// SPDX-License-Identifier: Unlicense OR MIT // +build darwin linux freebsd openbsd package impl import ( "runtime" "strings" "unsafe" "gioui.org/app/internal/gl" ) /* #cgo CFLAGS: -Werror #cgo linux freebsd openbsd LDFLAGS: -lGLESv2 #cgo linux freebsd LDFLAGS: -ldl #cgo freebsd CFLAGS: -I/usr/local/include #cgo freebsd LDFLAGS: -L/usr/local/lib #cgo openbsd CFLAGS: -I/usr/X11R6/include #cgo openbsd LDFLAGS: -L/usr/X11R6/lib #cgo darwin,!ios CFLAGS: -DGL_SILENCE_DEPRECATION #cgo darwin,!ios LDFLAGS: -framework OpenGL #cgo darwin,ios CFLAGS: -DGLES_SILENCE_DEPRECATION #cgo darwin,ios LDFLAGS: -framework OpenGLES #include #ifdef __APPLE__ #include "TargetConditionals.h" #if TARGET_OS_IPHONE #include #else #include #endif #else #define __USE_GNU #include #include #include #endif static void (*_glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum *attachments); static void (*_glBeginQuery)(GLenum target, GLuint id); static void (*_glDeleteQueries)(GLsizei n, const GLuint *ids); static void (*_glEndQuery)(GLenum target); static void (*_glGenQueries)(GLsizei n, GLuint *ids); static void (*_glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint *params); static const GLubyte* (*_glGetStringi)(GLenum name, GLuint index); // The pointer-free version of glVertexAttribPointer, to avoid the Cgo pointer checks. __attribute__ ((visibility ("hidden"))) void gio_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t offset) { glVertexAttribPointer(index, size, type, normalized, stride, (const GLvoid *)offset); } // The pointer-free version of glDrawElements, to avoid the Cgo pointer checks. __attribute__ ((visibility ("hidden"))) void gio_glDrawElements(GLenum mode, GLsizei count, GLenum type, const uintptr_t offset) { glDrawElements(mode, count, type, (const GLvoid *)offset); } __attribute__ ((visibility ("hidden"))) void gio_glInvalidateFramebuffer(GLenum target, GLenum attachment) { // gl.Framebuffer invalidation is just a hint and can safely be ignored. if (_glInvalidateFramebuffer != NULL) { _glInvalidateFramebuffer(target, 1, &attachment); } } __attribute__ ((visibility ("hidden"))) void gio_glBeginQuery(GLenum target, GLenum attachment) { _glBeginQuery(target, attachment); } __attribute__ ((visibility ("hidden"))) void gio_glDeleteQueries(GLsizei n, const GLuint *ids) { _glDeleteQueries(n, ids); } __attribute__ ((visibility ("hidden"))) void gio_glEndQuery(GLenum target) { _glEndQuery(target); } __attribute__ ((visibility ("hidden"))) const GLubyte* gio_glGetStringi(GLenum name, GLuint index) { if (_glGetStringi == NULL) { return NULL; } return _glGetStringi(name, index); } __attribute__ ((visibility ("hidden"))) void gio_glGenQueries(GLsizei n, GLuint *ids) { _glGenQueries(n, ids); } __attribute__ ((visibility ("hidden"))) void gio_glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) { _glGetQueryObjectuiv(id, pname, params); } __attribute__((constructor)) static void gio_loadGLFunctions() { #ifdef __APPLE__ #if TARGET_OS_IPHONE _glInvalidateFramebuffer = glInvalidateFramebuffer; _glBeginQuery = glBeginQuery; _glDeleteQueries = glDeleteQueries; _glEndQuery = glEndQuery; _glGenQueries = glGenQueries; _glGetQueryObjectuiv = glGetQueryObjectuiv; #endif _glGetStringi = glGetStringi; #else // Load libGLESv3 if available. dlopen("libGLESv3.so", RTLD_NOW | RTLD_GLOBAL); _glInvalidateFramebuffer = dlsym(RTLD_DEFAULT, "glInvalidateFramebuffer"); _glGetStringi = dlsym(RTLD_DEFAULT, "glGetStringi"); // Fall back to EXT_invalidate_framebuffer if available. if (_glInvalidateFramebuffer == NULL) { _glInvalidateFramebuffer = dlsym(RTLD_DEFAULT, "glDiscardFramebufferEXT"); } _glBeginQuery = dlsym(RTLD_DEFAULT, "glBeginQuery"); if (_glBeginQuery == NULL) _glBeginQuery = dlsym(RTLD_DEFAULT, "glBeginQueryEXT"); _glDeleteQueries = dlsym(RTLD_DEFAULT, "glDeleteQueries"); if (_glDeleteQueries == NULL) _glDeleteQueries = dlsym(RTLD_DEFAULT, "glDeleteQueriesEXT"); _glEndQuery = dlsym(RTLD_DEFAULT, "glEndQuery"); if (_glEndQuery == NULL) _glEndQuery = dlsym(RTLD_DEFAULT, "glEndQueryEXT"); _glGenQueries = dlsym(RTLD_DEFAULT, "glGenQueries"); if (_glGenQueries == NULL) _glGenQueries = dlsym(RTLD_DEFAULT, "glGenQueriesEXT"); _glGetQueryObjectuiv = dlsym(RTLD_DEFAULT, "glGetQueryObjectuiv"); if (_glGetQueryObjectuiv == NULL) _glGetQueryObjectuiv = dlsym(RTLD_DEFAULT, "glGetQueryObjectuivEXT"); #endif } */ import "C" type Functions struct { // gl.Query caches. uints [100]C.GLuint ints [100]C.GLint } func (f *Functions) ActiveTexture(texture gl.Enum) { C.glActiveTexture(C.GLenum(texture)) } func (f *Functions) AttachShader(p gl.Program, s gl.Shader) { C.glAttachShader(C.GLuint(p.V), C.GLuint(s.V)) } func (f *Functions) BeginQuery(target gl.Enum, query gl.Query) { C.gio_glBeginQuery(C.GLenum(target), C.GLenum(query.V)) } func (f *Functions) BindAttribLocation(p gl.Program, a gl.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) BindBuffer(target gl.Enum, b gl.Buffer) { C.glBindBuffer(C.GLenum(target), C.GLuint(b.V)) } func (f *Functions) BindFramebuffer(target gl.Enum, fb gl.Framebuffer) { C.glBindFramebuffer(C.GLenum(target), C.GLuint(fb.V)) } func (f *Functions) BindRenderbuffer(target gl.Enum, fb gl.Renderbuffer) { C.glBindRenderbuffer(C.GLenum(target), C.GLuint(fb.V)) } func (f *Functions) BindTexture(target gl.Enum, t gl.Texture) { C.glBindTexture(C.GLenum(target), C.GLuint(t.V)) } func (f *Functions) BlendEquation(mode gl.Enum) { C.glBlendEquation(C.GLenum(mode)) } func (f *Functions) BlendFunc(sfactor, dfactor gl.Enum) { C.glBlendFunc(C.GLenum(sfactor), C.GLenum(dfactor)) } func (f *Functions) BufferData(target gl.Enum, src []byte, usage gl.Enum) { var p unsafe.Pointer if len(src) > 0 { p = unsafe.Pointer(&src[0]) } 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) Clear(mask gl.Enum) { C.glClear(C.GLbitfield(mask)) } func (f *Functions) ClearColor(red float32, green float32, blue float32, alpha float32) { C.glClearColor(C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha)) } func (f *Functions) ClearDepthf(d float32) { C.glClearDepthf(C.GLfloat(d)) } func (f *Functions) CompileShader(s gl.Shader) { C.glCompileShader(C.GLuint(s.V)) } func (f *Functions) CreateBuffer() gl.Buffer { C.glGenBuffers(1, &f.uints[0]) return gl.Buffer{uint(f.uints[0])} } func (f *Functions) CreateFramebuffer() gl.Framebuffer { C.glGenFramebuffers(1, &f.uints[0]) return gl.Framebuffer{uint(f.uints[0])} } func (f *Functions) CreateProgram() gl.Program { return gl.Program{uint(C.glCreateProgram())} } func (f *Functions) CreateQuery() gl.Query { C.gio_glGenQueries(1, &f.uints[0]) return gl.Query{uint(f.uints[0])} } func (f *Functions) CreateRenderbuffer() gl.Renderbuffer { C.glGenRenderbuffers(1, &f.uints[0]) return gl.