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
+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())
}
}