gpu/gl: remove OpenGL functions parameter from NewBackend

As a consequence, most API is gone from gpu/gl, and embedding Gio in
foreign frameworks don't need to provide an OpenGL implementation.

The next change simplifies the GLFW embedding example accordingly.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-12-04 17:56:25 +01:00
parent b8e33bb420
commit ffe5ab51a2
16 changed files with 503 additions and 489 deletions
+2 -8
View File
@@ -3,7 +3,6 @@
package headless
import (
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/backend"
"gioui.org/gpu/gl"
@@ -24,14 +23,13 @@ __attribute__ ((visibility ("hidden"))) void gio_headless_prepareContext(CFTypeR
import "C"
type nsContext struct {
c *glimpl.Functions
ctx C.CFTypeRef
prepared bool
}
func newGLContext() (context, error) {
ctx := C.gio_headless_newContext()
return &nsContext{ctx: ctx, c: new(glimpl.Functions)}, nil
return &nsContext{ctx: ctx}, nil
}
func (c *nsContext) MakeCurrent() error {
@@ -48,11 +46,7 @@ func (c *nsContext) ReleaseCurrent() {
}
func (c *nsContext) Backend() (backend.Device, error) {
return gl.NewBackend(c.c)
}
func (c *nsContext) Functions() *glimpl.Functions {
return c.c
return gl.NewBackend(nil)
}
func (d *nsContext) Release() {
+2 -12
View File
@@ -6,14 +6,13 @@ import (
"errors"
"syscall/js"
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/backend"
"gioui.org/gpu/gl"
"gioui.org/internal/glimpl"
)
type jsContext struct {
ctx js.Value
f *glimpl.Functions
}
func newGLContext() (context, error) {
@@ -26,23 +25,14 @@ func newGLContext() (context, error) {
if ctx.IsNull() {
return nil, errors.New("headless: webgl is not supported")
}
f := &glimpl.Functions{Ctx: ctx}
if err := f.Init(); err != nil {
return nil, err
}
c := &jsContext{
ctx: ctx,
f: f,
}
return c, nil
}
func (c *jsContext) Backend() (backend.Device, error) {
return gl.NewBackend(c.f)
}
func (c *jsContext) Functions() *glimpl.Functions {
return c.f
return gl.NewBackend(glimpl.Context(c.ctx))
}
func (c *jsContext) Release() {
+8 -8
View File
@@ -10,10 +10,10 @@ import (
"runtime"
"strings"
"gioui.org/app/internal/glimpl"
"gioui.org/app/internal/srgb"
"gioui.org/gpu/backend"
"gioui.org/gpu/gl"
"gioui.org/internal/glimpl"
)
type Context struct {
@@ -106,20 +106,20 @@ func NewContext(disp NativeDisplayType) (*Context, error) {
if err != nil {
return nil, err
}
f, err := glimpl.NewFunctions(nil)
if err != nil {
return nil, err
}
c := &Context{
disp: eglDisp,
eglCtx: eglCtx,
c: new(glimpl.Functions),
c: f,
}
return c, nil
}
func (c *Context) Functions() *glimpl.Functions {
return c.c
}
func (c *Context) Backend() (backend.Device, error) {
return gl.NewBackend(c.c)
return gl.NewBackend(nil)
}
func (c *Context) ReleaseSurface() {
@@ -164,7 +164,7 @@ func (c *Context) MakeCurrent() error {
}
if c.srgbFBO == nil {
var err error
c.srgbFBO, err = srgb.New(c.c)
c.srgbFBO, err = srgb.New(nil)
if err != nil {
c.ReleaseCurrent()
return err
+1 -1
View File
@@ -10,7 +10,7 @@ import (
syscall "golang.org/x/sys/windows"
"gioui.org/app/internal/glimpl"
"gioui.org/internal/glimpl"
gunsafe "gioui.org/internal/unsafe"
)
+50 -47
View File
@@ -7,8 +7,7 @@ import (
"runtime"
"strings"
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/gl"
"gioui.org/internal/glimpl"
"gioui.org/internal/unsafe"
)
@@ -18,26 +17,30 @@ import (
type FBO struct {
c *glimpl.Functions
width, height int
frameBuffer gl.Framebuffer
depthBuffer gl.Renderbuffer
colorTex gl.Texture
frameBuffer glimpl.Framebuffer
depthBuffer glimpl.Renderbuffer
colorTex glimpl.Texture
blitted bool
quad gl.Buffer
prog gl.Program
quad glimpl.Buffer
prog glimpl.Program
gl3 bool
}
func New(f *glimpl.Functions) (*FBO, error) {
func New(ctx glimpl.Context) (*FBO, error) {
f, err := glimpl.NewFunctions(ctx)
if err != nil {
return nil, err
}
var gl3 bool
glVer := f.GetString(gl.VERSION)
ver, _, err := gl.ParseGLVersion(glVer)
glVer := f.GetString(glimpl.VERSION)
ver, _, err := glimpl.ParseGLVersion(glVer)
if err != nil {
return nil, err
}
if ver[0] >= 3 {
gl3 = true
} else {
exts := f.GetString(gl.EXTENSIONS)
exts := f.GetString(glimpl.EXTENSIONS)
if !strings.Contains(exts, "EXT_sRGB") {
return nil, fmt.Errorf("no support for OpenGL ES 3 nor EXT_sRGB")
}
@@ -49,17 +52,17 @@ func New(f *glimpl.Functions) (*FBO, error) {
colorTex: f.CreateTexture(),
depthBuffer: f.CreateRenderbuffer(),
}
f.BindTexture(gl.TEXTURE_2D, s.colorTex)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
f.BindTexture(glimpl.TEXTURE_2D, s.colorTex)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, glimpl.NEAREST)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, glimpl.NEAREST)
return s, nil
}
func (s *FBO) Blit() {
if !s.blitted {
prog, err := gl.CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
prog, err := glimpl.CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
if err != nil {
panic(err)
}
@@ -67,39 +70,39 @@ func (s *FBO) Blit() {
s.c.UseProgram(prog)
s.c.Uniform1i(s.c.GetUniformLocation(prog, "tex"), 0)
s.quad = s.c.CreateBuffer()
s.c.BindBuffer(gl.ARRAY_BUFFER, s.quad)
s.c.BufferData(gl.ARRAY_BUFFER,
s.c.BindBuffer(glimpl.ARRAY_BUFFER, s.quad)
s.c.BufferData(glimpl.ARRAY_BUFFER,
unsafe.BytesView([]float32{
-1, +1, 0, 1,
+1, +1, 1, 1,
-1, -1, 0, 0,
+1, -1, 1, 0,
}),
gl.STATIC_DRAW)
glimpl.STATIC_DRAW)
s.blitted = true
}
s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{})
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, glimpl.Framebuffer{})
s.c.UseProgram(s.prog)
s.c.BindTexture(gl.TEXTURE_2D, s.colorTex)
s.c.BindBuffer(gl.ARRAY_BUFFER, s.quad)
s.c.VertexAttribPointer(0 /* pos */, 2, gl.FLOAT, false, 4*4, 0)
s.c.VertexAttribPointer(1 /* uv */, 2, gl.FLOAT, false, 4*4, 4*2)
s.c.BindTexture(glimpl.TEXTURE_2D, s.colorTex)
s.c.BindBuffer(glimpl.ARRAY_BUFFER, s.quad)
s.c.VertexAttribPointer(0 /* pos */, 2, glimpl.FLOAT, false, 4*4, 0)
s.c.VertexAttribPointer(1 /* uv */, 2, glimpl.FLOAT, false, 4*4, 4*2)
s.c.EnableVertexAttribArray(0)
s.c.EnableVertexAttribArray(1)
s.c.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
s.c.BindTexture(gl.TEXTURE_2D, gl.Texture{})
s.c.DrawArrays(glimpl.TRIANGLE_STRIP, 0, 4)
s.c.BindTexture(glimpl.TEXTURE_2D, glimpl.Texture{})
s.c.DisableVertexAttribArray(0)
s.c.DisableVertexAttribArray(1)
s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT)
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, s.frameBuffer)
s.c.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0)
s.c.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT)
// The Android emulator requires framebuffer 0 bound at eglSwapBuffer time.
// Bind the sRGB framebuffer again in afterPresent.
s.c.BindFramebuffer(gl.FRAMEBUFFER, gl.Framebuffer{})
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, glimpl.Framebuffer{})
}
func (s *FBO) AfterPresent() {
s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, s.frameBuffer)
}
func (s *FBO) Refresh(w, h int) error {
@@ -107,20 +110,20 @@ func (s *FBO) Refresh(w, h int) error {
if w == 0 || h == 0 {
return nil
}
s.c.BindTexture(gl.TEXTURE_2D, s.colorTex)
s.c.BindTexture(glimpl.TEXTURE_2D, s.colorTex)
if s.gl3 {
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, w, h, gl.RGBA, gl.UNSIGNED_BYTE, nil)
s.c.TexImage2D(glimpl.TEXTURE_2D, 0, glimpl.SRGB8_ALPHA8, w, h, glimpl.RGBA, glimpl.UNSIGNED_BYTE, nil)
} else /* EXT_sRGB */ {
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB_ALPHA_EXT, w, h, gl.SRGB_ALPHA_EXT, gl.UNSIGNED_BYTE, nil)
s.c.TexImage2D(glimpl.TEXTURE_2D, 0, glimpl.SRGB_ALPHA_EXT, w, h, glimpl.SRGB_ALPHA_EXT, glimpl.UNSIGNED_BYTE, nil)
}
currentRB := gl.Renderbuffer(s.c.GetBinding(gl.RENDERBUFFER_BINDING))
s.c.BindRenderbuffer(gl.RENDERBUFFER, s.depthBuffer)
s.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h)
s.c.BindRenderbuffer(gl.RENDERBUFFER, currentRB)
s.c.BindFramebuffer(gl.FRAMEBUFFER, s.frameBuffer)
s.c.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, s.colorTex, 0)
s.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, s.depthBuffer)
if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
currentRB := glimpl.Renderbuffer(s.c.GetBinding(glimpl.RENDERBUFFER_BINDING))
s.c.BindRenderbuffer(glimpl.RENDERBUFFER, s.depthBuffer)
s.c.RenderbufferStorage(glimpl.RENDERBUFFER, glimpl.DEPTH_COMPONENT16, w, h)
s.c.BindRenderbuffer(glimpl.RENDERBUFFER, currentRB)
s.c.BindFramebuffer(glimpl.FRAMEBUFFER, s.frameBuffer)
s.c.FramebufferTexture2D(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, s.colorTex, 0)
s.c.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT, glimpl.RENDERBUFFER, s.depthBuffer)
if st := s.c.CheckFramebufferStatus(glimpl.FRAMEBUFFER); st != glimpl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
}
@@ -129,12 +132,12 @@ func (s *FBO) Refresh(w, h int) error {
// texture result in twice gamma corrected colors. Using a plain RGBA
// texture seems to work.
