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