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
+181
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@@ -0,0 +1,181 @@
// SPDX-License-Identifier: Unlicense OR MIT
package gl
type (
Attrib uint
Enum uint
)
const (
ALL_BARRIER_BITS = 0xffffffff
ARRAY_BUFFER = 0x8892
BLEND = 0xbe2
CLAMP_TO_EDGE = 0x812f
COLOR_ATTACHMENT0 = 0x8ce0
COLOR_BUFFER_BIT = 0x4000
COMPILE_STATUS = 0x8b81
COMPUTE_SHADER = 0x91B9
DEPTH_BUFFER_BIT = 0x100
DEPTH_ATTACHMENT = 0x8d00
DEPTH_COMPONENT16 = 0x81a5
DEPTH_COMPONENT24 = 0x81A6
DEPTH_COMPONENT32F = 0x8CAC
DEPTH_TEST = 0xb71
DRAW_FRAMEBUFFER = 0x8CA9
DST_COLOR = 0x306
DYNAMIC_DRAW = 0x88E8
DYNAMIC_READ = 0x88E9
ELEMENT_ARRAY_BUFFER = 0x8893
EXTENSIONS = 0x1f03
FALSE = 0
FLOAT = 0x1406
FRAGMENT_SHADER = 0x8b30
FRAMEBUFFER = 0x8d40
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210
FRAMEBUFFER_BINDING = 0x8ca6
FRAMEBUFFER_COMPLETE = 0x8cd5
HALF_FLOAT = 0x140b
HALF_FLOAT_OES = 0x8d61
INFO_LOG_LENGTH = 0x8B84
INVALID_INDEX = ^uint(0)
GREATER = 0x204
GEQUAL = 0x206
LINEAR = 0x2601
LINK_STATUS = 0x8b82
LUMINANCE = 0x1909
MAP_READ_BIT = 0x0001
MAX_TEXTURE_SIZE = 0xd33
NEAREST = 0x2600
NO_ERROR = 0x0
NUM_EXTENSIONS = 0x821D
ONE = 0x1
ONE_MINUS_SRC_ALPHA = 0x303
QUERY_RESULT = 0x8866
QUERY_RESULT_AVAILABLE = 0x8867
R16F = 0x822d
R8 = 0x8229
READ_FRAMEBUFFER = 0x8ca8
READ_ONLY = 0x88B8
READ_WRITE = 0x88BA
RED = 0x1903
RENDERER = 0x1F01
RENDERBUFFER = 0x8d41
RENDERBUFFER_BINDING = 0x8ca7
RENDERBUFFER_HEIGHT = 0x8d43
RENDERBUFFER_WIDTH = 0x8d42
RGB = 0x1907
RGBA = 0x1908
RGBA8 = 0x8058
SHADER_STORAGE_BUFFER = 0x90D2
SHORT = 0x1402
SRGB = 0x8c40
SRGB_ALPHA_EXT = 0x8c42
SRGB8 = 0x8c41
SRGB8_ALPHA8 = 0x8c43
STATIC_DRAW = 0x88e4
STENCIL_BUFFER_BIT = 0x00000400
TEXTURE_2D = 0xde1
TEXTURE_MAG_FILTER = 0x2800
TEXTURE_MIN_FILTER = 0x2801
TEXTURE_WRAP_S = 0x2802
TEXTURE_WRAP_T = 0x2803
TEXTURE0 = 0x84c0
TEXTURE1 = 0x84c1
TRIANGLE_STRIP = 0x5
TRIANGLES = 0x4
TRUE = 1
UNIFORM_BUFFER = 0x8A11
UNPACK_ALIGNMENT = 0xcf5
UNSIGNED_BYTE = 0x1401
UNSIGNED_SHORT = 0x1403
VERSION = 0x1f02
VERTEX_SHADER = 0x8b31
WRITE_ONLY = 0x88B9
ZERO = 0x0
// EXT_disjoint_timer_query
TIME_ELAPSED_EXT = 0x88BF
GPU_DISJOINT_EXT = 0x8FBB
)
var _ interface {
ActiveTexture(texture Enum)
AttachShader(p Program, s Shader)
BeginQuery(target Enum, query Query)
BindAttribLocation(p Program, a Attrib, name string)
BindBuffer(target Enum, b Buffer)
BindBufferBase(target Enum, index int, buffer Buffer)
BindFramebuffer(target Enum, fb Framebuffer)
BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum)
BindRenderbuffer(target Enum, fb Renderbuffer)
BindTexture(target Enum, t Texture)
BlendEquation(mode Enum)
BlendFunc(sfactor, dfactor Enum)
BlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1 int, mask Enum, filter Enum)
BufferData(target Enum, size int, usage Enum)
BufferSubData(target Enum, offset int, src []byte)
CheckFramebufferStatus(target Enum) Enum
Clear(mask Enum)
ClearColor(red, green, blue, alpha float32)
ClearDepthf(d float32)
CompileShader(s Shader)
CreateBuffer() Buffer
CreateFramebuffer() Framebuffer
CreateProgram() Program
CreateQuery() Query
CreateRenderbuffer() Renderbuffer
CreateShader(ty Enum) Shader
CreateTexture() Texture
DeleteBuffer(v Buffer)
DeleteFramebuffer(v Framebuffer)
DeleteProgram(p Program)
DeleteQuery(query Query)
DeleteRenderbuffer(r Renderbuffer)
DeleteShader(s Shader)
DeleteTexture(v Texture)
DepthFunc(f Enum)
DepthMask(mask bool)
DisableVertexAttribArray(a Attrib)
Disable(cap Enum)
DispatchCompute(x, y, z int)
DrawArrays(mode Enum, first, count int)
DrawElements(mode Enum, count int, ty Enum, offset int)
Enable(cap Enum)
EnableVertexAttribArray(a Attrib)
EndQuery(target Enum)
FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int)
FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer)
GetBinding(pname Enum) Object
GetError() Enum
GetInteger(pname Enum) int
GetProgrami(p Program, pname Enum) int
GetProgramInfoLog(p Program) string
GetQueryObjectuiv(query Query, pname Enum) uint
GetShaderi(s Shader, pname Enum) int
GetShaderInfoLog(s Shader) string
GetString(pname Enum) string
GetUniformBlockIndex(p Program, name string) uint
GetUniformLocation(p Program, name string) Uniform
InvalidateFramebuffer(target, attachment Enum)
LinkProgram(p Program)
MapBufferRange(target Enum, offset, length int, access Enum) []byte
MemoryBarrier(barriers Enum)
ReadPixels(x, y, width, height int, format, ty Enum, data []byte)
RenderbufferStorage(target, internalformat Enum, width, height int)
ShaderSource(s Shader, src string)
TexImage2D(target Enum, level int, internalFormat Enum, width, height int, format, ty Enum)
TexParameteri(target, pname Enum, param int)
TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int)
TexSubImage2D(target Enum, level, xoff, yoff int, width, height int, format, ty Enum, data []byte)
UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint)
Uniform1f(dst Uniform, v float32)
Uniform1i(dst Uniform, v int)
Uniform2f(dst Uniform, v0, v1 float32)
Uniform3f(dst Uniform, v0, v1, v2 float32)
Uniform4f(dst Uniform, v0, v1, v2, v3 float32)
UseProgram(p Program)
UnmapBuffer(target Enum) bool
VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int)
Viewport(x, y, width, height int)
} = (*Functions)(nil)
+381
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// SPDX-License-Identifier: Unlicense OR MIT
package gl
import (
"errors"
"strings"
"syscall/js"
)
type Functions struct {
Ctx js.Value
EXT_disjoint_timer_query js.Value
EXT_disjoint_timer_query_webgl2 js.Value
// Cached reference to the Uint8Array JS type.
uint8Array js.Value
// Cached JS arrays.
arrayBuf js.Value
int32Buf js.Value
}
type Context js.Value
func NewFunctions(ctx Context) (*Functions, error) {
f := &Functions{
Ctx: js.Value(ctx),
uint8Array: js.Global().Get("Uint8Array"),
}
if err := f.Init(); err != nil {
return nil, err
}
return f, nil
}
func (f *Functions) Init() error {
webgl2Class := js.Global().Get("WebGL2RenderingContext")
iswebgl2 := !webgl2Class.IsUndefined() && f.Ctx.InstanceOf(webgl2Class)
if !iswebgl2 {
f.EXT_disjoint_timer_query = f.getExtension("EXT_disjoint_timer_query")
if f.getExtension("OES_texture_half_float").IsNull() && f.getExtension("OES_texture_float").IsNull() {
return errors.New("gl: no support for neither OES_texture_half_float nor OES_texture_float")
}
if f.getExtension("EXT_sRGB").IsNull() {
return errors.New("gl: EXT_sRGB not supported")
}
} else {
// WebGL2 extensions.
