fboID := gl.Framebuffer(b.funcs.GetBinding(gl.FRAMEBUFFER_BINDING))
return &gpuFramebuffer{backend: b, obj: fboID, foreign: true}
}
func (b *Backend) EndFrame() {
b.funcs.ActiveTexture(glimpl.TEXTURE0)
b.funcs.ActiveTexture(gl.TEXTURE0)
}
func (b *Backend) Caps() driver.Caps {
@@ -190,7 +190,7 @@ func (b *Backend) NewTimer() driver.Timer {
}
func (b *Backend) IsTimeContinuous() bool {
return b.funcs.GetInteger(glimpl.GPU_DISJOINT_EXT) == glimpl.FALSE
return b.funcs.GetInteger(gl.GPU_DISJOINT_EXT) == gl.FALSE
}
func (b *Backend) NewFramebuffer(tex driver.Texture, depthBits int) (driver.Framebuffer, error) {
@@ -203,19 +203,19 @@ func (b *Backend) NewFramebuffer(tex driver.Texture, depthBits int) (driver.Fram
fbo.Release()
return nil, err
}
b.funcs.FramebufferTexture2D(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, gltex.obj, 0)
b.funcs.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gltex.obj, 0)
if depthBits > 0 {
size := glimpl.Enum(glimpl.DEPTH_COMPONENT16)
size := gl.Enum(gl.DEPTH_COMPONENT16)
switch {
case depthBits > 24:
size = glimpl.DEPTH_COMPONENT32F
size = gl.DEPTH_COMPONENT32F
case depthBits > 16:
size = glimpl.DEPTH_COMPONENT24
size = gl.DEPTH_COMPONENT24
}
depthBuf := b.funcs.CreateRenderbuffer()
b.funcs.BindRenderbuffer(glimpl.RENDERBUFFER, depthBuf)
b.funcs.RenderbufferStorage(glimpl.RENDERBUFFER, size, gltex.width, gltex.height)
b.funcs.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT, glimpl.RENDERBUFFER, depthBuf)
b.funcs.BindRenderbuffer(gl.RENDERBUFFER, depthBuf)
b.funcs.RenderbufferStorage(gl.RENDERBUFFER, size, gltex.width, gltex.height)
b.funcs.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuf)
fbo.depthBuf = depthBuf
fbo.hasDepth = true
if err := glErr(b.funcs); err != nil {
@@ -223,7 +223,7 @@ func (b *Backend) NewFramebuffer(tex driver.Texture, depthBits int) (driver.Fram
return nil, err
}
}
if st := b.funcs.CheckFramebufferStatus(glimpl.FRAMEBUFFER); st != glimpl.FRAMEBUFFER_COMPLETE {
if st := b.funcs.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
fbo.Release()
return nil, fmt.Errorf("incomplete framebuffer, status = 0x%x, err = %d", st, b.funcs.GetError())
}
@@ -239,20 +239,20 @@ func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, min
case driver.TextureFormatSRGB:
tex.triple = b.srgbaTriple
case driver.TextureFormatRGBA8:
tex.triple = textureTriple{glimpl.RGBA8, glimpl.RGBA, glimpl.UNSIGNED_BYTE}
tex.triple = textureTriple{gl.RGBA8, gl.RGBA, gl.UNSIGNED_BYTE}
default:
return nil, errors.New("unsupported texture format")
}
b.BindTexture(0, tex)
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, toTexFilter(magFilter))
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, toTexFilter(minFilter))
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, toTexFilter(magFilter))
b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, toTexFilter(minFilter))
b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
if b.gles && b.glver[0] >= 3 {
// Immutable textures are required for BindImageTexture, and can't hurt otherwise.
