mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-06 01:45:36 +00:00
internal/{egl,gl}: [Windows] restrict graphics DLL sources
In order to avoid DLL preloading attacks, we should be careful about where we load DLLs from. These packages load graphics DLLs, which may be provided by the OS, by a graphics vendor, or even by individual applications. As such, we can't restrict loading them to just system32-provided paths. Instead, we invoke LoadLibraryEx [0] with the LOAD_LIBRARY_SEARCH_DEFAULT_DIRS path, which will search system32, application-defined paths, and the path of the primary application executable. This mode ignores the system %PATH% variable, which dramatically reduces the attack surface of malicious or unintended DLLs. Applications may add custom paths to the search list by calling the standard windows AddDllDirectory function [1] prior to attempting to initialize GL. Thanks to Mohsen Mirzakhani and Utkarsh Satya Prakash for bringing this to our attention. [0] https://learn.microsoft.com/en-us/windows/win32/api/libloaderapi/nf-libloaderapi-loadlibraryexa [1] https://learn.microsoft.com/en-us/windows/win32/api/libloaderapi/nf-libloaderapi-adddlldirectory Signed-off-by: Chris Waldon <christopher.waldon.dev@gmail.com>
This commit is contained in:
+48
-26
@@ -9,8 +9,6 @@ import (
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"unsafe"
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"unsafe"
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syscall "golang.org/x/sys/windows"
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syscall "golang.org/x/sys/windows"
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"gioui.org/internal/gl"
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)
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)
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type (
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type (
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@@ -24,23 +22,23 @@ type (
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)
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)
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var (
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var (
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libEGL = syscall.NewLazyDLL("libEGL.dll")
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libEGL = syscall.DLL{}
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_eglChooseConfig = libEGL.NewProc("eglChooseConfig")
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_eglChooseConfig *syscall.Proc
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_eglCreateContext = libEGL.NewProc("eglCreateContext")
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_eglCreateContext *syscall.Proc
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_eglCreateWindowSurface = libEGL.NewProc("eglCreateWindowSurface")
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_eglCreateWindowSurface *syscall.Proc
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_eglDestroyContext = libEGL.NewProc("eglDestroyContext")
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_eglDestroyContext *syscall.Proc
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_eglDestroySurface = libEGL.NewProc("eglDestroySurface")
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_eglDestroySurface *syscall.Proc
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_eglGetConfigAttrib = libEGL.NewProc("eglGetConfigAttrib")
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_eglGetConfigAttrib *syscall.Proc
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_eglGetDisplay = libEGL.NewProc("eglGetDisplay")
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_eglGetDisplay *syscall.Proc
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_eglGetError = libEGL.NewProc("eglGetError")
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_eglGetError *syscall.Proc
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_eglInitialize = libEGL.NewProc("eglInitialize")
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_eglInitialize *syscall.Proc
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_eglMakeCurrent = libEGL.NewProc("eglMakeCurrent")
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_eglMakeCurrent *syscall.Proc
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_eglReleaseThread = libEGL.NewProc("eglReleaseThread")
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_eglReleaseThread *syscall.Proc
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_eglSwapInterval = libEGL.NewProc("eglSwapInterval")
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_eglSwapInterval *syscall.Proc
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_eglSwapBuffers = libEGL.NewProc("eglSwapBuffers")
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_eglSwapBuffers *syscall.Proc
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_eglTerminate = libEGL.NewProc("eglTerminate")
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_eglTerminate *syscall.Proc
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_eglQueryString = libEGL.NewProc("eglQueryString")
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_eglQueryString *syscall.Proc
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_eglWaitClient = libEGL.NewProc("eglWaitClient")
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_eglWaitClient *syscall.Proc
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)
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)
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var loadOnce sync.Once
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var loadOnce sync.Once
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@@ -54,21 +52,45 @@ func loadEGL() error {
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}
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}
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func loadDLLs() error {
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func loadDLLs() error {
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if err := loadDLL(libEGL, "libEGL.dll"); err != nil {
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if err := loadDLL(&libEGL, "libEGL.dll"); err != nil {
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return err
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return err
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}
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}
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if err := loadDLL(gl.LibGLESv2, "libGLESv2.dll"); err != nil {
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return err
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procs := map[string]**syscall.Proc{
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"eglChooseConfig": &_eglChooseConfig,
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"eglCreateContext": &_eglCreateContext,
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"eglCreateWindowSurface": &_eglCreateWindowSurface,
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"eglDestroyContext": &_eglDestroyContext,
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"eglDestroySurface": &_eglDestroySurface,
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"eglGetConfigAttrib": &_eglGetConfigAttrib,
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"eglGetDisplay": &_eglGetDisplay,
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"eglGetError": &_eglGetError,
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"eglInitialize": &_eglInitialize,
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"eglMakeCurrent": &_eglMakeCurrent,
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"eglReleaseThread": &_eglReleaseThread,
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"eglSwapInterval": &_eglSwapInterval,
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"eglSwapBuffers": &_eglSwapBuffers,
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"eglTerminate": &_eglTerminate,
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"eglQueryString": &_eglQueryString,
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"eglWaitClient": &_eglWaitClient,
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}
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}
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// d3dcompiler_47.dll is needed internally for shader compilation to function.