f.EXT_disjoint_timer_query_webgl2 = f.getExtension("EXT_disjoint_timer_query_webgl2")
if f.getExtension("EXT_color_buffer_half_float").IsNull() && f.getExtension("EXT_color_buffer_float").IsNull() {
return errors.New("gl: no support for neither EXT_color_buffer_half_float nor EXT_color_buffer_float")
}
}
return nil
}
func (f *Functions) getExtension(name string) js.Value {
return f.Ctx.Call("getExtension", name)
}
func (f *Functions) ActiveTexture(t Enum) {
f.Ctx.Call("activeTexture", int(t))
}
func (f *Functions) AttachShader(p Program, s Shader) {
f.Ctx.Call("attachShader", js.Value(p), js.Value(s))
}
func (f *Functions) BeginQuery(target Enum, query Query) {
if !f.EXT_disjoint_timer_query_webgl2.IsNull() {
f.Ctx.Call("beginQuery", int(target), js.Value(query))
} else {
f.EXT_disjoint_timer_query.Call("beginQueryEXT", int(target), js.Value(query))
}
}
func (f *Functions) BindAttribLocation(p Program, a Attrib, name string) {
f.Ctx.Call("bindAttribLocation", js.Value(p), int(a), name)
}
func (f *Functions) BindBuffer(target Enum, b Buffer) {
f.Ctx.Call("bindBuffer", int(target), js.Value(b))
}
func (f *Functions) BindBufferBase(target Enum, index int, b Buffer) {
f.Ctx.Call("bindBufferBase", int(target), index, js.Value(b))
}
func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
f.Ctx.Call("bindFramebuffer", int(target), js.Value(fb))
}
func (f *Functions) BindRenderbuffer(target Enum, rb Renderbuffer) {
f.Ctx.Call("bindRenderbuffer", int(target), js.Value(rb))
}
func (f *Functions) BindTexture(target Enum, t Texture) {
f.Ctx.Call("bindTexture", int(target), js.Value(t))
}
func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) {
panic("not implemented")
}
func (f *Functions) BlendEquation(mode Enum) {
f.Ctx.Call("blendEquation", int(mode))
}
func (f *Functions) BlendFunc(sfactor, dfactor Enum) {
f.Ctx.Call("blendFunc", int(sfactor), int(dfactor))
}
func (f *Functions) BlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1 int, mask Enum, filter Enum) {
panic("not implemented")
}
func (f *Functions) BufferData(target Enum, size int, usage Enum) {
f.Ctx.Call("bufferData", int(target), size, int(usage))
}
func (f *Functions) BufferSubData(target Enum, offset int, src []byte) {
f.Ctx.Call("bufferSubData", int(target), offset, f.byteArrayOf(src))
}
func (f *Functions) CheckFramebufferStatus(target Enum) Enum {
return Enum(f.Ctx.Call("checkFramebufferStatus", int(target)).Int())
}
func (f *Functions) Clear(mask Enum) {
f.Ctx.Call("clear", int(mask))
}
func (f *Functions) ClearColor(red, green, blue, alpha float32) {
f.Ctx.Call("clearColor", red, green, blue, alpha)
}
func (f *Functions) ClearDepthf(d float32) {
f.Ctx.Call("clearDepth", d)
}
func (f *Functions) CompileShader(s Shader) {
f.Ctx.Call("compileShader", js.Value(s))
}
func (f *Functions) CreateBuffer() Buffer {
return Buffer(f.Ctx.Call("createBuffer"))
}
func (f *Functions) CreateFramebuffer() Framebuffer {
return Framebuffer(f.Ctx.Call("createFramebuffer"))
}
func (f *Functions) CreateProgram() Program {
return Program(f.Ctx.Call("createProgram"))
}
func (f *Functions) CreateQuery() Query {
return Query(f.Ctx.Call("createQuery"))
}
func (f *Functions) CreateRenderbuffer() Renderbuffer {
return Renderbuffer(f.Ctx.Call("createRenderbuffer"))
}
func (f *Functions) CreateShader(ty Enum) Shader {
return Shader(f.Ctx.Call("createShader", int(ty)))
}
func (f *Functions) CreateTexture() Texture {
return Texture(f.Ctx.Call("createTexture"))
}
func (f *Functions) DeleteBuffer(v Buffer) {
f.Ctx.Call("deleteBuffer", js.Value(v))
}
func (f *Functions) DeleteFramebuffer(v Framebuffer) {
f.Ctx.Call("deleteFramebuffer", js.Value(v))
}
func (f *Functions) DeleteProgram(p Program) {
f.Ctx.Call("deleteProgram", js.Value(p))
}
func (f *Functions) DeleteQuery(query Query) {
if !f.EXT_disjoint_timer_query_webgl2.IsNull() {
f.Ctx.Call("deleteQuery", js.Value(query))
} else {
f.EXT_disjoint_timer_query.Call("deleteQueryEXT", js.Value(query))
}
}
func (f *Functions) DeleteShader(s Shader) {
f.Ctx.Call("deleteShader", js.Value(s))
}
func (f *Functions) DeleteRenderbuffer(v Renderbuffer) {
f.Ctx.Call("deleteRenderbuffer", js.Value(v))
}
func (f *Functions) DeleteTexture(v Texture) {
f.Ctx.Call("deleteTexture", js.Value(v))
}
func (f *Functions) DepthFunc(fn Enum) {
f.Ctx.Call("depthFunc", int(fn))
}
func (f *Functions) DepthMask(mask bool) {
f.Ctx.Call("depthMask", mask)
}
func (f *Functions) DisableVertexAttribArray(a Attrib) {
f.Ctx.Call("disableVertexAttribArray", int(a))
}
func (f *Functions) Disable(cap Enum) {
f.Ctx.Call("disable", int(cap))
}
func (f *Functions) DrawArrays(mode Enum, first, count int) {
f.Ctx.Call("drawArrays", int(mode), first, count)
}
func (f *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) {
f.Ctx.Call("drawElements", int(mode), count, int(ty), offset)
}
func (f *Functions) DispatchCompute(x, y, z int) {
panic("not implemented")
}
func (f *Functions) Enable(cap Enum) {
f.Ctx.Call("enable", int(cap))
}
func (f *Functions) EnableVertexAttribArray(a Attrib) {
f.Ctx.Call("enableVertexAttribArray", int(a))
}
func (f *Functions) EndQuery(target Enum) {
if !f.EXT_disjoint_timer_query_webgl2.IsNull() {
f.Ctx.Call("endQuery", int(target))
} else {
f.EXT_disjoint_timer_query.Call("endQueryEXT", int(target))
}
}
func (f *Functions) Finish() {
f.Ctx.Call("finish")
}
func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) {
f.Ctx.Call("framebufferRenderbuffer", int(target), int(attachment), int(renderbuffertarget), js.Value(renderbuffer))
}
func (f *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
f.Ctx.Call("framebufferTexture2D", int(target), int(attachment), int(texTarget), js.Value(t), level)
}
func (f *Functions) GetError() Enum {
// Avoid slow getError calls. See gio#179.