b.funcs.TexStorage2D(glimpl.TEXTURE_2D, 1, tex.triple.internalFormat, width, height)
b.funcs.TexStorage2D(gl.TEXTURE_2D, 1, tex.triple.internalFormat, width, height)
} else {
b.funcs.TexImage2D(glimpl.TEXTURE_2D, 0, tex.triple.internalFormat, width, height, tex.triple.format, tex.triple.typ)
b.funcs.TexImage2D(gl.TEXTURE_2D, 0, tex.triple.internalFormat, width, height, tex.triple.format, tex.triple.typ)
}
if err := glErr(b.funcs); err != nil {
tex.Release()
@@ -282,7 +282,7 @@ func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer,
}
firstBinding := firstBufferType(typ)
b.funcs.BindBuffer(firstBinding, buf.obj)
b.funcs.BufferData(firstBinding, size, glimpl.DYNAMIC_DRAW)
b.funcs.BufferData(firstBinding, size, gl.DYNAMIC_DRAW)
}
return buf, nil
}
@@ -293,7 +293,7 @@ func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (dri
buf := &gpuBuffer{backend: b, obj: obj, typ: typ, size: len(data), hasBuffer: true}
firstBinding := firstBufferType(typ)
b.funcs.BindBuffer(firstBinding, buf.obj)
b.funcs.BufferData(firstBinding, len(data), glimpl.STATIC_DRAW)
b.funcs.BufferData(firstBinding, len(data), gl.STATIC_DRAW)
buf.Upload(data)
buf.immutable = true
if err := glErr(b.funcs); err != nil {
@@ -303,8 +303,8 @@ func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (dri
return buf, nil
}
func glErr(f *glimpl.Functions) error {
if st := f.GetError(); st != glimpl.NO_ERROR {
func glErr(f *gl.Functions) error {
if st := f.GetError(); st != gl.NO_ERROR {
return fmt.Errorf("glGetError: %#x", st)
}
return nil
@@ -314,14 +314,14 @@ func (b *Backend) Release() {
}
func (b *Backend) MemoryBarrier() {
b.funcs.MemoryBarrier(glimpl.ALL_BARRIER_BITS)
b.funcs.MemoryBarrier(gl.ALL_BARRIER_BITS)
}
func (b *Backend) DispatchCompute(x, y, z int) {
if p := b.state.prog; p != nil {
for binding, buf := range p.storage {
if buf != nil {
b.funcs.BindBufferBase(glimpl.SHADER_STORAGE_BUFFER, binding, buf.obj)
b.funcs.BindBufferBase(gl.SHADER_STORAGE_BUFFER, binding, buf.obj)
}
}
}
@@ -330,19 +330,19 @@ func (b *Backend) DispatchCompute(x, y, z int) {
func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.AccessBits, f driver.TextureFormat) {
t := tex.(*gpuTexture)
var acc glimpl.Enum
var acc gl.Enum
switch access {
case driver.AccessWrite:
acc = glimpl.WRITE_ONLY
acc = gl.WRITE_ONLY
case driver.AccessRead:
acc = glimpl.READ_ONLY
acc = gl.READ_ONLY
default:
panic("unsupported access bits")
}
var format glimpl.Enum
var format gl.Enum
switch f {
case driver.TextureFormatRGBA8:
format = glimpl.RGBA8
format = gl.RGBA8
default:
panic("unsupported format")
}
@@ -351,8 +351,8 @@ func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.A
func (b *Backend) bindTexture(unit int, t *gpuTexture) {
if b.state.texUnits[unit] != t {
b.funcs.ActiveTexture(glimpl.TEXTURE0 + glimpl.Enum(unit))
b.funcs.BindTexture(glimpl.TEXTURE_2D, t.obj)
b.funcs.ActiveTexture(gl.TEXTURE0 + gl.Enum(unit))
b.funcs.BindTexture(gl.TEXTURE_2D, t.obj)
b.state.texUnits[unit] = t
}
}
@@ -367,20 +367,20 @@ func (b *Backend) useProgram(p *gpuProgram) {
func (b *Backend) enableVertexArrays(n int) {
// Enable needed arrays.
for i := b.state.nattr; i < n; i++ {
b.funcs.EnableVertexAttribArray(glimpl.Attrib(i))
b.funcs.EnableVertexAttribArray(gl.Attrib(i))
}
// Disable extra arrays.
for i := n; i < b.state.nattr; i++ {
b.funcs.DisableVertexAttribArray(glimpl.Attrib(i))
b.funcs.DisableVertexAttribArray(gl.Attrib(i))
}
b.state.nattr = n
}
func (b *Backend) SetDepthTest(enable bool) {
if enable {
b.funcs.Enable(glimpl.DEPTH_TEST)
b.funcs.Enable(gl.DEPTH_TEST)
} else {
b.funcs.Disable(glimpl.DEPTH_TEST)
b.funcs.Disable(gl.DEPTH_TEST)
}
}
@@ -388,16 +388,16 @@ func (b *Backend) BlendFunc(sfactor, dfactor driver.BlendFactor) {
b.funcs.BlendFunc(toGLBlendFactor(sfactor), toGLBlendFactor(dfactor))
}
func toGLBlendFactor(f driver.BlendFactor) glimpl.Enum {
func toGLBlendFactor(f driver.BlendFactor) gl.Enum {
switch f {
case driver.BlendFactorOne:
return glimpl.ONE
return gl.ONE
case driver.BlendFactorOneMinusSrcAlpha:
return glimpl.ONE_MINUS_SRC_ALPHA
return gl.ONE_MINUS_SRC_ALPHA
case driver.BlendFactorZero:
return glimpl.ZERO
return gl.ZERO
case driver.BlendFactorDstColor:
return glimpl.DST_COLOR
return gl.DST_COLOR
default:
panic("unsupported blend factor")
}
@@ -409,9 +409,9 @@ func (b *Backend) DepthMask(mask bool) {
func (b *Backend) SetBlend(enable bool) {
if enable {
b.funcs.Enable(glimpl.BLEND)
b.funcs.Enable(gl.BLEND)
} else {
b.funcs.Disable(glimpl.BLEND)
b.funcs.Disable(gl.BLEND)
}
}
@@ -419,7 +419,7 @@ func (b *Backend) DrawElements(mode driver.DrawMode, off, count int) {
b.prepareDraw()
// off is in 16-bit indices, but DrawElements take a byte offset.