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for name, proc := range procs {
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return loadDLL(syscall.NewLazyDLL("d3dcompiler_47.dll"), "d3dcompiler_47.dll")
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p, err := libEGL.FindProc(name)
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if err != nil {
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return fmt.Errorf("failed to locate %s in %s: %w", name, libEGL.Name, err)
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}
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*proc = p
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}
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return nil
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}
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}
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func loadDLL(dll *syscall.LazyDLL, name string) error {
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func loadDLL(dll *syscall.DLL, name string) error {
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err := dll.Load()
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handle, err := syscall.LoadLibraryEx(name, 0, syscall.LOAD_LIBRARY_SEARCH_DEFAULT_DIRS)
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if err != nil {
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if err != nil {
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return fmt.Errorf("egl: failed to load %s: %v", name, err)
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return fmt.Errorf("egl: failed to load %s: %v", name, err)
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}
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}
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dll.Handle = handle
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dll.Name = name
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return nil
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return nil
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}
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}
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+207
-89
@@ -3,103 +3,217 @@
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package gl
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package gl
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import (
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import (
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"fmt"
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"math"
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"math"
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"runtime"
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"runtime"
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"sync"
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"syscall"
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"syscall"
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"unsafe"
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"unsafe"
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"golang.org/x/sys/windows"
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"golang.org/x/sys/windows"
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)
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)
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func loadGLESv2Procs() error {
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dllName := "libGLESv2.dll"
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handle, err := windows.LoadLibraryEx(dllName, 0, windows.LOAD_LIBRARY_SEARCH_DEFAULT_DIRS)
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if err != nil {
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return fmt.Errorf("gl: failed to load %s: %v", dllName, err)
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}
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gles := windows.DLL{Handle: handle, Name: dllName}
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// d3dcompiler_47.dll is needed internally for shader compilation to function.
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dllName = "d3dcompiler_47.dll"
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_, err = windows.LoadLibraryEx(dllName, 0, windows.LOAD_LIBRARY_SEARCH_DEFAULT_DIRS)
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if err != nil {
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return fmt.Errorf("gl: failed to load %s: %v", dllName, err)
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}
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procs := map[string]**windows.Proc{
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"glActiveTexture": &_glActiveTexture,
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"glAttachShader": &_glAttachShader,
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"glBeginQuery": &_glBeginQuery,
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"glBindAttribLocation": &_glBindAttribLocation,