return 0
}
func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int {
return paramVal(f.Ctx.Call("getRenderbufferParameteri", int(pname)))
}
func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
return paramVal(f.Ctx.Call("getFramebufferAttachmentParameter", int(target), int(attachment), int(pname)))
}
func (f *Functions) GetBinding(pname Enum) Object {
return Object(f.Ctx.Call("getParameter", int(pname)))
}
func (f *Functions) GetInteger(pname Enum) int {
return paramVal(f.Ctx.Call("getParameter", int(pname)))
}
func (f *Functions) GetProgrami(p Program, pname Enum) int {
return paramVal(f.Ctx.Call("getProgramParameter", js.Value(p), int(pname)))
}
func (f *Functions) GetProgramInfoLog(p Program) string {
return f.Ctx.Call("getProgramInfoLog", js.Value(p)).String()
}
func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
if !f.EXT_disjoint_timer_query_webgl2.IsNull() {
return uint(paramVal(f.Ctx.Call("getQueryParameter", js.Value(query), int(pname))))
} else {
return uint(paramVal(f.EXT_disjoint_timer_query.Call("getQueryObjectEXT", js.Value(query), int(pname))))
}
}
func (f *Functions) GetShaderi(s Shader, pname Enum) int {
return paramVal(f.Ctx.Call("getShaderParameter", js.Value(s), int(pname)))
}
func (f *Functions) GetShaderInfoLog(s Shader) string {
return f.Ctx.Call("getShaderInfoLog", js.Value(s)).String()
}
func (f *Functions) GetString(pname Enum) string {
switch pname {
case EXTENSIONS:
extsjs := f.Ctx.Call("getSupportedExtensions")
var exts []string
for i := 0; i < extsjs.Length(); i++ {
exts = append(exts, "GL_"+extsjs.Index(i).String())
}
return strings.Join(exts, " ")
default:
return f.Ctx.Call("getParameter", int(pname)).String()
}
}
func (f *Functions) GetUniformBlockIndex(p Program, name string) uint {
return uint(paramVal(f.Ctx.Call("getUniformBlockIndex", js.Value(p), name)))
}
func (f *Functions) GetUniformLocation(p Program, name string) Uniform {
return Uniform(f.Ctx.Call("getUniformLocation", js.Value(p), name))
}
func (f *Functions) InvalidateFramebuffer(target, attachment Enum) {
fn := f.Ctx.Get("invalidateFramebuffer")
if !fn.IsUndefined() {
if f.int32Buf.IsUndefined() {
f.int32Buf = js.Global().Get("Int32Array").New(1)
}
f.int32Buf.SetIndex(0, int32(attachment))
f.Ctx.Call("invalidateFramebuffer", int(target), f.int32Buf)
}
}
func (f *Functions) LinkProgram(p Program) {
f.Ctx.Call("linkProgram", js.Value(p))
}
func (f *Functions) PixelStorei(pname Enum, param int32) {
f.Ctx.Call("pixelStorei", int(pname), param)
}
func (f *Functions) MemoryBarrier(barriers Enum) {
panic("not implemented")
}
func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte {
panic("not implemented")
}
func (f *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) {
f.Ctx.Call("renderbufferStorage", int(target), int(internalformat), width, height)
}
func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) {
ba := f.byteArrayOf(data)
f.Ctx.Call("readPixels", x, y, width, height, int(format), int(ty), ba)
js.CopyBytesToGo(data, ba)
}
func (f *Functions) Scissor(x, y, width, height int32) {
f.Ctx.Call("scissor", x, y, width, height)
}
func (f *Functions) ShaderSource(s Shader, src string) {
f.Ctx.Call("shaderSource", js.Value(s), src)
}
func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width, height int, format, ty Enum) {
f.Ctx.Call("texImage2D", int(target), int(level), int(internalFormat), int(width), int(height), 0, int(format), int(ty), nil)
}
func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) {
f.Ctx.Call("texStorage2D", int(target), levels, int(internalFormat), width, height)
}
func (f *Functions) TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
f.Ctx.Call("texSubImage2D", int(target), level, x, y, width, height, int(format), int(ty), f.byteArrayOf(data))
}
func (f *Functions) TexParameteri(target, pname Enum, param int) {
f.Ctx.Call("texParameteri", int(target), int(pname), int(param))
}
func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) {
f.Ctx.Call("uniformBlockBinding", js.Value(p), int(uniformBlockIndex), int(uniformBlockBinding))
}
func (f *Functions) Uniform1f(dst Uniform, v float32) {
f.Ctx.Call("uniform1f", js.Value(dst), v)
}
func (f *Functions) Uniform1i(dst Uniform, v int) {
f.Ctx.Call("uniform1i", js.Value(dst), v)
}
func (f *Functions) Uniform2f(dst Uniform, v0, v1 float32) {
f.Ctx.Call("uniform2f", js.Value(dst), v0, v1)
}
func (f *Functions) Uniform3f(dst Uniform, v0, v1, v2 float32) {
f.Ctx.Call("uniform3f", js.Value(dst), v0, v1, v2)
}
func (f *Functions) Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
f.Ctx.Call("uniform4f", js.Value(dst), v0, v1, v2, v3)
}
func (f *Functions) UseProgram(p Program) {
f.Ctx.Call("useProgram", js.Value(p))
}
func (f *Functions) UnmapBuffer(target Enum) bool {
panic("not implemented")
}
func (f *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
f.Ctx.Call("vertexAttribPointer", int(dst), size, int(ty), normalized, stride, offset)
}
func (f *Functions) Viewport(x, y, width, height int) {
f.Ctx.Call("viewport", x, y, width, height)
}
func (f *Functions) byteArrayOf(data []byte) js.Value {
if len(data) == 0 {
return js.Null()
}
f.resizeByteBuffer(len(data))
ba := f.uint8Array.New(f.arrayBuf, int(0), int(len(data)))
js.CopyBytesToJS(ba, data)
return ba
}
func (f *Functions) resizeByteBuffer(n int) {
if n == 0 {
return
}
if !f.arrayBuf.IsUndefined() && f.arrayBuf.Length() >= n {
return
}
f.arrayBuf = js.Global().Get("ArrayBuffer").New(n)
}
func paramVal(v js.Value) int {
switch v.Type() {
case js.TypeBoolean:
if b := v.Bool(); b {
return 1
} else {
return 0
}
case js.TypeNumber:
return v.Int()
default:
panic("unknown parameter type")
}
}
+633
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@@ -0,0 +1,633 @@
// SPDX-License-Identifier: Unlicense OR MIT
// +build darwin linux freebsd openbsd
package gl
import (
"runtime"
"strings"
"unsafe"
)
/*
#cgo CFLAGS: -Werror
#cgo linux,!android pkg-config: glesv2
#cgo linux freebsd LDFLAGS: -ldl
#cgo freebsd openbsd android LDFLAGS: -lGLESv2
#cgo freebsd CFLAGS: -I/usr/local/include
#cgo freebsd LDFLAGS: -L/usr/local/lib
#cgo openbsd CFLAGS: -I/usr/X11R6/include
#cgo openbsd LDFLAGS: -L/usr/X11R6/lib
#cgo darwin,!ios CFLAGS: -DGL_SILENCE_DEPRECATION
#cgo darwin,!ios LDFLAGS: -framework OpenGL
#cgo darwin,ios CFLAGS: -DGLES_SILENCE_DEPRECATION
#cgo darwin,ios LDFLAGS: -framework OpenGLES
#include <stdlib.h>
#ifdef __APPLE__
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE
#include <OpenGLES/ES3/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#else
#define __USE_GNU
#include <dlfcn.h>
#include <GLES2/gl2.h>
#include <GLES3/gl3.h>
#endif
static void (*_glBindBufferBase)(GLenum target, GLuint index, GLuint buffer);
static GLuint (*_glGetUniformBlockIndex)(GLuint program, const GLchar *uniformBlockName);
static void (*_glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
static void (*_glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum *attachments);
static void (*_glBeginQuery)(GLenum target, GLuint id);
static void (*_glDeleteQueries)(GLsizei n, const GLuint *ids);
static void (*_glEndQuery)(GLenum target);
static void (*_glGenQueries)(GLsizei n, GLuint *ids);
static void (*_glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint *params);
static const GLubyte* (*_glGetStringi)(GLenum name, GLuint index);
static void (*_glMemoryBarrier)(GLbitfield barriers);
static void (*_glDispatchCompute)(GLuint x, GLuint y, GLuint z);
static void* (*_glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
static GLboolean (*_glUnmapBuffer)(GLenum target);
static void (*_glBindImageTexture)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
static void (*_glTexStorage2D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
static void (*_glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
// The pointer-free version of glVertexAttribPointer, to avoid the Cgo pointer checks.
__attribute__ ((visibility ("hidden"))) void gio_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t offset) {
glVertexAttribPointer(index, size, type, normalized, stride, (const GLvoid *)offset);
}
// The pointer-free version of glDrawElements, to avoid the Cgo pointer checks.
__attribute__ ((visibility ("hidden"))) void gio_glDrawElements(GLenum mode, GLsizei count, GLenum type, const uintptr_t offset) {
glDrawElements(mode, count, type, (const GLvoid *)offset);
}
__attribute__ ((visibility ("hidden"))) void gio_glBindBufferBase(GLenum target, GLuint index, GLuint buffer) {
_glBindBufferBase(target, index, buffer);
}
__attribute__ ((visibility ("hidden"))) void gio_glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) {
_glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
}
__attribute__ ((visibility ("hidden"))) GLuint gio_glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) {
return _glGetUniformBlockIndex(program, uniformBlockName);
}
__attribute__ ((visibility ("hidden"))) void gio_glInvalidateFramebuffer(GLenum target, GLenum attachment) {
// Framebuffer invalidation is just a hint and can safely be ignored.