s.c.ClearColor(.5, .5, .5, 1.0)
s.c.Clear(gl.COLOR_BUFFER_BIT)
s.c.Clear(glimpl.COLOR_BUFFER_BIT)
var pixel [4]byte
s.c.ReadPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel[:])
s.c.ReadPixels(0, 0, 1, 1, glimpl.RGBA, glimpl.UNSIGNED_BYTE, pixel[:])
if pixel[0] == 128 { // Correct sRGB color value is ~188
s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, gl.RGBA, gl.UNSIGNED_BYTE, nil)
if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
s.c.TexImage2D(glimpl.TEXTURE_2D, 0, glimpl.RGBA, w, h, glimpl.RGBA, glimpl.UNSIGNED_BYTE, nil)
if st := s.c.CheckFramebufferStatus(glimpl.FRAMEBUFFER); st != glimpl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", s.width, s.height, st, s.c.GetError())
}
}
+20 -20
View File
@@ -21,9 +21,9 @@ import (
"errors"
"fmt"
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/backend"
"gioui.org/gpu/gl"
"gioui.org/internal/glimpl"
)
type context struct {
@@ -32,8 +32,8 @@ type context struct {
ctx C.CFTypeRef
layer C.CFTypeRef
init bool
frameBuffer gl.Framebuffer
colorBuffer, depthBuffer gl.Renderbuffer
frameBuffer glimpl.Framebuffer
colorBuffer, depthBuffer glimpl.Renderbuffer
}
func init() {
@@ -64,7 +64,7 @@ func (c *context) Release() {
if c.ctx == 0 {
return
}
C.gio_renderbufferStorage(c.ctx, 0, C.GLenum(gl.RENDERBUFFER))
C.gio_renderbufferStorage(c.ctx, 0, C.GLenum(glimpl.RENDERBUFFER))
c.c.DeleteFramebuffer(c.frameBuffer)
c.c.DeleteRenderbuffer(c.colorBuffer)
c.c.DeleteRenderbuffer(c.depthBuffer)
@@ -79,10 +79,10 @@ func (c *context) Present() error {
}
// Discard depth buffer as recommended in
// https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html
c.c.BindFramebuffer(gl.FRAMEBUFFER, c.frameBuffer)
c.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT)
c.c.BindRenderbuffer(gl.RENDERBUFFER, c.colorBuffer)
if C.gio_presentRenderbuffer(c.ctx, C.GLenum(gl.RENDERBUFFER)) == 0 {
c.c.BindFramebuffer(glimpl.FRAMEBUFFER, c.frameBuffer)
c.c.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT)
c.c.BindRenderbuffer(glimpl.RENDERBUFFER, c.colorBuffer)
if C.gio_presentRenderbuffer(c.ctx, C.GLenum(glimpl.RENDERBUFFER)) == 0 {
return errors.New("presentRenderBuffer failed")
}
return nil
@@ -109,20 +109,20 @@ func (c *context) MakeCurrent() error {
c.c.Finish()
return nil
}
currentRB := gl.Renderbuffer{uint(c.c.GetInteger(gl.RENDERBUFFER_BINDING))}
c.c.BindRenderbuffer(gl.RENDERBUFFER, c.colorBuffer)
if C.gio_renderbufferStorage(c.ctx, c.layer, C.GLenum(gl.RENDERBUFFER)) == 0 {
currentRB := glimpl.Renderbuffer{uint(c.c.GetInteger(glimpl.RENDERBUFFER_BINDING))}
c.c.BindRenderbuffer(glimpl.RENDERBUFFER, c.colorBuffer)
if C.gio_renderbufferStorage(c.ctx, c.layer, C.GLenum(glimpl.RENDERBUFFER)) == 0 {
return errors.New("renderbufferStorage failed")
}
w := c.c.GetRenderbufferParameteri(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)
h := c.c.GetRenderbufferParameteri(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)
c.c.BindRenderbuffer(gl.RENDERBUFFER, c.depthBuffer)
c.c.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h)
c.c.BindRenderbuffer(gl.RENDERBUFFER, currentRB)
c.c.BindFramebuffer(gl.FRAMEBUFFER, c.frameBuffer)
c.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, c.colorBuffer)
c.c.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, c.depthBuffer)
if st := c.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
w := c.c.GetRenderbufferParameteri(glimpl.RENDERBUFFER, glimpl.RENDERBUFFER_WIDTH)
h := c.c.GetRenderbufferParameteri(glimpl.RENDERBUFFER, glimpl.RENDERBUFFER_HEIGHT)
c.c.BindRenderbuffer(glimpl.RENDERBUFFER, c.depthBuffer)
c.c.RenderbufferStorage(glimpl.RENDERBUFFER, glimpl.DEPTH_COMPONENT16, w, h)
c.c.BindRenderbuffer(glimpl.RENDERBUFFER, currentRB)
c.c.BindFramebuffer(glimpl.FRAMEBUFFER, c.frameBuffer)
c.c.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.RENDERBUFFER, c.colorBuffer)
c.c.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT, glimpl.RENDERBUFFER, c.depthBuffer)
if st := c.c.CheckFramebufferStatus(glimpl.FRAMEBUFFER); st != glimpl.FRAMEBUFFER_COMPLETE {
return fmt.Errorf("framebuffer incomplete, status: %#x\n", st)
}
return nil
+3 -9
View File
@@ -6,16 +6,15 @@ import (
"errors"
"syscall/js"
"gioui.org/app/internal/glimpl"
"gioui.org/app/internal/srgb"
"gioui.org/gpu/backend"
"gioui.org/gpu/gl"
"gioui.org/internal/glimpl"
)
type context struct {
ctx js.Value
cnv js.Value
f *glimpl.Functions
srgbFBO *srgb.FBO
}
@@ -33,20 +32,15 @@ func newContext(w *window) (*context, error) {
if ctx.IsNull() {
return nil, errors.New("app: webgl is not supported")
}
f := &glimpl.Functions{Ctx: ctx}
if err := f.Init(); err != nil {
return nil, err
}
c := &context{
ctx: ctx,
cnv: w.cnv,
f: f,
}
return c, nil
}
func (c *context) Backend() (backend.Device, error) {
return gl.NewBackend(c.f)
return gl.NewBackend(glimpl.Context(c.ctx))
}
func (c *context) Release() {
@@ -76,7 +70,7 @@ func (c *context) Unlock() {}
func (c *context) MakeCurrent() error {
if c.srgbFBO == nil {
var err error
c.srgbFBO, err = srgb.New(c.f)
c.srgbFBO, err = srgb.New(glimpl.Context(c.ctx))
if err != nil {
c.Release()
c.srgbFBO = nil
+2 -3
View File
@@ -5,9 +5,9 @@
package window
import (
"gioui.org/app/internal/glimpl"
"gioui.org/gpu/backend"
"gioui.org/gpu/gl"
"gioui.org/internal/glimpl"
)
/*
@@ -43,14 +43,13 @@ func newContext(w *window) (*context, error) {
ctx := C.gio_contextForView(view)
c := &context{
ctx: ctx,
c: new(glimpl.Functions),
view: view,
}
return c, nil
}
func (c *context) Backend() (backend.Device, error) {
return gl.NewBackend(c.c)
return gl.NewBackend(nil)
}
func (c *context) Release() {
+120 -109
View File
@@ -11,11 +11,12 @@ import (
"unsafe"
"gioui.org/gpu/backend"
"gioui.org/internal/glimpl"
)
// Backend implements backend.Device.
type Backend struct {
funcs Functions
funcs *glimpl.Functions
state glstate
@@ -48,13 +49,13 @@ type bufferBinding struct {
}
type gpuTimer struct {
funcs Functions
obj Query
funcs *glimpl.Functions
obj glimpl.Query
}
type gpuTexture struct {
backend *Backend
obj Texture
obj glimpl.Texture
triple textureTriple
width int
height int
@@ -62,16 +63,16 @@ type gpuTexture struct {
type gpuFramebuffer struct {
backend *Backend
obj Framebuffer
obj glimpl.Framebuffer
hasDepth bool
depthBuf Renderbuffer
depthBuf glimpl.Renderbuffer
foreign bool
}
type gpuBuffer struct {
backend *Backend
hasBuffer bool
obj Buffer
obj glimpl.Buffer
typ backend.BufferBinding
size int
immutable bool
@@ -82,7 +83,7 @@ type gpuBuffer struct {
type gpuProgram struct {
backend *Backend
obj Program
obj glimpl.Program
nattr int
vertUniforms uniformsTracker
fragUniforms uniformsTracker
@@ -96,7 +97,7 @@ type uniformsTracker struct {
}
type uniformLocation struct {
uniform Uniform
uniform glimpl.Uniform
offset int
typ backend.DataType
size int
@@ -111,14 +112,24 @@ type gpuInputLayout struct {
// a TexImage2D call.
type textureTriple struct {
internalFormat int
format Enum
typ Enum
format glimpl.Enum
typ glimpl.Enum
}
func NewBackend(f Functions) (*Backend, error) {
exts := strings.Split(f.GetString(EXTENSIONS), " ")
glVer := f.GetString(VERSION)
ver, gles, err := ParseGLVersion(glVer)
type Context = glimpl.Context
// NewBackend returns a new Backend.
//
// Pass a WebGL context if GOOS is "js", otherwise pass nil for the current
// context.
