From ffe5ab51a2b17cd2195a406928ce719c49cf4afc Mon Sep 17 00:00:00 2001 From: Elias Naur Date: Fri, 4 Dec 2020 17:56:25 +0100 Subject: [PATCH] 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 --- app/headless/headless_darwin.go | 10 +- app/headless/headless_js.go | 14 +- app/internal/egl/egl.go | 16 +- app/internal/egl/egl_windows.go | 2 +- app/internal/srgb/srgb.go | 97 ++++---- app/internal/window/gl_ios.go | 40 +-- app/internal/window/gl_js.go | 12 +- app/internal/window/gl_macos.go | 5 +- gpu/gl/backend.go | 229 +++++++++--------- {gpu/gl => internal/glimpl}/gl.go | 6 +- {app/internal => internal}/glimpl/gl_js.go | 172 ++++++------- .../gl.go => internal/glimpl/gl_unix.go | 187 +++++++------- .../glimpl/gl_windows.go | 176 +++++++------- {gpu/gl => internal/glimpl}/types.go | 8 +- {gpu/gl => internal/glimpl}/types_js.go | 8 +- {gpu/gl => internal/glimpl}/util.go | 10 +- 16 files changed, 503 insertions(+), 489 deletions(-) rename {gpu/gl => internal/glimpl}/gl.go (99%) rename {app/internal => internal}/glimpl/gl_js.go (60%) rename app/internal/glimpl/gl.go => internal/glimpl/gl_unix.go (70%) rename {app/internal => internal}/glimpl/gl_windows.go (76%) rename {gpu/gl => internal/glimpl}/types.go (76%) rename {gpu/gl => internal/glimpl}/types_js.go (81%) rename {gpu/gl => internal/glimpl}/util.go (88%) diff --git a/app/headless/headless_darwin.go b/app/headless/headless_darwin.go index 16145e3c..31ce54b7 100644 --- a/app/headless/headless_darwin.go +++ b/app/headless/headless_darwin.go @@ -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() { diff --git a/app/headless/headless_js.go b/app/headless/headless_js.go index 4c836687..e12a315a 100644 --- a/app/headless/headless_js.go +++ b/app/headless/headless_js.go @@ -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() { diff --git a/app/internal/egl/egl.go b/app/internal/egl/egl.go index 1af49e1d..9ff407f3 100644 --- a/app/internal/egl/egl.go +++ b/app/internal/egl/egl.go @@ -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 diff --git a/app/internal/egl/egl_windows.go b/app/internal/egl/egl_windows.go index 5d9a4feb..ca07fe3c 100644 --- a/app/internal/egl/egl_windows.go +++ b/app/internal/egl/egl_windows.go @@ -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" ) diff --git a/app/internal/srgb/srgb.go b/app/internal/srgb/srgb.go index 22db556d..fa2b6859 100644 --- a/app/internal/srgb/srgb.go +++ b/app/internal/srgb/srgb.go @@ -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()) } } diff --git a/app/internal/window/gl_ios.go b/app/internal/window/gl_ios.go index 00991895..3097010f 100644 --- a/app/internal/window/gl_ios.go +++ b/app/internal/window/gl_ios.go @@ -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 diff --git a/app/internal/window/gl_js.go b/app/internal/window/gl_js.go index 2b0152e4..fd950e07 100644 --- a/app/internal/window/gl_js.go +++ b/app/internal/window/gl_js.go @@ -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 diff --git a/app/internal/window/gl_macos.go b/app/internal/window/gl_macos.go index e4e293de..6b26b96c 100644 --- a/app/internal/window/gl_macos.go +++ b/app/internal/window/gl_macos.go @@ -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() { diff --git a/gpu/gl/backend.go b/gpu/gl/backend.go index cfa5a9a7..c1bfc592 100644 --- a/gpu/gl/backend.go +++ b/gpu/gl/backend.go @@ -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") } diff --git a/gpu/gl/gl.go b/internal/glimpl/gl.go similarity index 99% rename from gpu/gl/gl.go rename to internal/glimpl/gl.go index 350f60f8..cd421434 100644 --- a/gpu/gl/gl.go +++ b/internal/glimpl/gl.go @@ -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) diff --git a/app/internal/glimpl/gl_js.go b/internal/glimpl/gl_js.go similarity index 60% rename from app/internal/glimpl/gl_js.go rename to internal/glimpl/gl_js.go index e9acc19a..ad02616a 100644 --- a/app/internal/glimpl/gl_js.go +++ b/internal/glimpl/gl_js.go @@ -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) { diff --git a/app/internal/glimpl/gl.go b/internal/glimpl/gl_unix.go similarity index 70% rename from app/internal/glimpl/gl.go rename to internal/glimpl/gl_unix.go index 5b23e4ec..3a8d1fe2 100644 --- a/app/internal/glimpl/gl.go +++ b/internal/glimpl/gl_unix.go @@ -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, ). 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 diff --git a/app/internal/glimpl/gl_windows.go b/internal/glimpl/gl_windows.go similarity index 76% rename from app/internal/glimpl/gl_windows.go rename to internal/glimpl/gl_windows.go index 4fe1d918..7e1d5417 100644 --- a/app/internal/glimpl/gl_windows.go +++ b/internal/glimpl/gl_windows.go @@ -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 diff --git a/gpu/gl/types.go b/internal/glimpl/types.go similarity index 76% rename from gpu/gl/types.go rename to internal/glimpl/types.go index f986bbab..455163e4 100644 --- a/gpu/gl/types.go +++ b/internal/glimpl/types.go @@ -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 } diff --git a/gpu/gl/types_js.go b/internal/glimpl/types_js.go similarity index 81% rename from gpu/gl/types_js.go rename to internal/glimpl/types_js.go index 16e3a713..95e08ccb 100644 --- a/gpu/gl/types_js.go +++ b/internal/glimpl/types_js.go @@ -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() } diff --git a/gpu/gl/util.go b/internal/glimpl/util.go similarity index 88% rename from gpu/gl/util.go rename to internal/glimpl/util.go index 6ee6034b..f032642e 100644 --- a/gpu/gl/util.go +++ b/internal/glimpl/util.go @@ -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)