if (_glInvalidateFramebuffer != NULL) {
_glInvalidateFramebuffer(target, 1, &attachment);
}
}
__attribute__ ((visibility ("hidden"))) void gio_glBeginQuery(GLenum target, GLenum attachment) {
_glBeginQuery(target, attachment);
}
__attribute__ ((visibility ("hidden"))) void gio_glDeleteQueries(GLsizei n, const GLuint *ids) {
_glDeleteQueries(n, ids);
}
__attribute__ ((visibility ("hidden"))) void gio_glEndQuery(GLenum target) {
_glEndQuery(target);
}
__attribute__ ((visibility ("hidden"))) const GLubyte* gio_glGetStringi(GLenum name, GLuint index) {
if (_glGetStringi == NULL) {
return NULL;
}
return _glGetStringi(name, index);
}
__attribute__ ((visibility ("hidden"))) void gio_glGenQueries(GLsizei n, GLuint *ids) {
_glGenQueries(n, ids);
}
__attribute__ ((visibility ("hidden"))) void gio_glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) {
_glGetQueryObjectuiv(id, pname, params);
}
__attribute__ ((visibility ("hidden"))) void gio_glMemoryBarrier(GLbitfield barriers) {
_glMemoryBarrier(barriers);
}
__attribute__ ((visibility ("hidden"))) void gio_glDispatchCompute(GLuint x, GLuint y, GLuint z) {
_glDispatchCompute(x, y, z);
}
__attribute__ ((visibility ("hidden"))) void *gio_glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) {
return _glMapBufferRange(target, offset, length, access);
}
__attribute__ ((visibility ("hidden"))) GLboolean gio_glUnmapBuffer(GLenum target) {
return _glUnmapBuffer(target);
}
__attribute__ ((visibility ("hidden"))) void gio_glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) {
_glBindImageTexture(unit, texture, level, layered, layer, access, format);
}
__attribute__ ((visibility ("hidden"))) void gio_glTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height) {
_glTexStorage2D(target, levels, internalFormat, width, height);
}
__attribute__ ((visibility ("hidden"))) void gio_glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
_glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
__attribute__((constructor)) static void gio_loadGLFunctions() {
#ifdef __APPLE__
#if TARGET_OS_IPHONE
_glInvalidateFramebuffer = glInvalidateFramebuffer;
_glBeginQuery = glBeginQuery;
_glDeleteQueries = glDeleteQueries;
_glEndQuery = glEndQuery;
_glGenQueries = glGenQueries;
_glGetQueryObjectuiv = glGetQueryObjectuiv;
_glTexStorage2D = glTexStorage2D;
#endif
_glBindBufferBase = glBindBufferBase;
_glGetUniformBlockIndex = glGetUniformBlockIndex;
_glUniformBlockBinding = glUniformBlockBinding;
_glGetStringi = glGetStringi;
#else
// Load libGLESv3 if available.
dlopen("libGLESv3.so", RTLD_NOW | RTLD_GLOBAL);
_glBindBufferBase = dlsym(RTLD_DEFAULT, "glBindBufferBase");
_glGetUniformBlockIndex = dlsym(RTLD_DEFAULT, "glGetUniformBlockIndex");
_glUniformBlockBinding = dlsym(RTLD_DEFAULT, "glUniformBlockBinding");
_glInvalidateFramebuffer = dlsym(RTLD_DEFAULT, "glInvalidateFramebuffer");
_glGetStringi = dlsym(RTLD_DEFAULT, "glGetStringi");
// Fall back to EXT_invalidate_framebuffer if available.
if (_glInvalidateFramebuffer == NULL) {
_glInvalidateFramebuffer = dlsym(RTLD_DEFAULT, "glDiscardFramebufferEXT");
}
_glBeginQuery = dlsym(RTLD_DEFAULT, "glBeginQuery");
if (_glBeginQuery == NULL)
_glBeginQuery = dlsym(RTLD_DEFAULT, "glBeginQueryEXT");
_glDeleteQueries = dlsym(RTLD_DEFAULT, "glDeleteQueries");
if (_glDeleteQueries == NULL)
_glDeleteQueries = dlsym(RTLD_DEFAULT, "glDeleteQueriesEXT");
_glEndQuery = dlsym(RTLD_DEFAULT, "glEndQuery");
if (_glEndQuery == NULL)
_glEndQuery = dlsym(RTLD_DEFAULT, "glEndQueryEXT");
_glGenQueries = dlsym(RTLD_DEFAULT, "glGenQueries");
if (_glGenQueries == NULL)
_glGenQueries = dlsym(RTLD_DEFAULT, "glGenQueriesEXT");
_glGetQueryObjectuiv = dlsym(RTLD_DEFAULT, "glGetQueryObjectuiv");
if (_glGetQueryObjectuiv == NULL)
_glGetQueryObjectuiv = dlsym(RTLD_DEFAULT, "glGetQueryObjectuivEXT");
_glMemoryBarrier = dlsym(RTLD_DEFAULT, "glMemoryBarrier");
_glDispatchCompute = dlsym(RTLD_DEFAULT, "glDispatchCompute");
_glMapBufferRange = dlsym(RTLD_DEFAULT, "glMapBufferRange");
_glUnmapBuffer = dlsym(RTLD_DEFAULT, "glUnmapBuffer");
_glBindImageTexture = dlsym(RTLD_DEFAULT, "glBindImageTexture");
_glTexStorage2D = dlsym(RTLD_DEFAULT, "glTexStorage2D");
_glBlitFramebuffer = dlsym(RTLD_DEFAULT, "glBlitFramebuffer");
#endif
}
*/
import "C"
type Context interface{}
type Functions struct {
// Query caches.
uints [100]C.GLuint
ints [100]C.GLint
}
func NewFunctions(ctx Context) (*Functions, error) {
if ctx != nil {
panic("non-nil context")
}
return new(Functions), nil
}
func (f *Functions) ActiveTexture(texture Enum) {
C.glActiveTexture(C.GLenum(texture))
}
func (f *Functions) AttachShader(p Program, s Shader) {
C.glAttachShader(C.GLuint(p.V), C.GLuint(s.V))
}
func (f *Functions) BeginQuery(target Enum, query Query) {
C.gio_glBeginQuery(C.GLenum(target), C.GLenum(query.V))
}
func (f *Functions) BindAttribLocation(p Program, a Attrib, name string) {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
C.glBindAttribLocation(C.GLuint(p.V), C.GLuint(a), cname)
}
func (f *Functions) BindBufferBase(target Enum, index int, b Buffer) {
C.gio_glBindBufferBase(C.GLenum(target), C.GLuint(index), C.GLuint(b.V))
}
func (f *Functions) BindBuffer(target Enum, b Buffer) {
C.glBindBuffer(C.GLenum(target), C.GLuint(b.V))
}
func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
C.glBindFramebuffer(C.GLenum(target), C.GLuint(fb.V))
}
func (f *Functions) BindRenderbuffer(target Enum, fb Renderbuffer) {
C.glBindRenderbuffer(C.GLenum(target), C.GLuint(fb.V))
}
func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) {
l := C.GLboolean(C.GL_FALSE)
if layered {
l = C.GL_TRUE
}
C.gio_glBindImageTexture(C.GLuint(unit), C.GLuint(t.V), C.GLint(level), l, C.GLint(layer), C.GLenum(access), C.GLenum(format))
}
func (f *Functions) BindTexture(target Enum, t Texture) {
C.glBindTexture(C.GLenum(target), C.GLuint(t.V))
}
func (f *Functions) BlendEquation(mode Enum) {
C.glBlendEquation(C.GLenum(mode))
}
func (f *Functions) BlendFunc(sfactor, dfactor Enum) {
C.glBlendFunc(C.GLenum(sfactor), C.GLenum(dfactor))
}