func NewBackend(ctx Context) (*Backend, error) {
f, err := glimpl.NewFunctions(ctx)
if err != nil {
return nil, err
}
exts := strings.Split(f.GetString(glimpl.EXTENSIONS), " ")
glVer := f.GetString(glimpl.VERSION)
ver, gles, err := glimpl.ParseGLVersion(glVer)
if err != nil {
return nil, err
}
@@ -143,7 +154,7 @@ func NewBackend(f Functions) (*Backend, error) {
if hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query") {
b.feats.Features |= backend.FeatureTimers
}
b.feats.MaxTextureSize = f.GetInteger(MAX_TEXTURE_SIZE)
b.feats.MaxTextureSize = f.GetInteger(glimpl.MAX_TEXTURE_SIZE)
return b, nil
}
@@ -153,7 +164,7 @@ func (b *Backend) BeginFrame() {
}
func (b *Backend) EndFrame() {
b.funcs.ActiveTexture(TEXTURE0)
b.funcs.ActiveTexture(glimpl.TEXTURE0)
}
func (b *Backend) Caps() backend.Caps {
@@ -168,7 +179,7 @@ func (b *Backend) NewTimer() backend.Timer {
}
func (b *Backend) IsTimeContinuous() bool {
return b.funcs.GetInteger(GPU_DISJOINT_EXT) == FALSE
return b.funcs.GetInteger(glimpl.GPU_DISJOINT_EXT) == glimpl.FALSE
}
func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Framebuffer, error) {
@@ -181,19 +192,19 @@ func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Fr
fbo.Release()
return nil, err
}
b.funcs.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, gltex.obj, 0)
b.funcs.FramebufferTexture2D(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, gltex.obj, 0)
if depthBits > 0 {
size := Enum(DEPTH_COMPONENT16)
size := glimpl.Enum(glimpl.DEPTH_COMPONENT16)
switch {
case depthBits > 24:
size = DEPTH_COMPONENT32F
size = glimpl.DEPTH_COMPONENT32F
case depthBits > 16:
size = DEPTH_COMPONENT24
size = glimpl.DEPTH_COMPONENT24
}
depthBuf := b.funcs.CreateRenderbuffer()
b.funcs.BindRenderbuffer(RENDERBUFFER, depthBuf)
b.funcs.RenderbufferStorage(RENDERBUFFER, size, gltex.width, gltex.height)
b.funcs.FramebufferRenderbuffer(FRAMEBUFFER, DEPTH_ATTACHMENT, RENDERBUFFER, depthBuf)
b.funcs.BindRenderbuffer(glimpl.RENDERBUFFER, depthBuf)
b.funcs.RenderbufferStorage(glimpl.RENDERBUFFER, size, gltex.width, gltex.height)
b.funcs.FramebufferRenderbuffer(glimpl.FRAMEBUFFER, glimpl.DEPTH_ATTACHMENT, glimpl.RENDERBUFFER, depthBuf)
fbo.depthBuf = depthBuf
fbo.hasDepth = true
if err := glErr(b.funcs); err != nil {
@@ -201,7 +212,7 @@ func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Fr
return nil, err
}
}
if st := b.funcs.CheckFramebufferStatus(FRAMEBUFFER); st != FRAMEBUFFER_COMPLETE {
if st := b.funcs.CheckFramebufferStatus(glimpl.FRAMEBUFFER); st != glimpl.FRAMEBUFFER_COMPLETE {
fbo.Release()
return nil, fmt.Errorf("incomplete framebuffer, status = 0x%x, err = %d", st, b.funcs.GetError())
}
@@ -209,7 +220,7 @@ func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Fr
}
func (b *Backend) CurrentFramebuffer() backend.Framebuffer {
fboID := Framebuffer(b.funcs.GetBinding(FRAMEBUFFER_BINDING))
fboID := glimpl.Framebuffer(b.funcs.GetBinding(glimpl.FRAMEBUFFER_BINDING))
return &gpuFramebuffer{backend: b, obj: fboID, foreign: true}
}
@@ -225,11 +236,11 @@ func (b *Backend) NewTexture(format backend.TextureFormat, width, height int, mi
return nil, errors.New("unsupported texture format")
}
b.BindTexture(0, tex)
b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, toTexFilter(magFilter))
b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, toTexFilter(minFilter))
b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE)
b.funcs.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE)
b.funcs.TexImage2D(TEXTURE_2D, 0, tex.triple.internalFormat, width, height, tex.triple.format, tex.triple.typ, nil)
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, toTexFilter(magFilter))
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, toTexFilter(minFilter))
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
b.funcs.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
b.funcs.TexImage2D(glimpl.TEXTURE_2D, 0, tex.triple.internalFormat, width, height, tex.triple.format, tex.triple.typ, nil)
if err := glErr(b.funcs); err != nil {
tex.Release()
return nil, err
@@ -273,8 +284,8 @@ func (b *Backend) NewImmutableBuffer(typ backend.BufferBinding, data []byte) (ba
return buf, nil
}
func glErr(f Functions) error {
if st := f.GetError(); st != NO_ERROR {
func glErr(f *glimpl.Functions) error {
if st := f.GetError(); st != glimpl.NO_ERROR {
return fmt.Errorf("glGetError: %#x", st)
}
return nil
@@ -282,8 +293,8 @@ func glErr(f Functions) error {
func (b *Backend) bindTexture(unit int, t *gpuTexture) {
if b.state.texUnits[unit] != t {
b.funcs.ActiveTexture(TEXTURE0 + Enum(unit))
b.funcs.BindTexture(TEXTURE_2D, t.obj)
b.funcs.ActiveTexture(glimpl.TEXTURE0 + glimpl.Enum(unit))
b.funcs.BindTexture(glimpl.TEXTURE_2D, t.obj)
b.state.texUnits[unit] = t
}
}
@@ -298,20 +309,20 @@ func (b *Backend) useProgram(p *gpuProgram) {
func (b *Backend) enableVertexArrays(n int) {
// Enable needed arrays.
for i := b.state.nattr; i < n; i++ {
b.funcs.EnableVertexAttribArray(Attrib(i))
b.funcs.EnableVertexAttribArray(glimpl.Attrib(i))
}
// Disable extra arrays.
for i := n; i < b.state.nattr; i++ {
b.funcs.DisableVertexAttribArray(Attrib(i))
b.funcs.DisableVertexAttribArray(glimpl.Attrib(i))
}
b.state.nattr = n
}
func (b *Backend) SetDepthTest(enable bool) {
if enable {
b.funcs.Enable(DEPTH_TEST)
b.funcs.Enable(glimpl.DEPTH_TEST)
} else {
b.funcs.Disable(DEPTH_TEST)
b.funcs.Disable(glimpl.DEPTH_TEST)
}
}
@@ -319,16 +330,16 @@ func (b *Backend) BlendFunc(sfactor, dfactor backend.BlendFactor) {
b.funcs.BlendFunc(toGLBlendFactor(sfactor), toGLBlendFactor(dfactor))
}
func toGLBlendFactor(f backend.BlendFactor) Enum {
func toGLBlendFactor(f backend.BlendFactor) glimpl.Enum {
switch f {
case backend.BlendFactorOne:
return ONE
return glimpl.ONE
case backend.BlendFactorOneMinusSrcAlpha:
return ONE_MINUS_SRC_ALPHA
return glimpl.ONE_MINUS_SRC_ALPHA
case backend.BlendFactorZero:
return ZERO
return glimpl.ZERO
case backend.BlendFactorDstColor:
return DST_COLOR
return glimpl.DST_COLOR
default:
panic("unsupported blend factor")
}
@@ -340,9 +351,9 @@ func (b *Backend) DepthMask(mask bool) {
func (b *Backend) SetBlend(enable bool) {
if enable {
b.funcs.Enable(BLEND)
b.funcs.Enable(glimpl.BLEND)
} else {
b.funcs.Disable(BLEND)
b.funcs.Disable(glimpl.BLEND)
}
}
@@ -350,7 +361,7 @@ func (b *Backend) DrawElements(mode backend.DrawMode, off, count int) {
b.prepareDraw()
// off is in 16-bit indices, but DrawElements take a byte offset.
byteOff := off * 2
b.funcs.DrawElements(toGLDrawMode(mode), count, UNSIGNED_SHORT, byteOff)
b.funcs.DrawElements(toGLDrawMode(mode), count, glimpl.UNSIGNED_SHORT, byteOff)
}
func (b *Backend) DrawArrays(mode backend.DrawMode, off, count int) {
@@ -369,12 +380,12 @@ func (b *Backend) prepareDraw() {
}
}
func toGLDrawMode(mode backend.DrawMode) Enum {
func toGLDrawMode(mode backend.DrawMode) glimpl.Enum {
switch mode {
case backend.DrawModeTriangleStrip:
return TRIANGLE_STRIP
return glimpl.TRIANGLE_STRIP
case backend.DrawModeTriangles:
return TRIANGLES
return glimpl.TRIANGLES
default:
panic("unsupported draw mode")
}
@@ -386,21 +397,21 @@ func (b *Backend) Viewport(x, y, width, height int) {
func (b *Backend) Clear(colR, colG, colB, colA float32) {
b.funcs.ClearColor(colR, colG, colB, colA)
b.funcs.Clear(COLOR_BUFFER_BIT)
b.funcs.Clear(glimpl.COLOR_BUFFER_BIT)
}
func (b *Backend) ClearDepth(d float32) {
b.funcs.ClearDepthf(d)
b.funcs.Clear(DEPTH_BUFFER_BIT)
b.funcs.Clear(glimpl.DEPTH_BUFFER_BIT)
}
func (b *Backend) DepthFunc(f backend.DepthFunc) {
var glfunc Enum
var glfunc glimpl.Enum
switch f {
case backend.DepthFuncGreater:
glfunc = GREATER
glfunc = glimpl.GREATER
case backend.DepthFuncGreaterEqual:
glfunc = GEQUAL
glfunc = glimpl.GEQUAL
default:
panic("unsupported depth func")
}
@@ -440,7 +451,7 @@ func (b *Backend) NewProgram(vertShader, fragShader backend.ShaderSources) (back
vsrc, fsrc = vertShader.GLSL130, fragShader.GLSL130
}
}
p, err := CreateProgram(b.funcs, vsrc, fsrc, attr)
p, err := glimpl.CreateProgram(b.funcs, vsrc, fsrc, attr)
if err != nil {
return nil, err
}
@@ -453,20 +464,20 @@ func (b *Backend) NewProgram(vertShader, fragShader backend.ShaderSources) (back
// Bind texture uniforms.
for _, tex := range vertShader.Textures {
u := b.funcs.GetUniformLocation(p, tex.Name)
if u.valid() {
if u.Valid() {
b.funcs.Uniform1i(u, tex.Binding)
}
}
for _, tex := range fragShader.Textures {
u := b.funcs.GetUniformLocation(p, tex.Name)
if u.valid() {
if u.Valid() {
b.funcs.Uniform1i(u, tex.Binding)
}
}
if b.ubo {
for _, block := range vertShader.Uniforms.Blocks {
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
if blockIdx != INVALID_INDEX {
if blockIdx != glimpl.INVALID_INDEX {
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
}
}
@@ -476,7 +487,7 @@ func (b *Backend) NewProgram(vertShader, fragShader backend.ShaderSources) (back
off := len(vertShader.Uniforms.Blocks)
for _, block := range fragShader.Uniforms.Blocks {
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
if blockIdx != INVALID_INDEX {
if blockIdx != glimpl.INVALID_INDEX {
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
}
}
@@ -487,7 +498,7 @@ func (b *Backend) NewProgram(vertShader, fragShader backend.ShaderSources) (back
return gpuProg, nil
}
func lookupUniform(funcs Functions, p Program, loc backend.UniformLocation) uniformLocation {
func lookupUniform(funcs *glimpl.Functions, p glimpl.Program, loc backend.UniformLocation) uniformLocation {
u := funcs.GetUniformLocation(p, loc.Name)
return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
}
@@ -504,10 +515,10 @@ func (p *gpuProgram) updateUniforms() {
f := p.backend.funcs
if p.backend.ubo {
if b := p.vertUniforms.buf; b != nil {
f.BindBufferBase(UNIFORM_BUFFER, 0, b.obj)
f.BindBufferBase(glimpl.UNIFORM_BUFFER, 0, b.obj)
}
if b := p.fragUniforms.buf; b != nil {
f.BindBufferBase(UNIFORM_BUFFER, 1, b.obj)
f.BindBufferBase(glimpl.UNIFORM_BUFFER, 1, b.obj)
}
} else {
p.vertUniforms.update(f)
@@ -524,7 +535,7 @@ func (p *gpuProgram) Release() {
p.backend.funcs.DeleteProgram(p.obj)
}
func (u *uniformsTracker) setup(funcs Functions, p Program, uniformSize int, uniforms []backend.UniformLocation) {
func (u *uniformsTracker) setup(funcs *glimpl.Functions, p glimpl.Program, uniformSize int, uniforms []backend.UniformLocation) {
u.locs = make([]uniformLocation, len(uniforms))
for i, uniform := range uniforms {
u.locs[i] = lookupUniform(funcs, p, uniform)
@@ -545,7 +556,7 @@ func (u *uniformsTracker) setBuffer(buffer backend.Buffer) {
u.version = buf.version - 1
}
func (p *uniformsTracker) update(funcs Functions) {
func (p *uniformsTracker) update(funcs *glimpl.Functions) {
b := p.buf
if b == nil || b.version == p.version {
return
@@ -589,7 +600,7 @@ func (b *gpuBuffer) Upload(data []byte) {
if b.hasBuffer {
firstBinding := firstBufferType(b.typ)
b.backend.funcs.BindBuffer(firstBinding, b.obj)
b.backend.funcs.BufferData(firstBinding, data, STATIC_DRAW)
b.backend.funcs.BufferData(firstBinding, data, glimpl.STATIC_DRAW)
}
}
@@ -614,19 +625,19 @@ func (b *Backend) setupVertexArrays() {
return
}
buf := b.state.buffer
b.funcs.BindBuffer(ARRAY_BUFFER, buf.buf.obj)
b.funcs.BindBuffer(glimpl.ARRAY_BUFFER, buf.buf.obj)
for i, inp := range layout.inputs {
l := layout.layout[i]
var gltyp Enum
var gltyp glimpl.Enum
switch l.Type {
case backend.DataTypeFloat:
gltyp = FLOAT
gltyp = glimpl.FLOAT
case backend.DataTypeShort:
gltyp = SHORT
gltyp = glimpl.SHORT
default:
panic("unsupported data type")
}
b.funcs.VertexAttribPointer(Attrib(inp.Location), l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
b.funcs.VertexAttribPointer(glimpl.Attrib(inp.Location), l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
}
}
@@ -635,7 +646,7 @@ func (b *Backend) BindIndexBuffer(buf backend.Buffer) {
if gbuf.typ&backend.BufferBindingIndices == 0 {
panic("not an index buffer")
}
b.funcs.BindBuffer(ELEMENT_ARRAY_BUFFER, gbuf.obj)
b.funcs.BindBuffer(glimpl.ELEMENT_ARRAY_BUFFER, gbuf.obj)
}
func (f *gpuFramebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
@@ -644,7 +655,7 @@ func (f *gpuFramebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
if len(pixels) < src.Dx()*src.Dy() {
return errors.New("unexpected RGBA size")
}
f.backend.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), RGBA, UNSIGNED_BYTE, pixels)
f.backend.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), glimpl.RGBA, glimpl.UNSIGNED_BYTE, pixels)
// OpenGL origin is in the lower-left corner. Flip the image to
// match.