byteOff := off * 2
b.funcs.DrawElements(toGLDrawMode(mode), count, glimpl.UNSIGNED_SHORT, byteOff)
b.funcs.DrawElements(toGLDrawMode(mode), count, gl.UNSIGNED_SHORT, byteOff)
}
func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) {
@@ -438,12 +438,12 @@ func (b *Backend) prepareDraw() {
}
}
func toGLDrawMode(mode driver.DrawMode) glimpl.Enum {
func toGLDrawMode(mode driver.DrawMode) gl.Enum {
switch mode {
case driver.DrawModeTriangleStrip:
return glimpl.TRIANGLE_STRIP
return gl.TRIANGLE_STRIP
case driver.DrawModeTriangles:
return glimpl.TRIANGLES
return gl.TRIANGLES
default:
panic("unsupported draw mode")
}
@@ -455,21 +455,21 @@ func (b *Backend) Viewport(x, y, width, height int) {
func (b *Backend) Clear(colR, colG, colB, colA float32) {
b.funcs.ClearColor(colR, colG, colB, colA)
b.funcs.Clear(glimpl.COLOR_BUFFER_BIT)
b.funcs.Clear(gl.COLOR_BUFFER_BIT)
}
func (b *Backend) ClearDepth(d float32) {
b.funcs.ClearDepthf(d)
b.funcs.Clear(glimpl.DEPTH_BUFFER_BIT)
b.funcs.Clear(gl.DEPTH_BUFFER_BIT)
}
func (b *Backend) DepthFunc(f driver.DepthFunc) {
var glfunc glimpl.Enum
var glfunc gl.Enum
switch f {
case driver.DepthFuncGreater:
glfunc = glimpl.GREATER
glfunc = gl.GREATER
case driver.DepthFuncGreaterEqual:
glfunc = glimpl.GEQUAL
glfunc = gl.GEQUAL
default:
panic("unsupported depth func")
}
@@ -492,7 +492,7 @@ func (b *Backend) NewInputLayout(vs driver.ShaderSources, layout []driver.InputD
}
func (b *Backend) NewComputeProgram(src driver.ShaderSources) (driver.Program, error) {
p, err := glimpl.CreateComputeProgram(b.funcs, src.GLSL310ES)
p, err := gl.CreateComputeProgram(b.funcs, src.GLSL310ES)
if err != nil {
return nil, fmt.Errorf("%s: %v", src.Name, err)
}
@@ -521,7 +521,7 @@ func (b *Backend) NewProgram(vertShader, fragShader driver.ShaderSources) (drive
vsrc, fsrc = vertShader.GLSL130, fragShader.GLSL130
}
}
p, err := glimpl.CreateProgram(b.funcs, vsrc, fsrc, attr)
p, err := gl.CreateProgram(b.funcs, vsrc, fsrc, attr)
if err != nil {
return nil, err
}
@@ -547,7 +547,7 @@ func (b *Backend) NewProgram(vertShader, fragShader driver.ShaderSources) (drive
if b.ubo {
for _, block := range vertShader.Uniforms.Blocks {
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
if blockIdx != glimpl.INVALID_INDEX {
if blockIdx != gl.INVALID_INDEX {
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
}
}
@@ -557,7 +557,7 @@ func (b *Backend) NewProgram(vertShader, fragShader driver.ShaderSources) (drive
off := len(vertShader.Uniforms.Blocks)
for _, block := range fragShader.Uniforms.Blocks {
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
if blockIdx != glimpl.INVALID_INDEX {
if blockIdx != gl.INVALID_INDEX {
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
}
}
@@ -568,7 +568,7 @@ func (b *Backend) NewProgram(vertShader, fragShader driver.ShaderSources) (drive
return gpuProg, nil
}
func lookupUniform(funcs *glimpl.Functions, p glimpl.Program, loc driver.UniformLocation) uniformLocation {
func lookupUniform(funcs *gl.Functions, p gl.Program, loc driver.UniformLocation) uniformLocation {
u := funcs.GetUniformLocation(p, loc.Name)
return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
}
@@ -593,10 +593,10 @@ func (p *gpuProgram) updateUniforms() {
f := p.backend.funcs
if p.backend.ubo {
if b := p.vertUniforms.buf; b != nil {
f.BindBufferBase(glimpl.UNIFORM_BUFFER, 0, b.obj)
f.BindBufferBase(gl.UNIFORM_BUFFER, 0, b.obj)
}
if b := p.fragUniforms.buf; b != nil {
f.BindBufferBase(glimpl.UNIFORM_BUFFER, 1, b.obj)
f.BindBufferBase(gl.UNIFORM_BUFFER, 1, b.obj)
}
} else {
p.vertUniforms.update(f)
@@ -613,7 +613,7 @@ func (p *gpuProgram) Release() {
p.backend.funcs.DeleteProgram(p.obj)
}
func (u *uniformsTracker) setup(funcs *glimpl.Functions, p glimpl.Program, uniformSize int, uniforms []driver.UniformLocation) {
func (u *uniformsTracker) setup(funcs *gl.Functions, p gl.Program, uniformSize int, uniforms []driver.UniformLocation) {
u.locs = make([]uniformLocation, len(uniforms))
for i, uniform := range uniforms {
u.locs[i] = lookupUniform(funcs, p, uniform)
@@ -634,7 +634,7 @@ func (u *uniformsTracker) setBuffer(buffer driver.Buffer) {
u.version = buf.version - 1
}
func (p *uniformsTracker) update(funcs *glimpl.Functions) {
func (p *uniformsTracker) update(funcs *gl.Functions) {
b := p.buf
if b == nil || b.version == p.version {
return
@@ -682,7 +682,7 @@ func (b *gpuBuffer) Upload(data []byte) {
// the iOS GL implementation doesn't recognize when BufferSubData
// clears the entire buffer. Tell it and avoid GPU stalls.