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"glBindBuffer": &_glBindBuffer,
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"glBindBufferBase": &_glBindBufferBase,
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"glBindFramebuffer": &_glBindFramebuffer,
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"glBindRenderbuffer": &_glBindRenderbuffer,
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"glBindTexture": &_glBindTexture,
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"glBindVertexArray": &_glBindVertexArray,
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"glBlendEquation": &_glBlendEquation,
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"glBlendFuncSeparate": &_glBlendFuncSeparate,
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"glBufferData": &_glBufferData,
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"glBufferSubData": &_glBufferSubData,
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"glCheckFramebufferStatus": &_glCheckFramebufferStatus,
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"glClear": &_glClear,
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"glClearColor": &_glClearColor,
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"glClearDepthf": &_glClearDepthf,
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"glDeleteQueries": &_glDeleteQueries,
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"glDeleteVertexArrays": &_glDeleteVertexArrays,
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"glCompileShader": &_glCompileShader,
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"glCopyTexSubImage2D": &_glCopyTexSubImage2D,
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"glGenerateMipmap": &_glGenerateMipmap,
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"glGenBuffers": &_glGenBuffers,
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"glGenFramebuffers": &_glGenFramebuffers,
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"glGenVertexArrays": &_glGenVertexArrays,
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"glGetUniformBlockIndex": &_glGetUniformBlockIndex,
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"glCreateProgram": &_glCreateProgram,
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"glGenRenderbuffers": &_glGenRenderbuffers,
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"glCreateShader": &_glCreateShader,
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"glGenTextures": &_glGenTextures,
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"glDeleteBuffers": &_glDeleteBuffers,
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"glDeleteFramebuffers": &_glDeleteFramebuffers,
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"glDeleteProgram": &_glDeleteProgram,
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"glDeleteShader": &_glDeleteShader,
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"glDeleteRenderbuffers": &_glDeleteRenderbuffers,
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"glDeleteTextures": &_glDeleteTextures,
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"glDepthFunc": &_glDepthFunc,
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"glDepthMask": &_glDepthMask,
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"glDisableVertexAttribArray": &_glDisableVertexAttribArray,
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"glDisable": &_glDisable,
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"glDrawArrays": &_glDrawArrays,
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"glDrawElements": &_glDrawElements,
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"glEnable": &_glEnable,
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"glEnableVertexAttribArray": &_glEnableVertexAttribArray,
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"glEndQuery": &_glEndQuery,
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"glFinish": &_glFinish,
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"glFlush": &_glFlush,
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"glFramebufferRenderbuffer": &_glFramebufferRenderbuffer,
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"glFramebufferTexture2D": &_glFramebufferTexture2D,
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"glGenQueries": &_glGenQueries,
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"glGetError": &_glGetError,
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"glGetRenderbufferParameteriv": &_glGetRenderbufferParameteriv,
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"glGetFloatv": &_glGetFloatv,
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"glGetFramebufferAttachmentParameteriv": &_glGetFramebufferAttachmentParameteriv,
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"glGetIntegerv": &_glGetIntegerv,
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"glGetIntegeri_v": &_glGetIntegeri_v,
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"glGetProgramiv": &_glGetProgramiv,
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"glGetProgramInfoLog": &_glGetProgramInfoLog,