flipImageY(src.Dx()*4, src.Dy(), pixels)
@@ -666,12 +677,12 @@ func flipImageY(stride int, height int, pixels []byte) {
}
func (b *Backend) BindFramebuffer(fbo backend.Framebuffer) {
b.funcs.BindFramebuffer(FRAMEBUFFER, fbo.(*gpuFramebuffer).obj)
b.funcs.BindFramebuffer(glimpl.FRAMEBUFFER, fbo.(*gpuFramebuffer).obj)
}
func (f *gpuFramebuffer) Invalidate() {
f.backend.BindFramebuffer(f)
f.backend.funcs.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
f.backend.funcs.InvalidateFramebuffer(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0)
}
func (f *gpuFramebuffer) Release() {
@@ -687,9 +698,9 @@ func (f *gpuFramebuffer) Release() {
func toTexFilter(f backend.TextureFilter) int {
switch f {
case backend.FilterNearest:
return NEAREST
return glimpl.NEAREST
case backend.FilterLinear:
return LINEAR
return glimpl.LINEAR
default:
panic("unsupported texture filter")
}
@@ -714,19 +725,19 @@ func (t *gpuTexture) Upload(img *image.RGBA) {
start := (b.Min.X + b.Min.Y*w) * 4
end := (b.Max.X + (b.Max.Y-1)*w) * 4
pixels = img.Pix[start:end]
t.backend.funcs.TexImage2D(TEXTURE_2D, 0, t.triple.internalFormat, w, h, t.triple.format, t.triple.typ, pixels)
t.backend.funcs.TexImage2D(glimpl.TEXTURE_2D, 0, t.triple.internalFormat, w, h, t.triple.format, t.triple.typ, pixels)
}
func (t *gpuTimer) Begin() {
t.funcs.BeginQuery(TIME_ELAPSED_EXT, t.obj)
t.funcs.BeginQuery(glimpl.TIME_ELAPSED_EXT, t.obj)
}
func (t *gpuTimer) End() {
t.funcs.EndQuery(TIME_ELAPSED_EXT)
t.funcs.EndQuery(glimpl.TIME_ELAPSED_EXT)
}
func (t *gpuTimer) ready() bool {
return t.funcs.GetQueryObjectuiv(t.obj, QUERY_RESULT_AVAILABLE) == TRUE
return t.funcs.GetQueryObjectuiv(t.obj, glimpl.QUERY_RESULT_AVAILABLE) == glimpl.TRUE
}
func (t *gpuTimer) Release() {
@@ -737,7 +748,7 @@ func (t *gpuTimer) Duration() (time.Duration, bool) {
if !t.ready() {
return 0, false
}
nanos := t.funcs.GetQueryObjectuiv(t.obj, QUERY_RESULT)
nanos := t.funcs.GetQueryObjectuiv(t.obj, glimpl.QUERY_RESULT)
return time.Duration(nanos), true
}
@@ -748,10 +759,10 @@ func (b *Backend) BindInputLayout(l backend.InputLayout) {
func (l *gpuInputLayout) Release() {}
// floatTripleFor determines the best texture triple for floating point FBOs.
func floatTripleFor(f Functions, ver [2]int, exts []string) (textureTriple, error) {
func floatTripleFor(f *glimpl.Functions, ver [2]int, exts []string) (textureTriple, error) {
var triples []textureTriple
if ver[0] >= 3 {
triples = append(triples, textureTriple{R16F, Enum(RED), Enum(HALF_FLOAT)})
triples = append(triples, textureTriple{glimpl.R16F, glimpl.Enum(glimpl.RED), glimpl.Enum(glimpl.HALF_FLOAT)})
}
// According to the OES_texture_half_float specification, EXT_color_buffer_half_float is needed to
// render to FBOs. However, the Safari WebGL1 implementation does support half-float FBOs but does not
@@ -759,32 +770,32 @@ func floatTripleFor(f Functions, ver [2]int, exts []string) (textureTriple, erro
// wrong.
if hasExtension(exts, "GL_OES_texture_half_float") || hasExtension(exts, "GL_EXT_color_buffer_half_float") {
// Try single channel.
triples = append(triples, textureTriple{LUMINANCE, Enum(LUMINANCE), Enum(HALF_FLOAT_OES)})
triples = append(triples, textureTriple{glimpl.LUMINANCE, glimpl.Enum(glimpl.LUMINANCE), glimpl.Enum(glimpl.HALF_FLOAT_OES)})
// Fallback to 4 channels.
triples = append(triples, textureTriple{RGBA, Enum(RGBA), Enum(HALF_FLOAT_OES)})
triples = append(triples, textureTriple{glimpl.RGBA, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.HALF_FLOAT_OES)})
}
if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") {
triples = append(triples, textureTriple{RGBA, Enum(RGBA), Enum(FLOAT)})
triples = append(triples, textureTriple{glimpl.RGBA, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.FLOAT)})
}
tex := f.CreateTexture()
defer f.DeleteTexture(tex)
f.BindTexture(TEXTURE_2D, tex)
f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_S, CLAMP_TO_EDGE)
f.TexParameteri(TEXTURE_2D, TEXTURE_WRAP_T, CLAMP_TO_EDGE)
f.TexParameteri(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST)
f.TexParameteri(TEXTURE_2D, TEXTURE_MIN_FILTER, NEAREST)
f.BindTexture(glimpl.TEXTURE_2D, tex)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_S, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_WRAP_T, glimpl.CLAMP_TO_EDGE)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MAG_FILTER, glimpl.NEAREST)
f.TexParameteri(glimpl.TEXTURE_2D, glimpl.TEXTURE_MIN_FILTER, glimpl.NEAREST)
fbo := f.CreateFramebuffer()
defer f.DeleteFramebuffer(fbo)
defFBO := Framebuffer(f.GetBinding(FRAMEBUFFER_BINDING))
f.BindFramebuffer(FRAMEBUFFER, fbo)
defer f.BindFramebuffer(FRAMEBUFFER, defFBO)
defFBO := glimpl.Framebuffer(f.GetBinding(glimpl.FRAMEBUFFER_BINDING))
f.BindFramebuffer(glimpl.FRAMEBUFFER, fbo)
defer f.BindFramebuffer(glimpl.FRAMEBUFFER, defFBO)
var attempts []string
for _, tt := range triples {
const size = 256
f.TexImage2D(TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ, nil)
f.FramebufferTexture2D(FRAMEBUFFER, COLOR_ATTACHMENT0, TEXTURE_2D, tex, 0)
st := f.CheckFramebufferStatus(FRAMEBUFFER)
if st == FRAMEBUFFER_COMPLETE {
f.TexImage2D(glimpl.TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ, nil)
f.FramebufferTexture2D(glimpl.FRAMEBUFFER, glimpl.COLOR_ATTACHMENT0, glimpl.TEXTURE_2D, tex, 0)
st := f.CheckFramebufferStatus(glimpl.FRAMEBUFFER)
if st == glimpl.FRAMEBUFFER_COMPLETE {
return tt, nil
}
attempts = append(attempts, fmt.Sprintf("(0x%x, 0x%x, 0x%x): 0x%x", tt.internalFormat, tt.format, tt.typ, st))
@@ -795,21 +806,21 @@ func floatTripleFor(f Functions, ver [2]int, exts []string) (textureTriple, erro
func srgbaTripleFor(ver [2]int, exts []string) (textureTriple, error) {
switch {
case ver[0] >= 3:
return textureTriple{SRGB8_ALPHA8, Enum(RGBA), Enum(UNSIGNED_BYTE)}, nil
return textureTriple{glimpl.SRGB8_ALPHA8, glimpl.Enum(glimpl.RGBA), glimpl.Enum(glimpl.UNSIGNED_BYTE)}, nil
case hasExtension(exts, "GL_EXT_sRGB"):
return textureTriple{SRGB_ALPHA_EXT, Enum(SRGB_ALPHA_EXT), Enum(UNSIGNED_BYTE)}, nil
return textureTriple{glimpl.SRGB_ALPHA_EXT, glimpl.Enum(glimpl.SRGB_ALPHA_EXT), glimpl.Enum(glimpl.UNSIGNED_BYTE)}, nil
default:
return textureTriple{}, errors.New("no sRGB texture formats found")
}
}
func alphaTripleFor(ver [2]int) textureTriple {
intf, f := R8, Enum(RED)
intf, f := glimpl.R8, glimpl.Enum(glimpl.RED)
if ver[0] < 3 {
// R8, RED not supported on OpenGL ES 2.0.