func (f *Functions) BlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1 int, mask Enum, filter Enum) {
C.gio_glBlitFramebuffer(
C.GLint(sx0), C.GLint(sy0), C.GLint(sx1), C.GLint(sy1),
C.GLint(dx0), C.GLint(dy0), C.GLint(dx1), C.GLint(dy1),
C.GLenum(mask), C.GLenum(filter),
)
}
func (f *Functions) BufferData(target Enum, size int, usage Enum) {
C.glBufferData(C.GLenum(target), C.GLsizeiptr(size), nil, C.GLenum(usage))
}
func (f *Functions) BufferSubData(target Enum, offset int, src []byte) {
var p unsafe.Pointer
if len(src) > 0 {
p = unsafe.Pointer(&src[0])
}
C.glBufferSubData(C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(len(src)), p)
}
func (f *Functions) CheckFramebufferStatus(target Enum) Enum {
return Enum(C.glCheckFramebufferStatus(C.GLenum(target)))
}
func (f *Functions) Clear(mask Enum) {
C.glClear(C.GLbitfield(mask))
}
func (f *Functions) ClearColor(red float32, green float32, blue float32, alpha float32) {
C.glClearColor(C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha))
}
func (f *Functions) ClearDepthf(d float32) {
C.glClearDepthf(C.GLfloat(d))
}
func (f *Functions) CompileShader(s Shader) {
C.glCompileShader(C.GLuint(s.V))
}
func (f *Functions) CreateBuffer() Buffer {
C.glGenBuffers(1, &f.uints[0])
return Buffer{uint(f.uints[0])}
}
func (f *Functions) CreateFramebuffer() Framebuffer {
C.glGenFramebuffers(1, &f.uints[0])
return Framebuffer{uint(f.uints[0])}
}
func (f *Functions) CreateProgram() Program {
return Program{uint(C.glCreateProgram())}
}
func (f *Functions) CreateQuery() Query {
C.gio_glGenQueries(1, &f.uints[0])
return Query{uint(f.uints[0])}
}
func (f *Functions) CreateRenderbuffer() Renderbuffer {
C.glGenRenderbuffers(1, &f.uints[0])
return Renderbuffer{uint(f.uints[0])}
}
func (f *Functions) CreateShader(ty Enum) Shader {
return Shader{uint(C.glCreateShader(C.GLenum(ty)))}
}
func (f *Functions) CreateTexture() Texture {
C.glGenTextures(1, &f.uints[0])
return Texture{uint(f.uints[0])}
}
func (f *Functions) DeleteBuffer(v Buffer) {
f.uints[0] = C.GLuint(v.V)
C.glDeleteBuffers(1, &f.uints[0])
}
func (f *Functions) DeleteFramebuffer(v Framebuffer) {
f.uints[0] = C.GLuint(v.V)
C.glDeleteFramebuffers(1, &f.uints[0])
}
func (f *Functions) DeleteProgram(p Program) {
C.glDeleteProgram(C.GLuint(p.V))
}
func (f *Functions) DeleteQuery(query Query) {
f.uints[0] = C.GLuint(query.V)
C.gio_glDeleteQueries(1, &f.uints[0])
}
func (f *Functions) DeleteRenderbuffer(v Renderbuffer) {
f.uints[0] = C.GLuint(v.V)
C.glDeleteRenderbuffers(1, &f.uints[0])
}
func (f *Functions) DeleteShader(s Shader) {
C.glDeleteShader(C.GLuint(s.V))
}
func (f *Functions) DeleteTexture(v Texture) {
f.uints[0] = C.GLuint(v.V)
C.glDeleteTextures(1, &f.uints[0])
}
func (f *Functions) DepthFunc(v Enum) {
C.glDepthFunc(C.GLenum(v))
}
func (f *Functions) DepthMask(mask bool) {
m := C.GLboolean(C.GL_FALSE)
if mask {
m = C.GLboolean(C.GL_TRUE)
}
C.glDepthMask(m)
}
func (f *Functions) DisableVertexAttribArray(a Attrib) {
C.glDisableVertexAttribArray(C.GLuint(a))
}
func (f *Functions) Disable(cap Enum) {
C.glDisable(C.GLenum(cap))
}
func (f *Functions) DrawArrays(mode Enum, first int, count int) {
C.glDrawArrays(C.GLenum(mode), C.GLint(first), C.GLsizei(count))
}
func (f *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) {
C.gio_glDrawElements(C.GLenum(mode), C.GLsizei(count), C.GLenum(ty), C.uintptr_t(offset))
}
func (f *Functions) DispatchCompute(x, y, z int) {
C.gio_glDispatchCompute(C.GLuint(x), C.GLuint(y), C.GLuint(z))
}
func (f *Functions) Enable(cap Enum) {
C.glEnable(C.GLenum(cap))
}
func (f *Functions) EndQuery(target Enum) {
C.gio_glEndQuery(C.GLenum(target))
}
func (f *Functions) EnableVertexAttribArray(a Attrib) {
C.glEnableVertexAttribArray(C.GLuint(a))
}
func (f *Functions) Finish() {
C.glFinish()
}
func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) {
C.glFramebufferRenderbuffer(C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer.V))
}
func (f *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
C.glFramebufferTexture2D(C.GLenum(target), C.GLenum(attachment), C.GLenum(texTarget), C.GLuint(t.V), C.GLint(level))
}
func (c *Functions) GetBinding(pname Enum) Object {
return Object{uint(c.GetInteger(pname))}
}
func (f *Functions) GetError() Enum {
return Enum(C.glGetError())
}
func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int {
C.glGetRenderbufferParameteriv(C.GLenum(target), C.GLenum(pname), &f.ints[0])
return int(f.ints[0])
}
func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
C.glGetFramebufferAttachmentParameteriv(C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), &f.ints[0])
return int(f.ints[0])
}
func (f *Functions) GetInteger(pname Enum) int {
C.glGetIntegerv(C.GLenum(pname), &f.ints[0])
return int(f.ints[0])
}
func (f *Functions) GetProgrami(p Program, pname Enum) int {
C.glGetProgramiv(C.GLuint(p.V), C.GLenum(pname), &f.ints[0])
return int(f.ints[0])
}
func (f *Functions) GetProgramInfoLog(p Program) string {
n := f.GetProgrami(p, INFO_LOG_LENGTH)
buf := make([]byte, n)
C.glGetProgramInfoLog(C.GLuint(p.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0])))
return string(buf)
}
func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
C.gio_glGetQueryObjectuiv(C.GLuint(query.V), C.GLenum(pname), &f.uints[0])
return uint(f.uints[0])
}
func (f *Functions) GetShaderi(s Shader, pname Enum) int {
C.glGetShaderiv(C.GLuint(s.V), C.GLenum(pname), &f.ints[0])
return int(f.ints[0])
}
func (f *Functions) GetShaderInfoLog(s Shader) string {
n := f.GetShaderi(s, INFO_LOG_LENGTH)
buf := make([]byte, n)
C.glGetShaderInfoLog(C.GLuint(s.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0])))
return string(buf)
}
func (f *Functions) GetStringi(pname Enum, index int) string {
str := C.gio_glGetStringi(C.GLenum(pname), C.GLuint(index))
if str == nil {
return ""
}
return C.GoString((*C.char)(unsafe.Pointer(str)))
}
func (f *Functions) GetString(pname Enum) string {
switch {
case runtime.GOOS == "darwin" && pname == EXTENSIONS:
// macOS OpenGL 3 core profile doesn't support glGetString(GL_EXTENSIONS).
// Use glGetStringi(GL_EXTENSIONS, <index>).