// See also https://github.com/godotengine/godot/issues/23956.
b.backend.funcs.BufferData(firstBinding, b.size, glimpl.DYNAMIC_DRAW)
b.backend.funcs.BufferData(firstBinding, b.size, gl.DYNAMIC_DRAW)
}
b.backend.funcs.BufferSubData(firstBinding, 0, data)
}
@@ -698,7 +698,7 @@ func (b *gpuBuffer) Download(data []byte) error {
}
firstBinding := firstBufferType(b.typ)
b.backend.funcs.BindBuffer(firstBinding, b.obj)
bufferMap := b.backend.funcs.MapBufferRange(firstBinding, 0, len(data), glimpl.MAP_READ_BIT)
bufferMap := b.backend.funcs.MapBufferRange(firstBinding, 0, len(data), gl.MAP_READ_BIT)
if bufferMap == nil {
return fmt.Errorf("MapBufferRange: error %#x", b.backend.funcs.GetError())
}
@@ -730,19 +730,19 @@ func (b *Backend) setupVertexArrays() {
return
}
buf := b.state.buffer
b.funcs.BindBuffer(glimpl.ARRAY_BUFFER, buf.buf.obj)
b.funcs.BindBuffer(gl.ARRAY_BUFFER, buf.buf.obj)
for i, inp := range layout.inputs {
l := layout.layout[i]
var gltyp glimpl.Enum
var gltyp gl.Enum
switch l.Type {
case driver.DataTypeFloat:
gltyp = glimpl.FLOAT
gltyp = gl.FLOAT
case driver.DataTypeShort:
gltyp = glimpl.SHORT
gltyp = gl.SHORT
default:
panic("unsupported data type")
}
b.funcs.VertexAttribPointer(glimpl.Attrib(inp.Location), l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
b.funcs.VertexAttribPointer(gl.Attrib(inp.Location), l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
}
}
@@ -751,17 +751,17 @@ func (b *Backend) BindIndexBuffer(buf driver.Buffer) {
if gbuf.typ&driver.BufferBindingIndices == 0 {
panic("not an index buffer")
}
b.funcs.BindBuffer(glimpl.ELEMENT_ARRAY_BUFFER, gbuf.obj)
b.funcs.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gbuf.obj)
}
func (b *Backend) BlitFramebuffer(dst, src driver.Framebuffer, srect, drect image.Rectangle) {
b.funcs.BindFramebuffer(glimpl.DRAW_FRAMEBUFFER, dst.(*gpuFramebuffer).obj)
b.funcs.BindFramebuffer(glimpl.READ_FRAMEBUFFER, src.(*gpuFramebuffer).obj)
b.funcs.BindFramebuffer(gl.DRAW_FRAMEBUFFER, dst.(*gpuFramebuffer).obj)
b.funcs.BindFramebuffer(gl.READ_FRAMEBUFFER, src.(*gpuFramebuffer).obj)
b.funcs.BlitFramebuffer(
srect.Min.X, srect.Min.Y, srect.Max.X, srect.Max.Y,
drect.Min.X, drect.Min.Y, drect.Max.X, drect.Max.Y,
glimpl.COLOR_BUFFER_BIT|glimpl.DEPTH_BUFFER_BIT|glimpl.STENCIL_BUFFER_BIT,
glimpl.NEAREST)
gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT|gl.STENCIL_BUFFER_BIT,
gl.NEAREST)
}
func (f *gpuFramebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
@@ -770,7 +770,7 @@ func (f *gpuFramebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
if len(pixels) < src.Dx()*src.Dy()*4 {
return errors.New("unexpected RGBA size")
}
f.backend.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), glimpl.RGBA, glimpl.UNSIGNED_BYTE, pixels)
f.backend.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), gl.RGBA, gl.UNSIGNED_BYTE, pixels)
// OpenGL origin is in the lower-left corner. Flip the image to
// match.