intf, f = LUMINANCE, Enum(LUMINANCE)
intf, f = glimpl.LUMINANCE, glimpl.Enum(glimpl.LUMINANCE)
}
return textureTriple{intf, f, UNSIGNED_BYTE}
return textureTriple{intf, f, glimpl.UNSIGNED_BYTE}
}
func hasExtension(exts []string, ext string) bool {
@@ -821,14 +832,14 @@ func hasExtension(exts []string, ext string) bool {
return false
}
func firstBufferType(typ backend.BufferBinding) Enum {
func firstBufferType(typ backend.BufferBinding) glimpl.Enum {
switch {
case typ&backend.BufferBindingIndices != 0:
return ELEMENT_ARRAY_BUFFER
return glimpl.ELEMENT_ARRAY_BUFFER
case typ&backend.BufferBindingVertices != 0:
return ARRAY_BUFFER
return glimpl.ARRAY_BUFFER
case typ&backend.BufferBindingUniforms != 0:
return UNIFORM_BUFFER
return glimpl.UNIFORM_BUFFER
default:
panic("unsupported buffer type")
}
+3 -3
View File
@@ -1,6 +1,6 @@
// SPDX-License-Identifier: Unlicense OR MIT
package gl
package glimpl
type (
Attrib uint
@@ -88,7 +88,7 @@ const (
GPU_DISJOINT_EXT = 0x8FBB
)
type Functions interface {
var _ interface {
ActiveTexture(texture Enum)
AttachShader(p Program, s Shader)
BeginQuery(target Enum, query Query)
@@ -158,4 +158,4 @@ type Functions interface {
UseProgram(p Program)
VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int)
Viewport(x, y, width, height int)
}
} = (*Functions)(nil)
@@ -6,8 +6,6 @@ import (
"errors"
"strings"
"syscall/js"
"gioui.org/gpu/gl"
)
type Functions struct {
@@ -20,6 +18,16 @@ type Functions struct {
int32Buf js.Value
}
type Context js.Value
func NewFunctions(ctx Context) (*Functions, error) {
f := &Functions{Ctx: js.Value(ctx)}
if err := f.Init(); err != nil {
return nil, err
}
return f, nil
}
func (f *Functions) Init() error {
webgl2Class := js.Global().Get("WebGL2RenderingContext")
iswebgl2 := !webgl2Class.IsNull() && f.Ctx.InstanceOf(webgl2Class)
@@ -45,50 +53,50 @@ func (f *Functions) getExtension(name string) js.Value {
return f.Ctx.Call("getExtension", name)
}
func (f *Functions) ActiveTexture(t gl.Enum) {
func (f *Functions) ActiveTexture(t Enum) {
f.Ctx.Call("activeTexture", int(t))
}
func (f *Functions) AttachShader(p gl.Program, s gl.Shader) {
func (f *Functions) AttachShader(p Program, s Shader) {
f.Ctx.Call("attachShader", js.Value(p), js.Value(s))
}
func (f *Functions) BeginQuery(target gl.Enum, query gl.Query) {
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 gl.Program, a gl.Attrib, name string) {
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 gl.Enum, b gl.Buffer) {
func (f *Functions) BindBuffer(target Enum, b Buffer) {
f.Ctx.Call("bindBuffer", int(target), js.Value(b))
}
func (f *Functions) BindBufferBase(target gl.Enum, index int, b gl.Buffer) {
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 gl.Enum, fb gl.Framebuffer) {
func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
f.Ctx.Call("bindFramebuffer", int(target), js.Value(fb))
}
func (f *Functions) BindRenderbuffer(target gl.Enum, rb gl.Renderbuffer) {
func (f *Functions) BindRenderbuffer(target Enum, rb Renderbuffer) {
f.Ctx.Call("bindRenderbuffer", int(target), js.Value(rb))
}
func (f *Functions) BindTexture(target gl.Enum, t gl.Texture) {
func (f *Functions) BindTexture(target Enum, t Texture) {
f.Ctx.Call("bindTexture", int(target), js.Value(t))
}
func (f *Functions) BlendEquation(mode gl.Enum) {
func (f *Functions) BlendEquation(mode Enum) {
f.Ctx.Call("blendEquation", int(mode))
}
func (f *Functions) BlendFunc(sfactor, dfactor gl.Enum) {
func (f *Functions) BlendFunc(sfactor, dfactor Enum) {
f.Ctx.Call("blendFunc", int(sfactor), int(dfactor))
}
func (f *Functions) BufferData(target gl.Enum, src []byte, usage gl.Enum) {
func (f *Functions) BufferData(target Enum, src []byte, usage Enum) {
f.Ctx.Call("bufferData", int(target), f.byteArrayOf(src), int(usage))
}
func (f *Functions) CheckFramebufferStatus(target gl.Enum) gl.Enum {
return gl.Enum(f.Ctx.Call("checkFramebufferStatus", int(target)).Int())
func (f *Functions) CheckFramebufferStatus(target Enum) Enum {
return Enum(f.Ctx.Call("checkFramebufferStatus", int(target)).Int())
}
func (f *Functions) Clear(mask gl.Enum) {
func (f *Functions) Clear(mask Enum) {
f.Ctx.Call("clear", int(mask))
}
func (f *Functions) ClearColor(red, green, blue, alpha float32) {
@@ -97,80 +105,80 @@ func (f *Functions) ClearColor(red, green, blue, alpha float32) {
func (f *Functions) ClearDepthf(d float32) {
f.Ctx.Call("clearDepth", d)
}
func (f *Functions) CompileShader(s gl.Shader) {
func (f *Functions) CompileShader(s Shader) {
f.Ctx.Call("compileShader", js.Value(s))
}
func (f *Functions) CreateBuffer() gl.Buffer {
return gl.Buffer(f.Ctx.Call("createBuffer"))
func (f *Functions) CreateBuffer() Buffer {
return Buffer(f.Ctx.Call("createBuffer"))
}
func (f *Functions) CreateFramebuffer() gl.Framebuffer {
return gl.Framebuffer(f.Ctx.Call("createFramebuffer"))
func (f *Functions) CreateFramebuffer() Framebuffer {
return Framebuffer(f.Ctx.Call("createFramebuffer"))
}
func (f *Functions) CreateProgram() gl.Program {
return gl.Program(f.Ctx.Call("createProgram"))
func (f *Functions) CreateProgram() Program {
return Program(f.Ctx.Call("createProgram"))
}
func (f *Functions) CreateQuery() gl.Query {
return gl.Query(f.Ctx.Call("createQuery"))
func (f *Functions) CreateQuery() Query {
return Query(f.Ctx.Call("createQuery"))
}
func (f *Functions) CreateRenderbuffer() gl.Renderbuffer {
return gl.Renderbuffer(f.Ctx.Call("createRenderbuffer"))
func (f *Functions) CreateRenderbuffer() Renderbuffer {
return Renderbuffer(f.Ctx.Call("createRenderbuffer"))
}
func (f *Functions) CreateShader(ty gl.Enum) gl.Shader {
return gl.Shader(f.Ctx.Call("createShader", int(ty)))
func (f *Functions) CreateShader(ty Enum) Shader {
return Shader(f.Ctx.Call("createShader", int(ty)))
}
func (f *Functions) CreateTexture() gl.Texture {
return gl.Texture(f.Ctx.Call("createTexture"))
func (f *Functions) CreateTexture() Texture {
return Texture(f.Ctx.Call("createTexture"))
}
func (f *Functions) DeleteBuffer(v gl.Buffer) {
func (f *Functions) DeleteBuffer(v Buffer) {
f.Ctx.Call("deleteBuffer", js.Value(v))
}
func (f *Functions) DeleteFramebuffer(v gl.Framebuffer) {
func (f *Functions) DeleteFramebuffer(v Framebuffer) {
f.Ctx.Call("deleteFramebuffer", js.Value(v))
}
func (f *Functions) DeleteProgram(p gl.Program) {
func (f *Functions) DeleteProgram(p Program) {
f.Ctx.Call("deleteProgram", js.Value(p))
}
func (f *Functions) DeleteQuery(query gl.Query) {
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 gl.Shader) {
func (f *Functions) DeleteShader(s Shader) {
f.Ctx.Call("deleteShader", js.Value(s))
}
func (f *Functions) DeleteRenderbuffer(v gl.Renderbuffer) {
func (f *Functions) DeleteRenderbuffer(v Renderbuffer) {
f.Ctx.Call("deleteRenderbuffer", js.Value(v))
}
func (f *Functions) DeleteTexture(v gl.Texture) {
func (f *Functions) DeleteTexture(v Texture) {
f.Ctx.Call("deleteTexture", js.Value(v))
}
func (f *Functions) DepthFunc(fn gl.Enum) {
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 gl.Attrib) {
func (f *Functions) DisableVertexAttribArray(a Attrib) {
f.Ctx.Call("disableVertexAttribArray", int(a))
}
func (f *Functions) Disable(cap gl.Enum) {
func (f *Functions) Disable(cap Enum) {
f.Ctx.Call("disable", int(cap))
}
func (f *Functions) DrawArrays(mode gl.Enum, first, count int) {
func (f *Functions) DrawArrays(mode Enum, first, count int) {
f.Ctx.Call("drawArrays", int(mode), first, count)
}
func (f *Functions) DrawElements(mode gl.Enum, count int, ty gl.Enum, offset int) {
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) Enable(cap gl.Enum) {
func (f *Functions) Enable(cap Enum) {
f.Ctx.Call("enable", int(cap))
}
func (f *Functions) EnableVertexAttribArray(a gl.Attrib) {
func (f *Functions) EnableVertexAttribArray(a Attrib) {
f.Ctx.Call("enableVertexAttribArray", int(a))
}
func (f *Functions) EndQuery(target gl.Enum) {
func (f *Functions) EndQuery(target Enum) {
if !f.EXT_disjoint_timer_query_webgl2.IsNull() {
f.Ctx.Call("endQuery", int(target))
} else {
@@ -180,50 +188,50 @@ func (f *Functions) EndQuery(target gl.Enum) {
func (f *Functions) Finish() {
f.Ctx.Call("finish")
}
func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget gl.Enum, renderbuffer gl.Renderbuffer) {
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 gl.Enum, t gl.Texture, level int) {
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() gl.Enum {
func (f *Functions) GetError() Enum {
// Avoid slow getError calls. See gio#179.