var exts []string
nexts := f.GetInteger(NUM_EXTENSIONS)
for i := 0; i < nexts; i++ {
ext := f.GetStringi(EXTENSIONS, i)
exts = append(exts, ext)
}
return strings.Join(exts, " ")
default:
str := C.glGetString(C.GLenum(pname))
return C.GoString((*C.char)(unsafe.Pointer(str)))
}
}
func (f *Functions) GetUniformBlockIndex(p Program, name string) uint {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
return uint(C.gio_glGetUniformBlockIndex(C.GLuint(p.V), cname))
}
func (f *Functions) GetUniformLocation(p Program, name string) Uniform {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
return Uniform{int(C.glGetUniformLocation(C.GLuint(p.V), cname))}
}
func (f *Functions) InvalidateFramebuffer(target, attachment Enum) {
C.gio_glInvalidateFramebuffer(C.GLenum(target), C.GLenum(attachment))
}
func (f *Functions) LinkProgram(p Program) {
C.glLinkProgram(C.GLuint(p.V))
}
func (f *Functions) PixelStorei(pname Enum, param int32) {
C.glPixelStorei(C.GLenum(pname), C.GLint(param))
}
func (f *Functions) MemoryBarrier(barriers Enum) {
C.gio_glMemoryBarrier(C.GLbitfield(barriers))
}
func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte {
p := C.gio_glMapBufferRange(C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(length), C.GLbitfield(access))
if p == nil {
return nil
}
return (*([1 << 30]byte))(p)[:length:length]
}
func (f *Functions) Scissor(x, y, width, height int32) {
C.glScissor(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
}
func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) {
var p unsafe.Pointer
if len(data) > 0 {
p = unsafe.Pointer(&data[0])
}
C.glReadPixels(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(ty), p)
}
func (f *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) {
C.glRenderbufferStorage(C.GLenum(target), C.GLenum(internalformat), C.GLsizei(width), C.GLsizei(height))
}
func (f *Functions) ShaderSource(s Shader, src string) {
csrc := C.CString(src)
defer C.free(unsafe.Pointer(csrc))
strlen := C.GLint(len(src))
C.glShaderSource(C.GLuint(s.V), 1, &csrc, &strlen)
}
func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width int, height int, format Enum, ty Enum) {
C.glTexImage2D(C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), 0, C.GLenum(format), C.GLenum(ty), nil)
}
func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) {
C.gio_glTexStorage2D(C.GLenum(target), C.GLsizei(levels), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height))
}
func (f *Functions) TexSubImage2D(target Enum, level int, x int, y int, width int, height int, format Enum, ty Enum, data []byte) {
var p unsafe.Pointer
if len(data) > 0 {
p = unsafe.Pointer(&data[0])
}
C.glTexSubImage2D(C.GLenum(target), C.GLint(level), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(ty), p)
}
func (f *Functions) TexParameteri(target, pname Enum, param int) {
C.glTexParameteri(C.GLenum(target), C.GLenum(pname), C.GLint(param))
}
func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) {
C.gio_glUniformBlockBinding(C.GLuint(p.V), C.GLuint(uniformBlockIndex), C.GLuint(uniformBlockBinding))
}
func (f *Functions) Uniform1f(dst Uniform, v float32) {
C.glUniform1f(C.GLint(dst.V), C.GLfloat(v))
}
func (f *Functions) Uniform1i(dst Uniform, v int) {
C.glUniform1i(C.GLint(dst.V), C.GLint(v))
}
func (f *Functions) Uniform2f(dst Uniform, v0 float32, v1 float32) {
C.glUniform2f(C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1))
}
func (f *Functions) Uniform3f(dst Uniform, v0 float32, v1 float32, v2 float32) {
C.glUniform3f(C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2))
}
func (f *Functions) Uniform4f(dst Uniform, v0 float32, v1 float32, v2 float32, v3 float32) {
C.glUniform4f(C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3))
}
func (f *Functions) UseProgram(p Program) {
C.glUseProgram(C.GLuint(p.V))
}
func (f *Functions) UnmapBuffer(target Enum) bool {
r := C.gio_glUnmapBuffer(C.GLenum(target))
return r == C.GL_TRUE
}
func (f *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride int, offset int) {
var n C.GLboolean = C.GL_FALSE
if normalized {
n = C.GL_TRUE
}
C.gio_glVertexAttribPointer(C.GLuint(dst), C.GLint(size), C.GLenum(ty), n, C.GLsizei(stride), C.uintptr_t(offset))
}
func (f *Functions) Viewport(x int, y int, width int, height int) {
C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
}
+432
View File
@@ -0,0 +1,432 @@
// SPDX-License-Identifier: Unlicense OR MIT
package gl
import (
"math"
"runtime"
"syscall"
"unsafe"
"golang.org/x/sys/windows"
gunsafe "gioui.org/internal/unsafe"
)
var (
LibGLESv2 = windows.NewLazyDLL("libGLESv2.dll")
_glActiveTexture = LibGLESv2.NewProc("glActiveTexture")
_glAttachShader = LibGLESv2.NewProc("glAttachShader")
_glBeginQuery = LibGLESv2.NewProc("glBeginQuery")
_glBindAttribLocation = LibGLESv2.NewProc("glBindAttribLocation")
_glBindBuffer = LibGLESv2.NewProc("glBindBuffer")
_glBindBufferBase = LibGLESv2.NewProc("glBindBufferBase")
_glBindFramebuffer = LibGLESv2.NewProc("glBindFramebuffer")
_glBindRenderbuffer = LibGLESv2.NewProc("glBindRenderbuffer")
_glBindTexture = LibGLESv2.NewProc("glBindTexture")
_glBlendEquation = LibGLESv2.NewProc("glBlendEquation")
_glBlendFunc = LibGLESv2.NewProc("glBlendFunc")
_glBufferData = LibGLESv2.NewProc("glBufferData")
_glBufferSubData = LibGLESv2.NewProc("glBufferSubData")
_glCheckFramebufferStatus = LibGLESv2.NewProc("glCheckFramebufferStatus")
_glClear = LibGLESv2.NewProc("glClear")
_glClearColor = LibGLESv2.NewProc("glClearColor")
_glClearDepthf = LibGLESv2.NewProc("glClearDepthf")
_glDeleteQueries = LibGLESv2.NewProc("glDeleteQueries")
_glCompileShader = LibGLESv2.NewProc("glCompileShader")
_glGenBuffers = LibGLESv2.NewProc("glGenBuffers")
_glGenFramebuffers = LibGLESv2.NewProc("glGenFramebuffers")
_glGetUniformBlockIndex = LibGLESv2.NewProc("glGetUniformBlockIndex")
_glCreateProgram = LibGLESv2.NewProc("glCreateProgram")
_glGenRenderbuffers = LibGLESv2.NewProc("glGenRenderbuffers")
_glCreateShader = LibGLESv2.NewProc("glCreateShader")
_glGenTextures = LibGLESv2.NewProc("glGenTextures")
_glDeleteBuffers = LibGLESv2.NewProc("glDeleteBuffers")
_glDeleteFramebuffers = LibGLESv2.NewProc("glDeleteFramebuffers")
_glDeleteProgram = LibGLESv2.NewProc("glDeleteProgram")
_glDeleteShader = LibGLESv2.NewProc("glDeleteShader")
_glDeleteRenderbuffers = LibGLESv2.NewProc("glDeleteRenderbuffers")
_glDeleteTextures = LibGLESv2.NewProc("glDeleteTextures")
_glDepthFunc = LibGLESv2.NewProc("glDepthFunc")
_glDepthMask = LibGLESv2.NewProc("glDepthMask")
_glDisableVertexAttribArray = LibGLESv2.NewProc("glDisableVertexAttribArray")
_glDisable = LibGLESv2.NewProc("glDisable")
_glDrawArrays = LibGLESv2.NewProc("glDrawArrays")
_glDrawElements = LibGLESv2.NewProc("glDrawElements")
_glEnable = LibGLESv2.NewProc("glEnable")
_glEnableVertexAttribArray = LibGLESv2.NewProc("glEnableVertexAttribArray")
_glEndQuery = LibGLESv2.NewProc("glEndQuery")
_glFinish = LibGLESv2.NewProc("glFinish")
_glFramebufferRenderbuffer = LibGLESv2.NewProc("glFramebufferRenderbuffer")
_glFramebufferTexture2D = LibGLESv2.NewProc("glFramebufferTexture2D")
_glGenQueries = LibGLESv2.NewProc("glGenQueries")
_glGetError = LibGLESv2.NewProc("glGetError")
_glGetRenderbufferParameteri = LibGLESv2.NewProc("glGetRenderbufferParameteri")
_glGetFramebufferAttachmentParameteri = LibGLESv2.NewProc("glGetFramebufferAttachmentParameteri")
_glGetIntegerv = LibGLESv2.NewProc("glGetIntegerv")
_glGetProgramiv = LibGLESv2.NewProc("glGetProgramiv")
_glGetProgramInfoLog = LibGLESv2.NewProc("glGetProgramInfoLog")
_glGetQueryObjectuiv = LibGLESv2.NewProc("glGetQueryObjectuiv")
_glGetShaderiv = LibGLESv2.NewProc("glGetShaderiv")
_glGetShaderInfoLog = LibGLESv2.NewProc("glGetShaderInfoLog")
_glGetString = LibGLESv2.NewProc("glGetString")
_glGetUniformLocation = LibGLESv2.NewProc("glGetUniformLocation")
_glInvalidateFramebuffer = LibGLESv2.NewProc("glInvalidateFramebuffer")
_glLinkProgram = LibGLESv2.NewProc("glLinkProgram")
_glPixelStorei = LibGLESv2.NewProc("glPixelStorei")
_glReadPixels = LibGLESv2.NewProc("glReadPixels")
_glRenderbufferStorage = LibGLESv2.NewProc("glRenderbufferStorage")
_glScissor = LibGLESv2.NewProc("glScissor")
_glShaderSource = LibGLESv2.NewProc("glShaderSource")
_glTexImage2D = LibGLESv2.NewProc("glTexImage2D")
_glTexStorage2D = LibGLESv2.NewProc("glTexStorage2D")
_glTexSubImage2D = LibGLESv2.NewProc("glTexSubImage2D")
_glTexParameteri = LibGLESv2.NewProc("glTexParameteri")
_glUniformBlockBinding = LibGLESv2.NewProc("glUniformBlockBinding")
_glUniform1f = LibGLESv2.NewProc("glUniform1f")
_glUniform1i = LibGLESv2.NewProc("glUniform1i")
_glUniform2f = LibGLESv2.NewProc("glUniform2f")
_glUniform3f = LibGLESv2.NewProc("glUniform3f")
_glUniform4f = LibGLESv2.NewProc("glUniform4f")
_glUseProgram = LibGLESv2.NewProc("glUseProgram")
_glVertexAttribPointer = LibGLESv2.NewProc("glVertexAttribPointer")
_glViewport = LibGLESv2.NewProc("glViewport")
)
type Functions struct {
// Query caches.