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"glGetQueryObjectuiv": &_glGetQueryObjectuiv,
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"glGetShaderiv": &_glGetShaderiv,
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"glGetShaderInfoLog": &_glGetShaderInfoLog,
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"glGetString": &_glGetString,
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"glGetUniformLocation": &_glGetUniformLocation,
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"glGetVertexAttribiv": &_glGetVertexAttribiv,
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"glGetVertexAttribPointerv": &_glGetVertexAttribPointerv,
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"glInvalidateFramebuffer": &_glInvalidateFramebuffer,
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"glIsEnabled": &_glIsEnabled,
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"glLinkProgram": &_glLinkProgram,
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"glPixelStorei": &_glPixelStorei,
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"glReadPixels": &_glReadPixels,
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"glRenderbufferStorage": &_glRenderbufferStorage,
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"glScissor": &_glScissor,
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"glShaderSource": &_glShaderSource,
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"glTexImage2D": &_glTexImage2D,
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"glTexStorage2D": &_glTexStorage2D,
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"glTexSubImage2D": &_glTexSubImage2D,
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"glTexParameteri": &_glTexParameteri,
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"glUniformBlockBinding": &_glUniformBlockBinding,
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"glUniform1f": &_glUniform1f,
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"glUniform1i": &_glUniform1i,
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"glUniform2f": &_glUniform2f,
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"glUniform3f": &_glUniform3f,
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"glUniform4f": &_glUniform4f,
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"glUseProgram": &_glUseProgram,
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"glVertexAttribPointer": &_glVertexAttribPointer,
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"glViewport": &_glViewport,
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}
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for name, proc := range procs {
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p, err := gles.FindProc(name)
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if err != nil {
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return fmt.Errorf("failed to locate %s in %s: %w", name, gles.Name, err)
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}
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*proc = p
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}
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return nil
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}
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|
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var (
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var (
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LibGLESv2 = windows.NewLazyDLL("libGLESv2.dll")
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glInitOnce sync.Once
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_glActiveTexture = LibGLESv2.NewProc("glActiveTexture")
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_glActiveTexture *windows.Proc
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_glAttachShader = LibGLESv2.NewProc("glAttachShader")
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_glAttachShader *windows.Proc
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_glBeginQuery = LibGLESv2.NewProc("glBeginQuery")
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_glBeginQuery *windows.Proc
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_glBindAttribLocation = LibGLESv2.NewProc("glBindAttribLocation")
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_glBindAttribLocation *windows.Proc
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_glBindBuffer = LibGLESv2.NewProc("glBindBuffer")
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_glBindBuffer *windows.Proc
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_glBindBufferBase = LibGLESv2.NewProc("glBindBufferBase")
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_glBindBufferBase *windows.Proc
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_glBindFramebuffer = LibGLESv2.NewProc("glBindFramebuffer")
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_glBindFramebuffer *windows.Proc
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_glBindRenderbuffer = LibGLESv2.NewProc("glBindRenderbuffer")