return 0
}
func (f *Functions) GetRenderbufferParameteri(target, pname gl.Enum) int {
func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int {
return paramVal(f.Ctx.Call("getRenderbufferParameteri", int(pname)))
}
func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname gl.Enum) int {
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 gl.Enum) gl.Object {
return gl.Object(f.Ctx.Call("getParameter", int(pname)))
func (f *Functions) GetBinding(pname Enum) Object {
return Object(f.Ctx.Call("getParameter", int(pname)))
}
func (f *Functions) GetInteger(pname gl.Enum) int {
func (f *Functions) GetInteger(pname Enum) int {
return paramVal(f.Ctx.Call("getParameter", int(pname)))
}
func (f *Functions) GetProgrami(p gl.Program, pname gl.Enum) int {
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 gl.Program) string {
func (f *Functions) GetProgramInfoLog(p Program) string {
return f.Ctx.Call("getProgramInfoLog", js.Value(p)).String()
}
func (f *Functions) GetQueryObjectuiv(query gl.Query, pname gl.Enum) uint {
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 gl.Shader, pname gl.Enum) int {
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 gl.Shader) string {
func (f *Functions) GetShaderInfoLog(s Shader) string {
return f.Ctx.Call("getShaderInfoLog", js.Value(s)).String()
}
func (f *Functions) GetString(pname gl.Enum) string {
func (f *Functions) GetString(pname Enum) string {
switch pname {
case gl.EXTENSIONS:
case EXTENSIONS:
extsjs := f.Ctx.Call("getSupportedExtensions")
var exts []string
for i := 0; i < extsjs.Length(); i++ {
@@ -234,13 +242,13 @@ func (f *Functions) GetString(pname gl.Enum) string {
return f.Ctx.Call("getParameter", int(pname)).String()
}
}
func (f *Functions) GetUniformBlockIndex(p gl.Program, name string) uint {
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 gl.Program, name string) gl.Uniform {
return gl.Uniform(f.Ctx.Call("getUniformLocation", 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 gl.Enum) {
func (f *Functions) InvalidateFramebuffer(target, attachment Enum) {
fn := f.Ctx.Get("invalidateFramebuffer")
if !fn.IsUndefined() {
if f.int32Buf.IsUndefined() {
@@ -250,16 +258,16 @@ func (f *Functions) InvalidateFramebuffer(target, attachment gl.Enum) {
f.Ctx.Call("invalidateFramebuffer", int(target), f.int32Buf)
}
}
func (f *Functions) LinkProgram(p gl.Program) {
func (f *Functions) LinkProgram(p Program) {
f.Ctx.Call("linkProgram", js.Value(p))
}
func (f *Functions) PixelStorei(pname gl.Enum, param int32) {
func (f *Functions) PixelStorei(pname Enum, param int32) {
f.Ctx.Call("pixelStorei", int(pname), param)
}
func (f *Functions) RenderbufferStorage(target, internalformat gl.Enum, width, height int) {
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 gl.Enum, data []byte) {
func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) {
f.resizeByteBuffer(len(data))
f.Ctx.Call("readPixels", x, y, width, height, int(format), int(ty), f.byteBuf)
js.CopyBytesToGo(data, f.byteBuf)
@@ -267,40 +275,40 @@ func (f *Functions) ReadPixels(x, y, width, height int, format, ty gl.Enum, data
func (f *Functions) Scissor(x, y, width, height int32) {
f.Ctx.Call("scissor", x, y, width, height)
}
func (f *Functions) ShaderSource(s gl.Shader, src string) {
func (f *Functions) ShaderSource(s Shader, src string) {
f.Ctx.Call("shaderSource", js.Value(s), src)
}
func (f *Functions) TexImage2D(target gl.Enum, level int, internalFormat int, width, height int, format, ty gl.Enum, data []byte) {
func (f *Functions) TexImage2D(target Enum, level int, internalFormat int, width, height int, format, ty Enum, data []byte) {
f.Ctx.Call("texImage2D", int(target), int(level), int(internalFormat), int(width), int(height), 0, int(format), int(ty), f.byteArrayOf(data))
}
func (f *Functions) TexSubImage2D(target gl.Enum, level int, x, y, width, height int, format, ty gl.Enum, data []byte) {
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 gl.Enum, param int) {
func (f *Functions) TexParameteri(target, pname Enum, param int) {
f.Ctx.Call("texParameteri", int(target), int(pname), int(param))
}
func (f *Functions) UniformBlockBinding(p gl.Program, uniformBlockIndex uint, uniformBlockBinding uint) {
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 gl.Uniform, v float32) {
func (f *Functions) Uniform1f(dst Uniform, v float32) {
f.Ctx.Call("uniform1f", js.Value(dst), v)
}
func (f *Functions) Uniform1i(dst gl.Uniform, v int) {
func (f *Functions) Uniform1i(dst Uniform, v int) {
f.Ctx.Call("uniform1i", js.Value(dst), v)
}
func (f *Functions) Uniform2f(dst gl.Uniform, v0, v1 float32) {
func (f *Functions) Uniform2f(dst Uniform, v0, v1 float32) {
f.Ctx.Call("uniform2f", js.Value(dst), v0, v1)
}
func (f *Functions) Uniform3f(dst gl.Uniform, v0, v1, v2 float32) {
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 gl.Uniform, v0, v1, v2, v3 float32) {
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 gl.Program) {
func (f *Functions) UseProgram(p Program) {
f.Ctx.Call("useProgram", js.Value(p))
}
func (f *Functions) VertexAttribPointer(dst gl.Attrib, size int, ty gl.Enum, normalized bool, stride, offset int) {
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) {
@@ -8,8 +8,6 @@ import (
"runtime"
"strings"
"unsafe"
"gioui.org/gpu/gl"
)
/*
@@ -77,7 +75,7 @@ __attribute__ ((visibility ("hidden"))) GLuint gio_glGetUniformBlockIndex(GLuint
}
__attribute__ ((visibility ("hidden"))) void gio_glInvalidateFramebuffer(GLenum target, GLenum attachment) {
// gl.Framebuffer invalidation is just a hint and can safely be ignored.
// Framebuffer invalidation is just a hint and can safely be ignored.
if (_glInvalidateFramebuffer != NULL) {
_glInvalidateFramebuffer(target, 1, &attachment);
}
@@ -157,59 +155,68 @@ __attribute__((constructor)) static void gio_loadGLFunctions() {
*/
import "C"
type Context interface{}
type Functions struct {
// gl.Query caches.
// Query caches.
uints [100]C.GLuint
ints [100]C.GLint
}
func (f *Functions) ActiveTexture(texture gl.Enum) {
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 gl.Program, s gl.Shader) {
func (f *Functions) AttachShader(p Program, s Shader) {
C.glAttachShader(C.GLuint(p.V), C.GLuint(s.V))
}
func (f *Functions) BeginQuery(target gl.Enum, query gl.Query) {
func (f *Functions) BeginQuery(target Enum, query Query) {
C.gio_glBeginQuery(C.GLenum(target), C.GLenum(query.V))
}
func (f *Functions) BindAttribLocation(p gl.Program, a gl.Attrib, name string) {
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 gl.Enum, index int, b gl.Buffer) {
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 gl.Enum, b gl.Buffer) {
func (f *Functions) BindBuffer(target Enum, b Buffer) {
C.glBindBuffer(C.GLenum(target), C.GLuint(b.V))
}
func (f *Functions) BindFramebuffer(target gl.Enum, fb gl.Framebuffer) {
func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
C.glBindFramebuffer(C.GLenum(target), C.GLuint(fb.V))
}
func (f *Functions) BindRenderbuffer(target gl.Enum, fb gl.Renderbuffer) {
func (f *Functions) BindRenderbuffer(target Enum, fb Renderbuffer) {
C.glBindRenderbuffer(C.GLenum(target), C.GLuint(fb.V))
}
func (f *Functions) BindTexture(target gl.Enum, t gl.Texture) {
func (f *Functions) BindTexture(target Enum, t Texture) {
C.glBindTexture(C.GLenum(target), C.GLuint(t.V))
}
func (f *Functions) BlendEquation(mode gl.Enum) {
func (f *Functions) BlendEquation(mode Enum) {
C.glBlendEquation(C.GLenum(mode))
}
func (f *Functions) BlendFunc(sfactor, dfactor gl.Enum) {
func (f *Functions) BlendFunc(sfactor, dfactor Enum) {
C.glBlendFunc(C.GLenum(sfactor), C.GLenum(dfactor))
}
func (f *Functions) BufferData(target gl.Enum, src []byte, usage gl.Enum) {
func (f *Functions) BufferData(target Enum, src []byte, usage Enum) {
var p unsafe.Pointer
if len(src) > 0 {
p = unsafe.Pointer(&src[0])
@@ -217,11 +224,11 @@ func (f *Functions) BufferData(target gl.Enum, src []byte, usage gl.Enum) {
C.glBufferData(C.GLenum(target), C.GLsizeiptr(len(src)), p, C.GLenum(usage))
}
func (f *Functions) CheckFramebufferStatus(target gl.Enum) gl.Enum {
return gl.Enum(C.glCheckFramebufferStatus(C.GLenum(target)))
func (f *Functions) CheckFramebufferStatus(target Enum) Enum {
return Enum(C.glCheckFramebufferStatus(C.GLenum(target)))
}
func (f *Functions) Clear(mask gl.Enum) {
func (f *Functions) Clear(mask Enum) {
C.glClear(C.GLbitfield(mask))
}
@@ -233,77 +240,77 @@ func (f *Functions) ClearDepthf(d float32) {
C.glClearDepthf(C.GLfloat(d))
}
func (f *Functions) CompileShader(s gl.Shader) {
func (f *Functions) CompileShader(s Shader) {
C.glCompileShader(C.GLuint(s.V))
}
func (f *Functions) CreateBuffer() gl.Buffer {
func (f *Functions) CreateBuffer() Buffer {
C.glGenBuffers(1, &f.uints[0])
return gl.Buffer{uint(f.uints[0])}
return Buffer{uint(f.uints[0])}
}
func (f *Functions) CreateFramebuffer() gl.Framebuffer {
func (f *Functions) CreateFramebuffer() Framebuffer {
C.glGenFramebuffers(1, &f.uints[0])
return gl.Framebuffer{uint(f.uints[0])}
return Framebuffer{uint(f.uints[0])}
}
func (f *Functions) CreateProgram() gl.Program {
return gl.Program{uint(C.glCreateProgram())}
func (f *Functions) CreateProgram() Program {
return Program{uint(C.glCreateProgram())}
}
func (f *Functions) CreateQuery() gl.Query {
func (f *Functions) CreateQuery() Query {
C.gio_glGenQueries(1, &f.uints[0])
return gl.Query{uint(f.uints[0])}
return Query{uint(f.uints[0])}
}
func (f *Functions) CreateRenderbuffer() gl.Renderbuffer {
func (f *Functions) CreateRenderbuffer() Renderbuffer {
C.glGenRenderbuffers(1, &f.uints[0])
return gl.Renderbuffer{uint(f.uints[0])}
return Renderbuffer{uint(f.uints[0])}
}
func (f *Functions) CreateShader(ty gl.Enum) gl.Shader {
return gl.Shader{uint(C.glCreateShader(C.GLenum(ty)))}
func (f *Functions) CreateShader(ty Enum) Shader {
return Shader{uint(C.glCreateShader(C.GLenum(ty)))}
}
func (f *Functions) CreateTexture() gl.Texture {
func (f *Functions) CreateTexture() Texture {
C.glGenTextures(1, &f.uints[0])
return gl.Texture{uint(f.uints[0])}
return Texture{uint(f.uints[0])}
}
func (f *Functions) DeleteBuffer(v gl.Buffer) {
func (f *Functions) DeleteBuffer(v Buffer) {
f.uints[0] = C.GLuint(v.V)
C.glDeleteBuffers(1, &f.uints[0])
}
func (f *Functions) DeleteFramebuffer(v gl.Framebuffer) {
func (f *Functions) DeleteFramebuffer(v Framebuffer) {
f.uints[0] = C.GLuint(v.V)
C.glDeleteFramebuffers(1, &f.uints[0])
}
func (f *Functions) DeleteProgram(p gl.Program) {
func (f *Functions) DeleteProgram(p Program) {
C.glDeleteProgram(C.GLuint(p.V))
}
func (f *Functions) DeleteQuery(query gl.Query) {