int32s [100]int32
}
type Context interface{}
func NewFunctions(ctx Context) (*Functions, error) {
if ctx != nil {
panic("non-nil context")
}
return new(Functions), nil
}
func (c *Functions) ActiveTexture(t Enum) {
syscall.Syscall(_glActiveTexture.Addr(), 1, uintptr(t), 0, 0)
}
func (c *Functions) AttachShader(p Program, s Shader) {
syscall.Syscall(_glAttachShader.Addr(), 2, uintptr(p.V), uintptr(s.V), 0)
}
func (f *Functions) BeginQuery(target Enum, query Query) {
syscall.Syscall(_glBeginQuery.Addr(), 2, uintptr(target), uintptr(query.V), 0)
}
func (c *Functions) BindAttribLocation(p Program, a Attrib, name string) {
cname := cString(name)
c0 := &cname[0]
syscall.Syscall(_glBindAttribLocation.Addr(), 3, uintptr(p.V), uintptr(a), uintptr(unsafe.Pointer(c0)))
issue34474KeepAlive(c)
}
func (c *Functions) BindBuffer(target Enum, b Buffer) {
syscall.Syscall(_glBindBuffer.Addr(), 2, uintptr(target), uintptr(b.V), 0)
}
func (c *Functions) BindBufferBase(target Enum, index int, b Buffer) {
syscall.Syscall(_glBindBufferBase.Addr(), 3, uintptr(target), uintptr(index), uintptr(b.V))
}
func (c *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
syscall.Syscall(_glBindFramebuffer.Addr(), 2, uintptr(target), uintptr(fb.V), 0)
}
func (c *Functions) BindRenderbuffer(target Enum, rb Renderbuffer) {
syscall.Syscall(_glBindRenderbuffer.Addr(), 2, uintptr(target), uintptr(rb.V), 0)
}
func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) {
panic("not implemented")
}
func (c *Functions) BindTexture(target Enum, t Texture) {
syscall.Syscall(_glBindTexture.Addr(), 2, uintptr(target), uintptr(t.V), 0)
}
func (c *Functions) BlendEquation(mode Enum) {
syscall.Syscall(_glBlendEquation.Addr(), 1, uintptr(mode), 0, 0)
}
func (c *Functions) BlendFunc(sfactor, dfactor Enum) {
syscall.Syscall(_glBlendFunc.Addr(), 2, uintptr(sfactor), uintptr(dfactor), 0)
}
func (f *Functions) BlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1 int, mask Enum, filter Enum) {
panic("not implemented")
}
func (c *Functions) BufferData(target Enum, size int, usage Enum) {
syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), uintptr(size), 0, uintptr(usage), 0, 0)
}
func (f *Functions) BufferSubData(target Enum, offset int, src []byte) {
if n := len(src); n > 0 {
s0 := &src[0]
syscall.Syscall6(_glBufferSubData.Addr(), 4, uintptr(target), uintptr(offset), uintptr(n), uintptr(unsafe.Pointer(s0)), 0, 0)
issue34474KeepAlive(s0)
}
}
func (c *Functions) CheckFramebufferStatus(target Enum) Enum {
s, _, _ := syscall.Syscall(_glCheckFramebufferStatus.Addr(), 1, uintptr(target), 0, 0)
return Enum(s)
}
func (c *Functions) Clear(mask Enum) {
syscall.Syscall(_glClear.Addr(), 1, uintptr(mask), 0, 0)
}
func (c *Functions) ClearColor(red, green, blue, alpha float32) {
syscall.Syscall6(_glClearColor.Addr(), 4, uintptr(math.Float32bits(red)), uintptr(math.Float32bits(green)), uintptr(math.Float32bits(blue)), uintptr(math.Float32bits(alpha)), 0, 0)
}
func (c *Functions) ClearDepthf(d float32) {
syscall.Syscall(_glClearDepthf.Addr(), 1, uintptr(math.Float32bits(d)), 0, 0)
}
func (c *Functions) CompileShader(s Shader) {
syscall.Syscall(_glCompileShader.Addr(), 1, uintptr(s.V), 0, 0)
}
func (c *Functions) CreateBuffer() Buffer {
var buf uintptr
syscall.Syscall(_glGenBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&buf)), 0)
return Buffer{uint(buf)}
}
func (c *Functions) CreateFramebuffer() Framebuffer {
var fb uintptr
syscall.Syscall(_glGenFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&fb)), 0)
return Framebuffer{uint(fb)}
}
func (c *Functions) CreateProgram() Program {
p, _, _ := syscall.Syscall(_glCreateProgram.Addr(), 0, 0, 0, 0)
return Program{uint(p)}
}
func (f *Functions) CreateQuery() Query {
var q uintptr
syscall.Syscall(_glGenQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&q)), 0)
return Query{uint(q)}
}
func (c *Functions) CreateRenderbuffer() Renderbuffer {
var rb uintptr
syscall.Syscall(_glGenRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&rb)), 0)
return Renderbuffer{uint(rb)}
}
func (c *Functions) CreateShader(ty Enum) Shader {
s, _, _ := syscall.Syscall(_glCreateShader.Addr(), 1, uintptr(ty), 0, 0)
return Shader{uint(s)}
}
func (c *Functions) CreateTexture() Texture {
var t uintptr
syscall.Syscall(_glGenTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&t)), 0)
return Texture{uint(t)}
}
func (c *Functions) DeleteBuffer(v Buffer) {
syscall.Syscall(_glDeleteBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v)), 0)
}
func (c *Functions) DeleteFramebuffer(v Framebuffer) {
syscall.Syscall(_glDeleteFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
}
func (c *Functions) DeleteProgram(p Program) {
syscall.Syscall(_glDeleteProgram.Addr(), 1, uintptr(p.V), 0, 0)
}
func (f *Functions) DeleteQuery(query Query) {
syscall.Syscall(_glDeleteQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&query.V)), 0)
}
func (c *Functions) DeleteShader(s Shader) {
syscall.Syscall(_glDeleteShader.Addr(), 1, uintptr(s.V), 0, 0)
}
func (c *Functions) DeleteRenderbuffer(v Renderbuffer) {
syscall.Syscall(_glDeleteRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
}
func (c *Functions) DeleteTexture(v Texture) {
syscall.Syscall(_glDeleteTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
}
func (c *Functions) DepthFunc(f Enum) {
syscall.Syscall(_glDepthFunc.Addr(), 1, uintptr(f), 0, 0)
}
func (c *Functions) DepthMask(mask bool) {
var m uintptr
if mask {
m = 1
}
syscall.Syscall(_glDepthMask.Addr(), 1, m, 0, 0)
}
func (c *Functions) DisableVertexAttribArray(a Attrib) {
syscall.Syscall(_glDisableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
}
func (c *Functions) Disable(cap Enum) {
syscall.Syscall(_glDisable.Addr(), 1, uintptr(cap), 0, 0)
}
func (c *Functions) DrawArrays(mode Enum, first, count int) {
syscall.Syscall(_glDrawArrays.Addr(), 3, uintptr(mode), uintptr(first), uintptr(count))
}
func (c *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) {
syscall.Syscall6(_glDrawElements.Addr(), 4, uintptr(mode), uintptr(count), uintptr(ty), uintptr(offset), 0, 0)
}
func (f *Functions) DispatchCompute(x, y, z int) {
panic("not implemented")
}
func (c *Functions) Enable(cap Enum) {
syscall.Syscall(_glEnable.Addr(), 1, uintptr(cap), 0, 0)
}
func (c *Functions) EnableVertexAttribArray(a Attrib) {
syscall.Syscall(_glEnableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
}
func (f *Functions) EndQuery(target Enum) {
syscall.Syscall(_glEndQuery.Addr(), 1, uintptr(target), 0, 0)
}
func (c *Functions) Finish() {
syscall.Syscall(_glFinish.Addr(), 0, 0, 0, 0)
}
func (c *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) {
syscall.Syscall6(_glFramebufferRenderbuffer.Addr(), 4, uintptr(target), uintptr(attachment), uintptr(renderbuffertarget), uintptr(renderbuffer.V), 0, 0)
}
func (c *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
syscall.Syscall6(_glFramebufferTexture2D.Addr(), 5, uintptr(target), uintptr(attachment), uintptr(texTarget), uintptr(t.V), uintptr(level), 0)
}
func (f *Functions) GetUniformBlockIndex(p Program, name string) uint {
cname := cString(name)
c0 := &cname[0]
u, _, _ := syscall.Syscall(_glGetUniformBlockIndex.Addr(), 2, uintptr(p.V), uintptr(unsafe.Pointer(c0)), 0)
issue34474KeepAlive(c0)
return uint(u)
}
func (c *Functions) GetBinding(pname Enum) Object {
return Object{uint(c.GetInteger(pname))}
}
func (c *Functions) GetError() Enum {
e, _, _ := syscall.Syscall(_glGetError.Addr(), 0, 0, 0, 0)
return Enum(e)
}
func (c *Functions) GetRenderbufferParameteri(target, pname Enum) int {
p, _, _ := syscall.Syscall(_glGetRenderbufferParameteri.Addr(), 2, uintptr(target), uintptr(pname), 0)