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_glBindRenderbuffer *windows.Proc
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_glBindTexture = LibGLESv2.NewProc("glBindTexture")
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_glBindTexture *windows.Proc
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_glBindVertexArray = LibGLESv2.NewProc("glBindVertexArray")
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_glBindVertexArray *windows.Proc
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_glBlendEquation = LibGLESv2.NewProc("glBlendEquation")
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_glBlendEquation *windows.Proc
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_glBlendFuncSeparate = LibGLESv2.NewProc("glBlendFuncSeparate")
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_glBlendFuncSeparate *windows.Proc
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_glBufferData = LibGLESv2.NewProc("glBufferData")
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_glBufferData *windows.Proc
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_glBufferSubData = LibGLESv2.NewProc("glBufferSubData")
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_glBufferSubData *windows.Proc
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_glCheckFramebufferStatus = LibGLESv2.NewProc("glCheckFramebufferStatus")
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_glCheckFramebufferStatus *windows.Proc
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_glClear = LibGLESv2.NewProc("glClear")
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_glClear *windows.Proc
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_glClearColor = LibGLESv2.NewProc("glClearColor")
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_glClearColor *windows.Proc
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_glClearDepthf = LibGLESv2.NewProc("glClearDepthf")
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_glClearDepthf *windows.Proc
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_glDeleteQueries = LibGLESv2.NewProc("glDeleteQueries")
|
_glDeleteQueries *windows.Proc
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_glDeleteVertexArrays = LibGLESv2.NewProc("glDeleteVertexArrays")
|
_glDeleteVertexArrays *windows.Proc
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_glCompileShader = LibGLESv2.NewProc("glCompileShader")
|
_glCompileShader *windows.Proc
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_glCopyTexSubImage2D = LibGLESv2.NewProc("glCopyTexSubImage2D")
|
_glCopyTexSubImage2D *windows.Proc
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_glGenerateMipmap = LibGLESv2.NewProc("glGenerateMipmap")
|
_glGenerateMipmap *windows.Proc
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_glGenBuffers = LibGLESv2.NewProc("glGenBuffers")
|
_glGenBuffers *windows.Proc
|
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_glGenFramebuffers = LibGLESv2.NewProc("glGenFramebuffers")
|
_glGenFramebuffers *windows.Proc
|
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_glGenVertexArrays = LibGLESv2.NewProc("glGenVertexArrays")
|
_glGenVertexArrays *windows.Proc
|
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_glGetUniformBlockIndex = LibGLESv2.NewProc("glGetUniformBlockIndex")
|
_glGetUniformBlockIndex *windows.Proc
|
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_glCreateProgram = LibGLESv2.NewProc("glCreateProgram")
|
_glCreateProgram *windows.Proc
|
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_glGenRenderbuffers = LibGLESv2.NewProc("glGenRenderbuffers")
|
_glGenRenderbuffers *windows.Proc
|
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_glCreateShader = LibGLESv2.NewProc("glCreateShader")
|
_glCreateShader *windows.Proc
|
||||||
_glGenTextures = LibGLESv2.NewProc("glGenTextures")
|
_glGenTextures *windows.Proc
|
||||||
_glDeleteBuffers = LibGLESv2.NewProc("glDeleteBuffers")
|
_glDeleteBuffers *windows.Proc
|
||||||
_glDeleteFramebuffers = LibGLESv2.NewProc("glDeleteFramebuffers")
|
_glDeleteFramebuffers *windows.Proc
|
||||||
_glDeleteProgram = LibGLESv2.NewProc("glDeleteProgram")
|
_glDeleteProgram *windows.Proc
|
||||||
_glDeleteShader = LibGLESv2.NewProc("glDeleteShader")
|
_glDeleteShader *windows.Proc
|
||||||
_glDeleteRenderbuffers = LibGLESv2.NewProc("glDeleteRenderbuffers")
|
_glDeleteRenderbuffers *windows.Proc
|
||||||
_glDeleteTextures = LibGLESv2.NewProc("glDeleteTextures")
|
_glDeleteTextures *windows.Proc
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_glDepthFunc = LibGLESv2.NewProc("glDepthFunc")
|
_glDepthFunc *windows.Proc
|
||||||
_glDepthMask = LibGLESv2.NewProc("glDepthMask")
|
_glDepthMask *windows.Proc
|
||||||
_glDisableVertexAttribArray = LibGLESv2.NewProc("glDisableVertexAttribArray")
|
_glDisableVertexAttribArray *windows.Proc
|
||||||
_glDisable = LibGLESv2.NewProc("glDisable")
|
_glDisable *windows.Proc
|
||||||
_glDrawArrays = LibGLESv2.NewProc("glDrawArrays")
|
_glDrawArrays *windows.Proc
|
||||||
_glDrawElements = LibGLESv2.NewProc("glDrawElements")