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 gl.Renderbuffer) {
func (f *Functions) DeleteRenderbuffer(v Renderbuffer) {
f.uints[0] = C.GLuint(v.V)
C.glDeleteRenderbuffers(1, &f.uints[0])
}
func (f *Functions) DeleteShader(s gl.Shader) {
func (f *Functions) DeleteShader(s Shader) {
C.glDeleteShader(C.GLuint(s.V))
}
func (f *Functions) DeleteTexture(v gl.Texture) {
func (f *Functions) DeleteTexture(v Texture) {
f.uints[0] = C.GLuint(v.V)
C.glDeleteTextures(1, &f.uints[0])
}
func (f *Functions) DepthFunc(v gl.Enum) {
func (f *Functions) DepthFunc(v Enum) {
C.glDepthFunc(C.GLenum(v))
}
@@ -315,31 +322,31 @@ func (f *Functions) DepthMask(mask bool) {
C.glDepthMask(m)
}
func (f *Functions) DisableVertexAttribArray(a gl.Attrib) {
func (f *Functions) DisableVertexAttribArray(a Attrib) {
C.glDisableVertexAttribArray(C.GLuint(a))
}
func (f *Functions) Disable(cap gl.Enum) {
func (f *Functions) Disable(cap Enum) {
C.glDisable(C.GLenum(cap))
}
func (f *Functions) DrawArrays(mode gl.Enum, first int, count int) {
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 gl.Enum, count int, ty gl.Enum, offset int) {
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) Enable(cap gl.Enum) {
func (f *Functions) Enable(cap Enum) {
C.glEnable(C.GLenum(cap))
}
func (f *Functions) EndQuery(target gl.Enum) {
func (f *Functions) EndQuery(target Enum) {
C.gio_glEndQuery(C.GLenum(target))
}
func (f *Functions) EnableVertexAttribArray(a gl.Attrib) {
func (f *Functions) EnableVertexAttribArray(a Attrib) {
C.glEnableVertexAttribArray(C.GLuint(a))
}
@@ -347,67 +354,67 @@ func (f *Functions) Finish() {
C.glFinish()
}
func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget gl.Enum, renderbuffer gl.Renderbuffer) {
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 gl.Enum, t gl.Texture, level int) {
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 gl.Enum) gl.Object {
return gl.Object{uint(c.GetInteger(pname))}
func (c *Functions) GetBinding(pname Enum) Object {
return Object{uint(c.GetInteger(pname))}
}
func (f *Functions) GetError() gl.Enum {
return gl.Enum(C.glGetError())
func (f *Functions) GetError() Enum {
return Enum(C.glGetError())
}
func (f *Functions) GetRenderbufferParameteri(target, pname gl.Enum) int {
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 gl.Enum) int {
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 gl.Enum) int {
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 gl.Program, pname gl.Enum) int {
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 gl.Program) string {
n := f.GetProgrami(p, gl.INFO_LOG_LENGTH)
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 gl.Query, pname gl.Enum) uint {
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 gl.Shader, pname gl.Enum) int {
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 gl.Shader) string {
n := f.GetShaderi(s, gl.INFO_LOG_LENGTH)
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 gl.Enum, index int) string {
func (f *Functions) GetStringi(pname Enum, index int) string {
str := C.gio_glGetStringi(C.GLenum(pname), C.GLuint(index))
if str == nil {
return ""
@@ -415,15 +422,15 @@ func (f *Functions) GetStringi(pname gl.Enum, index int) string {
return C.GoString((*C.char)(unsafe.Pointer(str)))
}
func (f *Functions) GetString(pname gl.Enum) string {
func (f *Functions) GetString(pname Enum) string {
switch {
case runtime.GOOS == "darwin" && pname == gl.EXTENSIONS:
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(gl.NUM_EXTENSIONS)
nexts := f.GetInteger(NUM_EXTENSIONS)
for i := 0; i < nexts; i++ {
ext := f.GetStringi(gl.EXTENSIONS, i)
ext := f.GetStringi(EXTENSIONS, i)
exts = append(exts, ext)
}
return strings.Join(exts, " ")
@@ -433,27 +440,27 @@ func (f *Functions) GetString(pname gl.Enum) string {
}
}
func (f *Functions) GetUniformBlockIndex(p gl.Program, name string) uint {
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 gl.Program, name string) gl.Uniform {
func (f *Functions) GetUniformLocation(p Program, name string) Uniform {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
return gl.Uniform{int(C.glGetUniformLocation(C.GLuint(p.V), cname))}
return Uniform{int(C.glGetUniformLocation(C.GLuint(p.V), cname))}
}
func (f *Functions) InvalidateFramebuffer(target, attachment gl.Enum) {
func (f *Functions) InvalidateFramebuffer(target, attachment Enum) {
C.gio_glInvalidateFramebuffer(C.GLenum(target), C.GLenum(attachment))
}
func (f *Functions) LinkProgram(p gl.Program) {
func (f *Functions) LinkProgram(p Program) {
C.glLinkProgram(C.GLuint(p.V))
}
func (f *Functions) PixelStorei(pname gl.Enum, param int32) {
func (f *Functions) PixelStorei(pname Enum, param int32) {
C.glPixelStorei(C.GLenum(pname), C.GLint(param))
}
@@ -461,7 +468,7 @@ 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 gl.Enum, data []byte) {
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])
@@ -469,18 +476,18 @@ func (f *Functions) ReadPixels(x, y, width, height int, format, ty gl.Enum, data
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 gl.Enum, width, height int) {
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 gl.Shader, src string) {
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 gl.Enum, level int, internalFormat int, width int, height int, format gl.Enum, ty gl.Enum, data []byte) {
func (f *Functions) TexImage2D(target Enum, level int, internalFormat int, width int, height int, format Enum, ty Enum, data []byte) {
var p unsafe.Pointer
if len(data) > 0 {
p = unsafe.Pointer(&data[0])
@@ -488,7 +495,7 @@ func (f *Functions) TexImage2D(target gl.Enum, level int, internalFormat int, wi
C.glTexImage2D(C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), 0, C.GLenum(format), C.GLenum(ty), p)
}
func (f *Functions) TexSubImage2D(target gl.Enum, level int, x int, y int, width int, height int, format gl.Enum, ty gl.Enum, data []byte) {
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])
@@ -496,39 +503,39 @@ func (f *Functions) TexSubImage2D(target gl.Enum, level int, x int, y int, width
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 gl.Enum, param int) {
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 gl.Program, uniformBlockIndex uint, uniformBlockBinding uint) {
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 gl.Uniform, v float32) {
func (f *Functions) Uniform1f(dst Uniform, v float32) {
C.glUniform1f(C.GLint(dst.V), C.GLfloat(v))
}
func (f *Functions) Uniform1i(dst gl.Uniform, v int) {
func (f *Functions) Uniform1i(dst Uniform, v int) {
C.glUniform1i(C.GLint(dst.V), C.GLint(v))
}
func (f *Functions) Uniform2f(dst gl.Uniform, v0 float32, v1 float32) {
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 gl.Uniform, v0 float32, v1 float32, v2 float32) {
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 gl.Uniform, v0 float32, v1 float32, v2 float32, v3 float32) {
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 gl.Program) {
func (f *Functions) UseProgram(p Program) {
C.glUseProgram(C.GLuint(p.V))
}
func (f *Functions) VertexAttribPointer(dst gl.Attrib, size int, ty gl.Enum, normalized bool, stride int, offset int) {
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
@@ -10,7 +10,6 @@ import (
"golang.org/x/sys/windows"
"gioui.org/gpu/gl"
gunsafe "gioui.org/internal/unsafe"
)
@@ -93,47 +92,56 @@ var (
)
type Functions struct {
// gl.Query caches.
// Query caches.
int32s [100]int32
}
func (c *Functions) ActiveTexture(t gl.Enum) {
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 gl.Program, s gl.Shader) {
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 gl.Enum, query gl.Query) {
func (f *Functions) BeginQuery(target Enum, query Query) {
syscall.Syscall(_glBeginQuery.Addr(), 2, uintptr(target), uintptr(query.V), 0)
}
func (c *Functions) BindAttribLocation(p gl.Program, a gl.Attrib, name string) {
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 gl.Enum, b gl.Buffer) {
func (c *Functions) BindBuffer(target Enum, b Buffer) {
syscall.Syscall(_glBindBuffer.Addr(), 2, uintptr(target), uintptr(b.V), 0)
}
func (c *Functions) BindBufferBase(target gl.Enum, index int, b gl.Buffer) {
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 gl.Enum, fb gl.Framebuffer) {
func (c *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
syscall.Syscall(_glBindFramebuffer.Addr(), 2, uintptr(target), uintptr(fb.V), 0)
}
func (c *Functions) BindRenderbuffer(target gl.Enum, rb gl.Renderbuffer) {
func (c *Functions) BindRenderbuffer(target Enum, rb Renderbuffer) {
syscall.Syscall(_glBindRenderbuffer.Addr(), 2, uintptr(target), uintptr(rb.V), 0)
}
func (c *Functions) BindTexture(target gl.Enum, t gl.Texture) {
func (c *Functions) BindTexture(target Enum, t Texture) {
syscall.Syscall(_glBindTexture.Addr(), 2, uintptr(target), uintptr(t.V), 0)
}
func (c *Functions) BlendEquation(mode gl.Enum) {
func (c *Functions) BlendEquation(mode Enum) {
syscall.Syscall(_glBlendEquation.Addr(), 1, uintptr(mode), 0, 0)
}
func (c *Functions) BlendFunc(sfactor, dfactor gl.Enum) {
func (c *Functions) BlendFunc(sfactor, dfactor Enum) {
syscall.Syscall(_glBlendFunc.Addr(), 2, uintptr(sfactor), uintptr(dfactor), 0)
}
func (c *Functions) BufferData(target gl.Enum, src []byte, usage gl.Enum) {
func (c *Functions) BufferData(target Enum, src []byte, usage Enum) {
if n := len(src); n == 0 {
syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), 0, 0, uintptr(usage), 0, 0)
} else {
@@ -142,11 +150,11 @@ func (c *Functions) BufferData(target gl.Enum, src []byte, usage gl.Enum) {
issue34474KeepAlive(s0)
}
}
func (c *Functions) CheckFramebufferStatus(target gl.Enum) gl.Enum {
func (c *Functions) CheckFramebufferStatus(target Enum) Enum {
s, _, _ := syscall.Syscall(_glCheckFramebufferStatus.Addr(), 1, uintptr(target), 0, 0)
return gl.Enum(s)
return Enum(s)
}
func (c *Functions) Clear(mask gl.Enum) {
func (c *Functions) Clear(mask Enum) {
syscall.Syscall(_glClear.Addr(), 1, uintptr(mask), 0, 0)
}
func (c *Functions) ClearColor(red, green, blue, alpha float32) {
@@ -155,64 +163,64 @@ func (c *Functions) ClearColor(red, green, blue, alpha float32) {
func (c *Functions) ClearDepthf(d float32) {
syscall.Syscall(_glClearDepthf.Addr(), 1, uintptr(math.Float32bits(d)), 0, 0)
}
func (c *Functions) CompileShader(s gl.Shader) {
func (c *Functions) CompileShader(s Shader) {
syscall.Syscall(_glCompileShader.Addr(), 1, uintptr(s.V), 0, 0)
}
func (c *Functions) CreateBuffer() gl.Buffer {
func (c *Functions) CreateBuffer() Buffer {
var buf uintptr
syscall.Syscall(_glGenBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&buf)), 0)
return gl.Buffer{uint(buf)}