flipImageY(src.Dx()*4, src.Dy(), pixels)
@@ -792,12 +792,12 @@ func flipImageY(stride int, height int, pixels []byte) {
}
func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
b.funcs.BindFramebuffer(glimpl.FRAMEBUFFER, fbo.(*gpuFramebuffer).obj)
b.funcs.BindFramebuffer(gl.FRAMEBUFFER, fbo.(*gpuFramebuffer).obj)
}
func (f *gpuFramebuffer) Invalidate() {
f.backend.BindFramebuffer(f)
f.backend.funcs.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0)
f.backend.funcs.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
}
func (f *gpuFramebuffer) Release() {
@@ -813,9 +813,9 @@ func (f *gpuFramebuffer) Release() {
func toTexFilter(f driver.TextureFilter) int {
switch f {
case driver.FilterNearest:
return glimpl.NEAREST
return gl.NEAREST
case driver.FilterLinear:
return glimpl.LINEAR
return gl.LINEAR
default:
panic("unsupported texture filter")
}
@@ -834,19 +834,19 @@ func (t *gpuTexture) Upload(offset, size image.Point, pixels []byte) {
panic(fmt.Errorf("size %d larger than data %d", min, len(pixels)))
}
t.backend.BindTexture(0, t)
t.backend.funcs.TexSubImage2D(glimpl.TEXTURE_2D, 0, offset.X, offset.Y, size.X, size.Y, t.triple.format, t.triple.typ, pixels)
t.backend.funcs.TexSubImage2D(gl.TEXTURE_2D, 0, offset.X, offset.Y, size.X, size.Y, t.triple.format, t.triple.typ, pixels)
}
func (t *gpuTimer) Begin() {
t.funcs.BeginQuery(glimpl.TIME_ELAPSED_EXT, t.obj)
t.funcs.BeginQuery(gl.TIME_ELAPSED_EXT, t.obj)
}
func (t *gpuTimer) End() {
t.funcs.EndQuery(glimpl.TIME_ELAPSED_EXT)
t.funcs.EndQuery(gl.TIME_ELAPSED_EXT)
}
func (t *gpuTimer) ready() bool {
return t.funcs.GetQueryObjectuiv(t.obj, glimpl.QUERY_RESULT_AVAILABLE) == glimpl.TRUE
return t.funcs.GetQueryObjectuiv(t.obj, gl.QUERY_RESULT_AVAILABLE) == gl.TRUE
}
func (t *gpuTimer) Release() {
@@ -857,7 +857,7 @@ func (t *gpuTimer) Duration() (time.Duration, bool) {
if !t.ready() {
return 0, false
}
nanos := t.funcs.GetQueryObjectuiv(t.obj, glimpl.QUERY_RESULT)
nanos := t.funcs.GetQueryObjectuiv(t.obj, gl.QUERY_RESULT)
return time.Duration(nanos), true
}
@@ -868,10 +868,10 @@ func (b *Backend) BindInputLayout(l driver.InputLayout) {
func (l *gpuInputLayout) Release() {}
// floatTripleFor determines the best texture triple for floating point FBOs.
func floatTripleFor(f *glimpl.Functions, ver [2]int, exts []string) (textureTriple, error) {
func floatTripleFor(f *gl.Functions, ver [2]int, exts []string) (textureTriple, error) {
var triples []textureTriple
if ver[0] >= 3 {
triples = append(triples, textureTriple{glimpl.R16F, glimpl.Enum(glimpl.RED), glimpl.Enum(glimpl.HALF_FLOAT)})
triples = append(triples, textureTriple{gl.R16F, gl.Enum(gl.RED), gl.Enum(gl.HALF_FLOAT)})
}
// According to the OES_texture_half_float specification, EXT_color_buffer_half_float is needed to
// render to FBOs. However, the Safari WebGL1 implementation does support half-float FBOs but does not
@@ -879,32 +879,32 @@ func floatTripleFor(f *glimpl.Functions, ver [2]int, exts []string) (textureTrip
// wrong.
if hasExtension(exts, "GL_OES_texture_half_float") || hasExtension(exts, "GL_EXT_color_buffer_half_float") {
// Try single channel.
triples = append(triples, textureTriple{glimpl.LUMINANCE, glimpl.Enum(glimpl.LUMINANCE), glimpl.Enum(glimpl.HALF_FLOAT_OES)})
triples = append(triples, textureTriple{gl.LUMINANCE, gl.Enum(gl.LUMINANCE), gl.Enum(gl.HALF_FLOAT_OES)})
// Fallback to 4 channels.