|
_glDrawElements *windows.Proc
|
||||||
_glEnable = LibGLESv2.NewProc("glEnable")
|
_glEnable *windows.Proc
|
||||||
_glEnableVertexAttribArray = LibGLESv2.NewProc("glEnableVertexAttribArray")
|
_glEnableVertexAttribArray *windows.Proc
|
||||||
_glEndQuery = LibGLESv2.NewProc("glEndQuery")
|
_glEndQuery *windows.Proc
|
||||||
_glFinish = LibGLESv2.NewProc("glFinish")
|
_glFinish *windows.Proc
|
||||||
_glFlush = LibGLESv2.NewProc("glFlush")
|
_glFlush *windows.Proc
|
||||||
_glFramebufferRenderbuffer = LibGLESv2.NewProc("glFramebufferRenderbuffer")
|
_glFramebufferRenderbuffer *windows.Proc
|
||||||
_glFramebufferTexture2D = LibGLESv2.NewProc("glFramebufferTexture2D")
|
_glFramebufferTexture2D *windows.Proc
|
||||||
_glGenQueries = LibGLESv2.NewProc("glGenQueries")
|
_glGenQueries *windows.Proc
|
||||||
_glGetError = LibGLESv2.NewProc("glGetError")
|
_glGetError *windows.Proc
|
||||||
_glGetRenderbufferParameteriv = LibGLESv2.NewProc("glGetRenderbufferParameteriv")
|
_glGetRenderbufferParameteriv *windows.Proc
|
||||||
_glGetFloatv = LibGLESv2.NewProc("glGetFloatv")
|
_glGetFloatv *windows.Proc
|
||||||
_glGetFramebufferAttachmentParameteriv = LibGLESv2.NewProc("glGetFramebufferAttachmentParameteriv")
|
_glGetFramebufferAttachmentParameteriv *windows.Proc
|
||||||
_glGetIntegerv = LibGLESv2.NewProc("glGetIntegerv")
|
_glGetIntegerv *windows.Proc
|
||||||
_glGetIntegeri_v = LibGLESv2.NewProc("glGetIntegeri_v")
|
_glGetIntegeri_v *windows.Proc
|
||||||
_glGetProgramiv = LibGLESv2.NewProc("glGetProgramiv")
|
_glGetProgramiv *windows.Proc
|
||||||
_glGetProgramInfoLog = LibGLESv2.NewProc("glGetProgramInfoLog")
|
_glGetProgramInfoLog *windows.Proc
|
||||||
_glGetQueryObjectuiv = LibGLESv2.NewProc("glGetQueryObjectuiv")
|
_glGetQueryObjectuiv *windows.Proc
|
||||||
_glGetShaderiv = LibGLESv2.NewProc("glGetShaderiv")
|
_glGetShaderiv *windows.Proc
|
||||||
_glGetShaderInfoLog = LibGLESv2.NewProc("glGetShaderInfoLog")
|
_glGetShaderInfoLog *windows.Proc
|
||||||
_glGetString = LibGLESv2.NewProc("glGetString")
|
_glGetString *windows.Proc
|
||||||
_glGetUniformLocation = LibGLESv2.NewProc("glGetUniformLocation")
|
_glGetUniformLocation *windows.Proc
|
||||||
_glGetVertexAttribiv = LibGLESv2.NewProc("glGetVertexAttribiv")
|
_glGetVertexAttribiv *windows.Proc
|
||||||
_glGetVertexAttribPointerv = LibGLESv2.NewProc("glGetVertexAttribPointerv")
|
_glGetVertexAttribPointerv *windows.Proc
|
||||||
_glInvalidateFramebuffer = LibGLESv2.NewProc("glInvalidateFramebuffer")
|
_glInvalidateFramebuffer *windows.Proc
|
||||||
_glIsEnabled = LibGLESv2.NewProc("glIsEnabled")
|
_glIsEnabled *windows.Proc
|
||||||
_glLinkProgram = LibGLESv2.NewProc("glLinkProgram")
|
_glLinkProgram *windows.Proc
|
||||||
_glPixelStorei = LibGLESv2.NewProc("glPixelStorei")
|
_glPixelStorei *windows.Proc
|
||||||
_glReadPixels = LibGLESv2.NewProc("glReadPixels")
|
_glReadPixels *windows.Proc
|
||||||
_glRenderbufferStorage = LibGLESv2.NewProc("glRenderbufferStorage")
|
_glRenderbufferStorage *windows.Proc
|
||||||
_glScissor = LibGLESv2.NewProc("glScissor")
|
_glScissor *windows.Proc
|
||||||
_glShaderSource = LibGLESv2.NewProc("glShaderSource")
|
_glShaderSource *windows.Proc
|
||||||
_glTexImage2D = LibGLESv2.NewProc("glTexImage2D")
|
_glTexImage2D *windows.Proc
|
||||||
_glTexStorage2D = LibGLESv2.NewProc("glTexStorage2D")
|
_glTexStorage2D *windows.Proc
|
||||||
_glTexSubImage2D = LibGLESv2.NewProc("glTexSubImage2D")
|
_glTexSubImage2D *windows.Proc
|
||||||
_glTexParameteri = LibGLESv2.NewProc("glTexParameteri")
|
_glTexParameteri *windows.Proc
|
||||||
_glUniformBlockBinding = LibGLESv2.NewProc("glUniformBlockBinding")
|
_glUniformBlockBinding *windows.Proc
|
||||||
_glUniform1f = LibGLESv2.NewProc("glUniform1f")
|
_glUniform1f *windows.Proc
|
||||||
_glUniform1i = LibGLESv2.NewProc("glUniform1i")
|
_glUniform1i *windows.Proc
|
||||||
_glUniform2f = LibGLESv2.NewProc("glUniform2f")
|
_glUniform2f *windows.Proc
|
||||||
_glUniform3f = LibGLESv2.NewProc("glUniform3f")
|
_glUniform3f *windows.Proc
|
||||||
_glUniform4f = LibGLESv2.NewProc("glUniform4f")
|
_glUniform4f *windows.Proc
|
||||||
_glUseProgram = LibGLESv2.NewProc("glUseProgram")
|
_glUseProgram *windows.Proc
|
||||||
_glVertexAttribPointer = LibGLESv2.NewProc("glVertexAttribPointer")
|
_glVertexAttribPointer *windows.Proc
|
||||||
_glViewport = LibGLESv2.NewProc("glViewport")
|
_glViewport *windows.Proc
|
||||||
)
|
)
|
||||||
|
|
||||||
type Functions struct {
|
type Functions struct {
|
||||||
@@ -115,7 +229,11 @@ func NewFunctions(ctx Context, forceES bool) (*Functions, error) {
|
|||||||
if ctx != nil {
|
if ctx != nil {
|
||||||
panic("non-nil context")
|
panic("non-nil context")
|
||||||
}
|
}
|
||||||
return new(Functions), nil
|
var err error
|
||||||
|
glInitOnce.Do(func() {
|
||||||
|
err = loadGLESv2Procs()
|
||||||
|
})
|
||||||
|
return new(Functions), err
|
||||||
}
|
}
|
||||||
|
|
||||||
func (c *Functions) ActiveTexture(t Enum) {
|
func (c *Functions) ActiveTexture(t Enum) {
|
||||||
|
|||||||
Reference in New Issue
Block a user