return Buffer{uint(buf)}
}
func (c *Functions) CreateFramebuffer() gl.Framebuffer {
func (c *Functions) CreateFramebuffer() Framebuffer {
var fb uintptr
syscall.Syscall(_glGenFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&fb)), 0)
return gl.Framebuffer{uint(fb)}
return Framebuffer{uint(fb)}
}
func (c *Functions) CreateProgram() gl.Program {
func (c *Functions) CreateProgram() Program {
p, _, _ := syscall.Syscall(_glCreateProgram.Addr(), 0, 0, 0, 0)
return gl.Program{uint(p)}
return Program{uint(p)}
}
func (f *Functions) CreateQuery() gl.Query {
func (f *Functions) CreateQuery() Query {
var q uintptr
syscall.Syscall(_glGenQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&q)), 0)
return gl.Query{uint(q)}
return Query{uint(q)}
}
func (c *Functions) CreateRenderbuffer() gl.Renderbuffer {
func (c *Functions) CreateRenderbuffer() Renderbuffer {
var rb uintptr
syscall.Syscall(_glGenRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&rb)), 0)
return gl.Renderbuffer{uint(rb)}
return Renderbuffer{uint(rb)}
}
func (c *Functions) CreateShader(ty gl.Enum) gl.Shader {
func (c *Functions) CreateShader(ty Enum) Shader {
s, _, _ := syscall.Syscall(_glCreateShader.Addr(), 1, uintptr(ty), 0, 0)
return gl.Shader{uint(s)}
return Shader{uint(s)}
}
func (c *Functions) CreateTexture() gl.Texture {
func (c *Functions) CreateTexture() Texture {
var t uintptr
syscall.Syscall(_glGenTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&t)), 0)
return gl.Texture{uint(t)}
return Texture{uint(t)}
}
func (c *Functions) DeleteBuffer(v gl.Buffer) {
func (c *Functions) DeleteBuffer(v Buffer) {
syscall.Syscall(_glDeleteBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v)), 0)
}
func (c *Functions) DeleteFramebuffer(v gl.Framebuffer) {
func (c *Functions) DeleteFramebuffer(v Framebuffer) {
syscall.Syscall(_glDeleteFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
}
func (c *Functions) DeleteProgram(p gl.Program) {
func (c *Functions) DeleteProgram(p Program) {
syscall.Syscall(_glDeleteProgram.Addr(), 1, uintptr(p.V), 0, 0)
}
func (f *Functions) DeleteQuery(query gl.Query) {
func (f *Functions) DeleteQuery(query Query) {
syscall.Syscall(_glDeleteQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&query.V)), 0)
}
func (c *Functions) DeleteShader(s gl.Shader) {
func (c *Functions) DeleteShader(s Shader) {
syscall.Syscall(_glDeleteShader.Addr(), 1, uintptr(s.V), 0, 0)
}
func (c *Functions) DeleteRenderbuffer(v gl.Renderbuffer) {
func (c *Functions) DeleteRenderbuffer(v Renderbuffer) {
syscall.Syscall(_glDeleteRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
}
func (c *Functions) DeleteTexture(v gl.Texture) {
func (c *Functions) DeleteTexture(v Texture) {
syscall.Syscall(_glDeleteTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
}
func (c *Functions) DepthFunc(f gl.Enum) {
func (c *Functions) DepthFunc(f Enum) {
syscall.Syscall(_glDepthFunc.Addr(), 1, uintptr(f), 0, 0)
}
func (c *Functions) DepthMask(mask bool) {
@@ -222,98 +230,98 @@ func (c *Functions) DepthMask(mask bool) {
}
syscall.Syscall(_glDepthMask.Addr(), 1, m, 0, 0)
}
func (c *Functions) DisableVertexAttribArray(a gl.Attrib) {
func (c *Functions) DisableVertexAttribArray(a Attrib) {
syscall.Syscall(_glDisableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
}
func (c *Functions) Disable(cap gl.Enum) {
func (c *Functions) Disable(cap Enum) {
syscall.Syscall(_glDisable.Addr(), 1, uintptr(cap), 0, 0)
}
func (c *Functions) DrawArrays(mode gl.Enum, first, count int) {
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 gl.Enum, count int, ty gl.Enum, offset int) {
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 (c *Functions) Enable(cap gl.Enum) {
func (c *Functions) Enable(cap Enum) {
syscall.Syscall(_glEnable.Addr(), 1, uintptr(cap), 0, 0)
}
func (c *Functions) EnableVertexAttribArray(a gl.Attrib) {
func (c *Functions) EnableVertexAttribArray(a Attrib) {
syscall.Syscall(_glEnableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
}
func (f *Functions) EndQuery(target gl.Enum) {
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 gl.Enum, renderbuffer gl.Renderbuffer) {
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 gl.Enum, t gl.Texture, level int) {
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 gl.Program, name string) uint {
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 gl.Enum) gl.Object {
return gl.Object{uint(c.GetInteger(pname))}
func (c *Functions) GetBinding(pname Enum) Object {
return Object{uint(c.GetInteger(pname))}
}
func (c *Functions) GetError() gl.Enum {
func (c *Functions) GetError() Enum {
e, _, _ := syscall.Syscall(_glGetError.Addr(), 0, 0, 0, 0)
return gl.Enum(e)
return Enum(e)
}
func (c *Functions) GetRenderbufferParameteri(target, pname gl.Enum) int {
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 gl.Enum) int {
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 gl.Enum) int {
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 gl.Program, pname gl.Enum) int {
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 gl.Program) string {
n := c.GetProgrami(p, gl.INFO_LOG_LENGTH)
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 gl.Query, pname gl.Enum) uint {
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 gl.Shader, pname gl.Enum) int {
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 gl.Shader) string {
n := c.GetShaderi(s, gl.INFO_LOG_LENGTH)
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 gl.Enum) string {
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 gl.Program, name string) gl.Uniform {
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 gl.Uniform{int(u)}
return Uniform{int(u)}
}
func (c *Functions) InvalidateFramebuffer(target, attachment gl.Enum) {
func (c *Functions) InvalidateFramebuffer(target, attachment Enum) {
addr := _glInvalidateFramebuffer.Addr()
if addr == 0 {
// InvalidateFramebuffer is just a hint. Skip it if not supported.
@@ -321,30 +329,30 @@ func (c *Functions) InvalidateFramebuffer(target, attachment gl.Enum) {
}
syscall.Syscall(addr, 3, uintptr(target), 1, uintptr(unsafe.Pointer(&attachment)))
}
func (c *Functions) LinkProgram(p gl.Program) {
func (c *Functions) LinkProgram(p Program) {
syscall.Syscall(_glLinkProgram.Addr(), 1, uintptr(p.V), 0, 0)
}
func (c *Functions) PixelStorei(pname gl.Enum, param int32) {
func (c *Functions) PixelStorei(pname Enum, param int32) {
syscall.Syscall(_glPixelStorei.Addr(), 2, uintptr(pname), uintptr(param), 0)
}
func (f *Functions) ReadPixels(x, y, width, height int, format, ty gl.Enum, data []byte) {
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 gl.Enum, width, height int) {
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 gl.Shader, src string) {
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 (c *Functions) TexImage2D(target gl.Enum, level int, internalFormat int, width, height int, format, ty gl.Enum, data []byte) {
func (c *Functions) TexImage2D(target Enum, level int, internalFormat int, width, height int, format, ty Enum, data []byte) {
if len(data) == 0 {
syscall.Syscall9(_glTexImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(internalFormat), uintptr(width), uintptr(height), 0, uintptr(format), uintptr(ty), 0)
} else {
@@ -353,36 +361,36 @@ func (c *Functions) TexImage2D(target gl.Enum, level int, internalFormat int, wi
issue34474KeepAlive(d0)
}
}
func (c *Functions) TexSubImage2D(target gl.Enum, level int, x, y, width, height int, format, ty gl.Enum, data []byte) {
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 gl.Enum, param int) {
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 gl.Program, uniformBlockIndex uint, uniformBlockBinding uint) {
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 gl.Uniform, v float32) {
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 gl.Uniform, v int) {
func (c *Functions) Uniform1i(dst Uniform, v int) {
syscall.Syscall(_glUniform1i.Addr(), 2, uintptr(dst.V), uintptr(v), 0)
}
func (c *Functions) Uniform2f(dst gl.Uniform, v0, v1 float32) {
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 gl.Uniform, v0, v1, v2 float32) {
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 gl.Uniform, v0, v1, v2, v3 float32) {
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 gl.Program) {
func (c *Functions) UseProgram(p Program) {
syscall.Syscall(_glUseProgram.Addr(), 1, uintptr(p.V), 0, 0)
}
func (c *Functions) VertexAttribPointer(dst gl.Attrib, size int, ty gl.Enum, normalized bool, stride, offset int) {
func (c *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
var norm uintptr
if normalized {
norm = 1
+4 -4
View File
@@ -1,6 +1,6 @@
// +build !js
package gl
package glimpl
type (
Buffer struct{ V uint }
@@ -14,14 +14,14 @@ type (
Object struct{ V uint }
)
func (u Uniform) valid() bool {
func (u Uniform) Valid() bool {
return u.V != -1
}
func (p Program) valid() bool {
func (p Program) Valid() bool {
return p.V != 0
}
func (s Shader) valid() bool {
func (s Shader) Valid() bool {
return s.V != 0
}
@@ -1,6 +1,6 @@
// SPDX-License-Identifier: Unlicense OR MIT
package gl
package glimpl
import "syscall/js"
@@ -16,14 +16,14 @@ type (
Object js.Value
)
func (p Program) valid() bool {
func (p Program) Valid() bool {
return !js.Value(p).IsUndefined() && !js.Value(p).IsNull()
}
func (s Shader) valid() bool {
func (s Shader) Valid() bool {
return !js.Value(s).IsUndefined() && !js.Value(s).IsNull()
}
func (u Uniform) valid() bool {
func (u Uniform) Valid() bool {
return !js.Value(u).IsUndefined() && !js.Value(u).IsNull()
}
+5 -5
View File
@@ -1,6 +1,6 @@
// SPDX-License-Identifier: Unlicense OR MIT
package gl
package glimpl
import (
"errors"
@@ -8,7 +8,7 @@ import (
"strings"
)
func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
func CreateProgram(ctx *Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
vs, err := createShader(ctx, VERTEX_SHADER, vsSrc)
if err != nil {
return Program{}, err
@@ -20,7 +20,7 @@ func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Progra
}
defer ctx.DeleteShader(fs)
prog := ctx.CreateProgram()
if !prog.valid() {
if !prog.Valid() {
return Program{}, errors.New("glCreateProgram failed")
}
ctx.AttachShader(prog, vs)
@@ -37,9 +37,9 @@ func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Progra
return prog, nil
}
func createShader(ctx Functions, typ Enum, src string) (Shader, error) {
func createShader(ctx *Functions, typ Enum, src string) (Shader, error) {
sh := ctx.CreateShader(typ)
if !sh.valid() {
if !sh.Valid() {
return Shader{}, errors.New("glCreateShader failed")
}
ctx.ShaderSource(sh, src)