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https://git.sr.ht/~eliasnaur/gio
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gpu/gl: remove unused methods and unexport internal
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+3
-11
@@ -14,22 +14,14 @@ type (
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Object struct{ V uint }
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Object struct{ V uint }
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)
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)
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func (u Uniform) Valid() bool {
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func (u Uniform) valid() bool {
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return u.V != -1
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return u.V != -1
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}
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}
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func (p Program) Valid() bool {
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func (p Program) valid() bool {
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return p.V != 0
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return p.V != 0
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}
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}
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func (s Shader) Valid() bool {
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func (s Shader) valid() bool {
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return s.V != 0
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return s.V != 0
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}
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}
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func (t Texture) Valid() bool {
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return t.V != 0
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}
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func (t Texture) Equal(t2 Texture) bool {
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return t == t2
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}
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+3
-11
@@ -16,22 +16,14 @@ type (
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Object js.Value
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Object js.Value
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)
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)
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func (p Program) Valid() bool {
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func (p Program) valid() bool {
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return !js.Value(p).IsUndefined() && !js.Value(p).IsNull()
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return !js.Value(p).IsUndefined() && !js.Value(p).IsNull()
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}
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}
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func (s Shader) Valid() bool {
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func (s Shader) valid() bool {
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return !js.Value(s).IsUndefined() && !js.Value(s).IsNull()
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return !js.Value(s).IsUndefined() && !js.Value(s).IsNull()
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}
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}
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func (u Uniform) Valid() bool {
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func (u Uniform) valid() bool {
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return !js.Value(u).IsUndefined() && !js.Value(u).IsNull()
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return !js.Value(u).IsUndefined() && !js.Value(u).IsNull()
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}
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}
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func (t Texture) Valid() bool {
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return !js.Value(t).IsUndefined() && !js.Value(t).IsNull()
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}
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func (t Texture) Equal(t2 Texture) bool {
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return js.Value(t).Equal(js.Value(t2))
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}
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+3
-3
@@ -20,7 +20,7 @@ func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Progra
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}
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}
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defer ctx.DeleteShader(fs)
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defer ctx.DeleteShader(fs)
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prog := ctx.CreateProgram()
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prog := ctx.CreateProgram()
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if !prog.Valid() {
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if !prog.valid() {
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return Program{}, errors.New("glCreateProgram failed")
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return Program{}, errors.New("glCreateProgram failed")
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}
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}
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ctx.AttachShader(prog, vs)
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ctx.AttachShader(prog, vs)
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@@ -39,7 +39,7 @@ func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Progra
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func GetUniformLocation(ctx Functions, prog Program, name string) Uniform {
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func GetUniformLocation(ctx Functions, prog Program, name string) Uniform {
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loc := ctx.GetUniformLocation(prog, name)
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loc := ctx.GetUniformLocation(prog, name)
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if !loc.Valid() {
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if !loc.valid() {
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panic(fmt.Errorf("uniform %s not found", name))
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panic(fmt.Errorf("uniform %s not found", name))
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}
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}
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return loc
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return loc
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@@ -47,7 +47,7 @@ func GetUniformLocation(ctx Functions, prog Program, name string) Uniform {
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func createShader(ctx Functions, typ Enum, src string) (Shader, error) {
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func createShader(ctx Functions, typ Enum, src string) (Shader, error) {
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sh := ctx.CreateShader(typ)
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sh := ctx.CreateShader(typ)
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if !sh.Valid() {
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if !sh.valid() {
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return Shader{}, errors.New("glCreateShader failed")
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return Shader{}, errors.New("glCreateShader failed")
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}
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}
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ctx.ShaderSource(sh, src)
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ctx.ShaderSource(sh, src)
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