triples = append(triples, textureTriple{glimpl.RGBA, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.HALF_FLOAT_OES)})
triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.HALF_FLOAT_OES)})
}
if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") {
triples = append(triples, textureTriple{glimpl.RGBA, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.FLOAT)})
triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.FLOAT)})
}
tex := f.CreateTexture()
defer f.DeleteTexture(tex)
f.BindTexture(glimpl.TEXTURE_2D, tex)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, glimpl.NEAREST)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, glimpl.NEAREST)
f.BindTexture(gl.TEXTURE_2D, tex)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
fbo := f.CreateFramebuffer()
defer f.DeleteFramebuffer(fbo)
defFBO := glimpl.Framebuffer(f.GetBinding(glimpl.FRAMEBUFFER_BINDING))
f.BindFramebuffer(glimpl.FRAMEBUFFER, fbo)
defer f.BindFramebuffer(glimpl.FRAMEBUFFER, defFBO)
defFBO := gl.Framebuffer(f.GetBinding(gl.FRAMEBUFFER_BINDING))
f.BindFramebuffer(gl.FRAMEBUFFER, fbo)
defer f.BindFramebuffer(gl.FRAMEBUFFER, defFBO)
var attempts []string
for _, tt := range triples {
const size = 256
f.TexImage2D(glimpl.TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ)
f.FramebufferTexture2D(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, tex, 0)
st := f.CheckFramebufferStatus(glimpl.FRAMEBUFFER)
if st == glimpl.FRAMEBUFFER_COMPLETE {
f.TexImage2D(gl.TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ)
f.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)
st := f.CheckFramebufferStatus(gl.FRAMEBUFFER)
if st == gl.FRAMEBUFFER_COMPLETE {
return tt, nil
}
attempts = append(attempts, fmt.Sprintf("(0x%x, 0x%x, 0x%x): 0x%x", tt.internalFormat, tt.format, tt.typ, st))
@@ -915,21 +915,21 @@ func floatTripleFor(f *glimpl.Functions, ver [2]int, exts []string) (textureTrip
func srgbaTripleFor(ver [2]int, exts []string) (textureTriple, error) {
switch {
case ver[0] >= 3:
return textureTriple{glimpl.SRGB8_ALPHA8, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.UNSIGNED_BYTE)}, nil
return textureTriple{gl.SRGB8_ALPHA8, gl.Enum(gl.RGBA), gl.Enum(gl.UNSIGNED_BYTE)}, nil
case hasExtension(exts, "GL_EXT_sRGB"):
return textureTriple{glimpl.SRGB_ALPHA_EXT, glimpl.Enum(glimpl.SRGB_ALPHA_EXT), glimpl.Enum(glimpl.UNSIGNED_BYTE)}, nil
return textureTriple{gl.SRGB_ALPHA_EXT, gl.Enum(gl.SRGB_ALPHA_EXT), gl.Enum(gl.UNSIGNED_BYTE)}, nil
default:
return textureTriple{}, errors.New("no sRGB texture formats found")
}
}
func alphaTripleFor(ver [2]int) textureTriple {
intf, f := glimpl.Enum(glimpl.R8), glimpl.Enum(glimpl.RED)
intf, f := gl.Enum(gl.R8), gl.Enum(gl.RED)
if ver[0] < 3 {
// R8, RED not supported on OpenGL ES 2.0.
intf, f = glimpl.LUMINANCE, glimpl.Enum(glimpl.LUMINANCE)
intf, f = gl.LUMINANCE, gl.Enum(gl.LUMINANCE)
}
return textureTriple{intf, f, glimpl.UNSIGNED_BYTE}
return textureTriple{intf, f, gl.UNSIGNED_BYTE}
}
func hasExtension(exts []string, ext string) bool {
@@ -941,16 +941,16 @@ func hasExtension(exts []string, ext string) bool {
return false
}
func firstBufferType(typ driver.BufferBinding) glimpl.Enum {
func firstBufferType(typ driver.BufferBinding) gl.Enum {
switch {
case typ&driver.BufferBindingIndices != 0:
return glimpl.ELEMENT_ARRAY_BUFFER
return gl.ELEMENT_ARRAY_BUFFER
case typ&driver.BufferBindingVertices != 0:
return glimpl.ARRAY_BUFFER
return gl.ARRAY_BUFFER
case typ&driver.BufferBindingUniforms != 0:
return glimpl.UNIFORM_BUFFER
return gl.UNIFORM_BUFFER
case typ&driver.BufferBindingShaderStorage != 0:
return glimpl.SHADER_STORAGE_BUFFER
return gl.SHADER_STORAGE_BUFFER
default:
panic("unsupported buffer type")
}
+3 -3
View File
@@ -11,12 +11,12 @@ import (
"strings"
"gioui.org/gpu"
"gioui.org/internal/glimpl"
"gioui.org/internal/gl"
"gioui.org/internal/srgb"
)
type Context struct {
c *glimpl.Functions
c *gl.Functions
disp _EGLDisplay
eglCtx *eglContext
eglSurf _EGLSurface
@@ -105,7 +105,7 @@ func NewContext(disp NativeDisplayType) (*Context, error) {
if err != nil {
return nil, err
}
f, err := glimpl.NewFunctions(nil)
f, err := gl.NewFunctions(nil)
if err != nil {
return nil, err
}
+2 -2
View File
@@ -10,7 +10,7 @@ import (
syscall "golang.org/x/sys/windows"
"gioui.org/internal/glimpl"
"gioui.org/internal/gl"
gunsafe "gioui.org/internal/unsafe"
)
@@ -57,7 +57,7 @@ func loadDLLs() error {
if err := loadDLL(libEGL, "libEGL.dll"); err != nil {
return err
}
if err := loadDLL(glimpl.LibGLESv2, "libGLESv2.dll"); err != nil {
if err := loadDLL(gl.LibGLESv2, "libGLESv2.dll"); err != nil {
return err
}
// d3dcompiler_47.dll is needed internally for shader compilation to function.