return int(p)
}
func (c *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
p, _, _ := syscall.Syscall(_glGetFramebufferAttachmentParameteri.Addr(), 3, uintptr(target), uintptr(attachment), uintptr(pname))
return int(p)
}
func (c *Functions) GetInteger(pname Enum) int {
syscall.Syscall(_glGetIntegerv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0)
return int(c.int32s[0])
}
func (c *Functions) GetProgrami(p Program, pname Enum) int {
syscall.Syscall(_glGetProgramiv.Addr(), 3, uintptr(p.V), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
return int(c.int32s[0])
}
func (c *Functions) GetProgramInfoLog(p Program) string {
n := c.GetProgrami(p, INFO_LOG_LENGTH)
buf := make([]byte, n)
syscall.Syscall6(_glGetProgramInfoLog.Addr(), 4, uintptr(p.V), uintptr(len(buf)), 0, uintptr(unsafe.Pointer(&buf[0])), 0, 0)
return string(buf)
}
func (c *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
syscall.Syscall(_glGetQueryObjectuiv.Addr(), 3, uintptr(query.V), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
return uint(c.int32s[0])
}
func (c *Functions) GetShaderi(s Shader, pname Enum) int {
syscall.Syscall(_glGetShaderiv.Addr(), 3, uintptr(s.V), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
return int(c.int32s[0])
}
func (c *Functions) GetShaderInfoLog(s Shader) string {
n := c.GetShaderi(s, INFO_LOG_LENGTH)
buf := make([]byte, n)
syscall.Syscall6(_glGetShaderInfoLog.Addr(), 4, uintptr(s.V), uintptr(len(buf)), 0, uintptr(unsafe.Pointer(&buf[0])), 0, 0)
return string(buf)
}
func (c *Functions) GetString(pname Enum) string {
s, _, _ := syscall.Syscall(_glGetString.Addr(), 1, uintptr(pname), 0, 0)
return gunsafe.GoString(gunsafe.SliceOf(s))
}
func (c *Functions) GetUniformLocation(p Program, name string) Uniform {
cname := cString(name)
c0 := &cname[0]
u, _, _ := syscall.Syscall(_glGetUniformLocation.Addr(), 2, uintptr(p.V), uintptr(unsafe.Pointer(c0)), 0)
issue34474KeepAlive(c0)
return Uniform{int(u)}
}
func (c *Functions) InvalidateFramebuffer(target, attachment Enum) {
addr := _glInvalidateFramebuffer.Addr()
if addr == 0 {
// InvalidateFramebuffer is just a hint. Skip it if not supported.
return
}
syscall.Syscall(addr, 3, uintptr(target), 1, uintptr(unsafe.Pointer(&attachment)))
}
func (c *Functions) LinkProgram(p Program) {
syscall.Syscall(_glLinkProgram.Addr(), 1, uintptr(p.V), 0, 0)
}
func (c *Functions) PixelStorei(pname Enum, param int32) {
syscall.Syscall(_glPixelStorei.Addr(), 2, uintptr(pname), uintptr(param), 0)
}
func (f *Functions) MemoryBarrier(barriers Enum) {
panic("not implemented")
}
func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte {
panic("not implemented")
}
func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) {
d0 := &data[0]
syscall.Syscall9(_glReadPixels.Addr(), 7, uintptr(x), uintptr(y), uintptr(width), uintptr(height), uintptr(format), uintptr(ty), uintptr(unsafe.Pointer(d0)), 0, 0)
issue34474KeepAlive(d0)
}
func (c *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) {
syscall.Syscall6(_glRenderbufferStorage.Addr(), 4, uintptr(target), uintptr(internalformat), uintptr(width), uintptr(height), 0, 0)
}
func (c *Functions) Scissor(x, y, width, height int32) {
syscall.Syscall6(_glScissor.Addr(), 4, uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0, 0)
}
func (c *Functions) ShaderSource(s Shader, src string) {
var n uintptr = uintptr(len(src))
psrc := &src
syscall.Syscall6(_glShaderSource.Addr(), 4, uintptr(s.V), 1, uintptr(unsafe.Pointer(psrc)), uintptr(unsafe.Pointer(&n)), 0, 0)
issue34474KeepAlive(psrc)
}
func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width int, height int, format Enum, ty Enum) {
syscall.Syscall9(_glTexImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(internalFormat), uintptr(width), uintptr(height), 0, uintptr(format), uintptr(ty), 0)
}
func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) {
syscall.Syscall6(_glTexStorage2D.Addr(), 5, uintptr(target), uintptr(levels), uintptr(internalFormat), uintptr(width), uintptr(height), 0)
}
func (c *Functions) TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
d0 := &data[0]
syscall.Syscall9(_glTexSubImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(x), uintptr(y), uintptr(width), uintptr(height), uintptr(format), uintptr(ty), uintptr(unsafe.Pointer(d0)))
issue34474KeepAlive(d0)
}
func (c *Functions) TexParameteri(target, pname Enum, param int) {
syscall.Syscall(_glTexParameteri.Addr(), 3, uintptr(target), uintptr(pname), uintptr(param))
}
func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) {
syscall.Syscall(_glUniformBlockBinding.Addr(), 3, uintptr(p.V), uintptr(uniformBlockIndex), uintptr(uniformBlockBinding))
}
func (c *Functions) Uniform1f(dst Uniform, v float32) {
syscall.Syscall(_glUniform1f.Addr(), 2, uintptr(dst.V), uintptr(math.Float32bits(v)), 0)
}
func (c *Functions) Uniform1i(dst Uniform, v int) {
syscall.Syscall(_glUniform1i.Addr(), 2, uintptr(dst.V), uintptr(v), 0)
}
func (c *Functions) Uniform2f(dst Uniform, v0, v1 float32) {
syscall.Syscall(_glUniform2f.Addr(), 3, uintptr(dst.V), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)))
}
func (c *Functions) Uniform3f(dst Uniform, v0, v1, v2 float32) {
syscall.Syscall6(_glUniform3f.Addr(), 4, uintptr(dst.V), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)), uintptr(math.Float32bits(v2)), 0, 0)
}
func (c *Functions) Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
syscall.Syscall6(_glUniform4f.Addr(), 5, uintptr(dst.V), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)), uintptr(math.Float32bits(v2)), uintptr(math.Float32bits(v3)), 0)
}
func (c *Functions) UseProgram(p Program) {
syscall.Syscall(_glUseProgram.Addr(), 1, uintptr(p.V), 0, 0)
}
func (f *Functions) UnmapBuffer(target Enum) bool {
panic("not implemented")
}
func (c *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
var norm uintptr
if normalized {
norm = 1
}
syscall.Syscall6(_glVertexAttribPointer.Addr(), 6, uintptr(dst), uintptr(size), uintptr(ty), norm, uintptr(stride), uintptr(offset))
}
func (c *Functions) Viewport(x, y, width, height int) {
syscall.Syscall6(_glViewport.Addr(), 4, uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0, 0)
}
func cString(s string) []byte {
b := make([]byte, len(s)+1)
copy(b, s)
return b
}
// issue34474KeepAlive calls runtime.KeepAlive as a
// workaround for golang.org/issue/34474.
func issue34474KeepAlive(v interface{}) {
runtime.KeepAlive(v)
}
+27
View File
@@ -0,0 +1,27 @@
// +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
}
+29
View File
@@ -0,0 +1,29 @@
// 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()
}
+87
View File
@@ -0,0 +1,87 @@
// SPDX-License-Identifier: Unlicense OR MIT
package gl
import (
"errors"
"fmt"
"strings"
)
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 CreateComputeProgram(ctx *Functions, src string) (Program, error) {
cs, err := createShader(ctx, COMPUTE_SHADER, src)
if err != nil {
return Program{}, err
}
defer ctx.DeleteShader(cs)
prog := ctx.CreateProgram()
if !prog.Valid() {
return Program{}, errors.New("glCreateProgram failed")
}
ctx.AttachShader(prog, cs)
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 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
}
func ParseGLVersion(glVer string) (version [2]int, gles bool, err error) {
var ver [2]int
if _, err := fmt.Sscanf(glVer, "OpenGL ES %d.%d", &ver[0], &ver[1]); err == nil {
return ver, true, 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, true, nil
} else if _, err := fmt.Sscanf(glVer, "%d.%d", &ver[0], &ver[1]); err == nil {
return ver, false, nil
}
return ver, false, fmt.Errorf("failed to parse OpenGL ES version (%s)", glVer)
}