ui/app: add GL buffer caches

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-05-16 21:47:30 +02:00
parent 642318842c
commit da598663f7
5 changed files with 33 additions and 43 deletions
+17 -25
View File
@@ -113,7 +113,11 @@ __attribute__((constructor)) static void gio_loadGLFunctions() {
*/
import "C"
type Functions struct{}
type Functions struct {
// Query caches.
uints [100]C.GLuint
ints [100]C.GLint
}
func (f *Functions) ActiveTexture(texture Enum) {
C.glActiveTexture(C.GLenum(texture))
@@ -317,31 +321,23 @@ func (f *Functions) GetError() Enum {
}
func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int {
// Hope this is enough room.
var buf [100]C.GLint
C.glGetRenderbufferParameteriv(C.GLenum(target), C.GLenum(pname), &buf[0])
return int(buf[0])
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 {
// Hope this is enough room.
var buf [100]C.GLint
C.glGetFramebufferAttachmentParameteriv(C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), &buf[0])
return int(buf[0])
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 {
// Hope this is enough room.
var buf [100]C.GLint
C.glGetIntegerv(C.GLenum(pname), &buf[0])
return int(buf[0])
C.glGetIntegerv(C.GLenum(pname), &f.ints[0])
return int(f.ints[0])
}
func (f *Functions) GetProgrami(p Program, pname Enum) int {
// Hope this is enough room.
var buf [100]C.GLint
C.glGetProgramiv(C.GLuint(p.V), C.GLenum(pname), &buf[0])
return int(buf[0])
C.glGetProgramiv(C.GLuint(p.V), C.GLenum(pname), &f.ints[0])
return int(f.ints[0])
}
func (f *Functions) GetProgramInfoLog(p Program) string {
@@ -357,17 +353,13 @@ func (f *Functions) GetProgramInfoLog(p Program) string {
}
func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
// Hope this is enough room.
var buf [100]C.GLuint
C.gio_glGetQueryObjectuiv(C.GLuint(query.V), C.GLenum(pname), &buf[0])
return uint(buf[0])
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 {
// Hope this is enough room.
var buf [100]C.GLint
C.glGetShaderiv(C.GLuint(s.V), C.GLenum(pname), &buf[0])
return int(buf[0])
C.glGetShaderiv(C.GLuint(s.V), C.GLenum(pname), &f.ints[0])
return int(f.ints[0])
}
func (f *Functions) GetShaderInfoLog(s Shader) string {