+1 -1
View File
@@ -1,6 +1,6 @@
// SPDX-License-Identifier: Unlicense OR MIT
package glimpl
package gl
type (
Attrib uint
@@ -1,6 +1,6 @@
// SPDX-License-Identifier: Unlicense OR MIT
package glimpl
package gl
import (
"errors"
@@ -2,7 +2,7 @@
// +build darwin linux freebsd openbsd
package glimpl
package gl
import (
"runtime"
@@ -1,6 +1,6 @@
// SPDX-License-Identifier: Unlicense OR MIT
package glimpl
package gl
import (
"math"
@@ -1,6 +1,6 @@
// +build !js
package glimpl
package gl
type (
Buffer struct{ V uint }
@@ -1,6 +1,6 @@
// SPDX-License-Identifier: Unlicense OR MIT
package glimpl
package gl
import "syscall/js"
@@ -1,6 +1,6 @@
// SPDX-License-Identifier: Unlicense OR MIT
package glimpl
package gl
import (
"errors"
+48 -48
View File
@@ -7,7 +7,7 @@ import (
"runtime"
"strings"
"gioui.org/internal/glimpl"
"gioui.org/internal/gl"
"gioui.org/internal/unsafe"
)
@@ -15,32 +15,32 @@ import (
// for gamma-correct rendering on platforms without
// sRGB enabled native framebuffers.
type FBO struct {
c *glimpl.Functions
c *gl.Functions
width, height int
frameBuffer glimpl.Framebuffer
depthBuffer glimpl.Renderbuffer
colorTex glimpl.Texture
frameBuffer gl.Framebuffer
depthBuffer gl.Renderbuffer
colorTex gl.Texture
blitted bool
quad glimpl.Buffer
prog glimpl.Program
quad gl.Buffer
prog gl.Program
gl3 bool
}
func New(ctx glimpl.Context) (*FBO, error) {
f, err := glimpl.NewFunctions(ctx)
func New(ctx gl.Context) (*FBO, error) {
f, err := gl.NewFunctions(ctx)
if err != nil {
return nil, err
}
var gl3 bool
glVer := f.GetString(glimpl.VERSION)
ver, _, err := glimpl.ParseGLVersion(glVer)
glVer := f.GetString(gl.VERSION)
ver, _, err := gl.ParseGLVersion(glVer)
if err != nil {
return nil, err
}
if ver[0] >= 3 {
gl3 = true
} else {
exts := f.GetString(glimpl.EXTENSIONS)
exts := f.GetString(gl.EXTENSIONS)
if !strings.Contains(exts, "EXT_sRGB") {
return nil, fmt.Errorf("no support for OpenGL ES 3 nor EXT_sRGB")
}
@@ -52,17 +52,17 @@ func New(ctx glimpl.Context) (*FBO, error) {
colorTex: f.CreateTexture(),
depthBuffer: f.CreateRenderbuffer(),
}
f.BindTexture(glimpl.TEXTURE_2D, s.colorTex)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, glimpl.NEAREST)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, glimpl.NEAREST)
f.BindTexture(gl.TEXTURE_2D, s.colorTex)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
return s, nil
}
func (s *FBO) Blit() {
if !s.blitted {
prog, err := glimpl.CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
prog, err := gl.CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
if err != nil {
panic(err)
}
@@ -70,39 +70,39 @@ func (s *FBO) Blit() {
s.c.UseProgram(prog)
s.c.Uniform1i(s.c.GetUniformLocation(prog, "tex"), 0)
s.quad = s.c.CreateBuffer()
s.c.BindBuffer(glimpl.ARRAY_BUFFER, s.quad)
s.c.BindBuffer(gl.ARRAY_BUFFER, s.quad)
coords := unsafe.BytesView([]float32{
-1, +1, 0, 1,
+1, +1, 1, 1,
-1, -1, 0, 0,
+1, -1, 1, 0,
})
s.c.BufferData(glimpl.ARRAY_BUFFER, len(coords), glimpl.STATIC_DRAW)
s.c.BufferSubData(glimpl.ARRAY_BUFFER, 0, coords)
s.c.BufferData(gl.ARRAY_BUFFER, len(coords), gl.STATIC_DRAW)
s.c.BufferSubData(gl.ARRAY_BUFFER, 0, coords)
s.blitted = true
}
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, glimpl.Framebuffer{})
s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{})
s.c.UseProgram(s.prog)
s.c.BindTexture(glimpl.TEXTURE_2D, s.colorTex)
s.c.BindBuffer(glimpl.ARRAY_BUFFER, s.quad)
s.c.VertexAttribPointer(0 /* pos */, 2, glimpl.FLOAT, false, 4*4, 0)
s.c.VertexAttribPointer(1 /* uv */, 2, glimpl.FLOAT, false, 4*4, 4*2)
s.c.BindTexture(gl.TEXTURE_2D, s.colorTex)
s.c.BindBuffer(gl.ARRAY_BUFFER, s.quad)
s.c.VertexAttribPointer(0 /* pos */, 2, gl.FLOAT, false, 4*4, 0)
s.c.VertexAttribPointer(1 /* uv */, 2, gl.FLOAT, false, 4*4, 4*2)
s.c.EnableVertexAttribArray(0)
s.c.EnableVertexAttribArray(1)
s.c.DrawArrays(glimpl.TRIANGLE_STRIP, 0, 4)
s.c.BindTexture(glimpl.TEXTURE_2D, glimpl.Texture{})
s.c.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
s.c.BindTexture(gl.TEXTURE_2D, gl.Texture{})
s.c.DisableVertexAttribArray(0)
s.c.DisableVertexAttribArray(1)
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, s.frameBuffer)
s.c.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0)
s.c.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT)
s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT)
// The Android emulator requires framebuffer 0 bound at eglSwapBuffer time.
// Bind the sRGB framebuffer again in afterPresent.
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, glimpl.Framebuffer{})
s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{})
}
func (s *FBO) AfterPresent() {
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, s.frameBuffer)
s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
}
func (s *FBO) Refresh(w, h int) error {
@@ -110,20 +110,20 @@ func (s *FBO) Refresh(w, h int) error {
if w == 0 || h == 0 {
return nil
}
s.c.BindTexture(glimpl.TEXTURE_2D, s.colorTex)
s.c.BindTexture(gl.TEXTURE_2D, s.colorTex)
if s.gl3 {
s.c.TexImage2D(glimpl.TEXTURE_2D, 0, glimpl.SRGB8_ALPHA8, w, h, glimpl.RGBA, glimpl.UNSIGNED_BYTE)
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, w, h, gl.RGBA, gl.UNSIGNED_BYTE)
} else /* EXT_sRGB */ {
s.c.TexImage2D(glimpl.TEXTURE_2D, 0, glimpl.SRGB_ALPHA_EXT, w, h, glimpl.SRGB_ALPHA_EXT, glimpl.UNSIGNED_BYTE)
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB_ALPHA_EXT, w, h, gl.SRGB_ALPHA_EXT, gl.UNSIGNED_BYTE)
}
currentRB := glimpl.Renderbuffer(s.c.GetBinding(glimpl.RENDERBUFFER_BINDING))
s.c.BindRenderbuffer(glimpl.RENDERBUFFER, s.depthBuffer)
s.c.RenderbufferStorage(glimpl.RENDERBUFFER, glimpl.DEPTH_COMPONENT16, w, h)
s.c.BindRenderbuffer(glimpl.RENDERBUFFER, currentRB)
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, s.frameBuffer)
s.c.FramebufferTexture2D(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, s.colorTex, 0)
s.c.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT, glimpl.RENDERBUFFER, s.depthBuffer)
if st := s.c.CheckFramebufferStatus(glimpl.FRAMEBUFFER); st != glimpl.FRAMEBUFFER_COMPLETE {
currentRB := gl.Renderbuffer(s.c.GetBinding(gl.RENDERBUFFER_BINDING))
s.c.BindRenderbuffer(gl.RENDERBUFFER, s.depthBuffer)
s.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h)
s.c.BindRenderbuffer(gl.RENDERBUFFER, currentRB)
s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
s.c.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, s.colorTex, 0)
s.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, s.depthBuffer)
if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
}
@@ -132,12 +132,12 @@ func (s *FBO) Refresh(w, h int) error {
// 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(glimpl.COLOR_BUFFER_BIT)
s.c.Clear(gl.COLOR_BUFFER_BIT)
var pixel [4]byte
s.c.ReadPixels(0, 0, 1, 1, glimpl.RGBA, glimpl.UNSIGNED_BYTE, pixel[:])
s.c.ReadPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel[:])
if pixel[0] == 128 { // Correct sRGB color value is ~188
s.c.TexImage2D(glimpl.TEXTURE_2D, 0, glimpl.RGBA, w, h, glimpl.RGBA, glimpl.UNSIGNED_BYTE)
if st := s.c.CheckFramebufferStatus(glimpl.FRAMEBUFFER); st != glimpl.FRAMEBUFFER_COMPLETE {
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, gl.RGBA, gl.UNSIGNED_BYTE)
if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
}
}