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) CreateTexture() gl.Texture { C.glGenTextures(1, &f.uints[0]) return gl.Texture{uint(f.uints[0])} } func (f *Functions) DeleteBuffer(v gl.Buffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteBuffers(1, &f.uints[0]) } func (f *Functions) DeleteFramebuffer(v gl.Framebuffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteFramebuffers(1, &f.uints[0]) } func (f *Functions) DeleteProgram(p gl.Program) { C.glDeleteProgram(C.GLuint(p.V)) } func (f *Functions) DeleteQuery(query gl.Query) { f.uints[0] = C.GLuint(query.V) C.gio_glDeleteQueries(1, &f.uints[0]) } func (f *Functions) DeleteRenderbuffer(v gl.Renderbuffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteRenderbuffers(1, &f.uints[0]) } func (f *Functions) DeleteShader(s gl.Shader) { C.glDeleteShader(C.GLuint(s.V)) } func (f *Functions) DeleteTexture(v gl.Texture) { f.uints[0] = C.GLuint(v.V) C.glDeleteTextures(1, &f.uints[0]) } func (f *Functions) DepthFunc(v gl.Enum) { C.glDepthFunc(C.GLenum(v)) } func (f *Functions) DepthMask(mask bool) { m := C.GLboolean(C.GL_FALSE) if mask { m = C.GLboolean(C.GL_TRUE) } C.glDepthMask(m) } func (f *Functions) DisableVertexAttribArray(a gl.Attrib) { C.glDisableVertexAttribArray(C.GLuint(a)) } func (f *Functions) Disable(cap gl.Enum) { C.glDisable(C.GLenum(cap)) } func (f *Functions) DrawArrays(mode gl.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) { C.gio_glDrawElements(C.GLenum(mode), C.GLsizei(count), C.GLenum(ty), C.uintptr_t(offset)) } func (f *Functions) Enable(cap gl.Enum) { C.glEnable(C.GLenum(cap)) } func (f *Functions) EndQuery(target gl.Enum) { C.gio_glEndQuery(C.GLenum(target)) } func (f *Functions) EnableVertexAttribArray(a gl.Attrib) { C.glEnableVertexAttribArray(C.GLuint(a)) } func (f *Functions) Finish() { C.glFinish() } func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget gl.Enum, renderbuffer gl.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) { 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 (f *Functions) GetError() gl.Enum { return gl.Enum(C.glGetError()) } func (f *Functions) GetRenderbufferParameteri(target, pname gl.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 { 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 { C.glGetIntegerv(C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetProgrami(p gl.Program, pname gl.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) 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 { 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 { 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) 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 { str := C.gio_glGetStringi(C.GLenum(pname), C.GLuint(index)) if str == nil { return "" } return C.GoString((*C.char)(unsafe.Pointer(str))) } func (f *Functions) GetString(pname gl.Enum) string { switch { case runtime.GOOS == "darwin" && pname == gl.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) for i := 0; i < nexts; i++ { ext := f.GetStringi(gl.EXTENSIONS, i) exts = append(exts, ext) } return strings.Join(exts, " ") default: str := C.glGetString(C.GLenum(pname)) return C.GoString((*C.char)(unsafe.Pointer(str))) } } func (f *Functions) GetUniformLocation(p gl.Program, name string) gl.Uniform { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return gl.Uniform{int(C.glGetUniformLocation(C.GLuint(p.V), cname))} } func (f *Functions) InvalidateFramebuffer(target, attachment gl.Enum) { C.gio_glInvalidateFramebuffer(C.GLenum(target), C.GLenum(attachment)) } func (f *Functions) LinkProgram(p gl.Program) { C.glLinkProgram(C.GLuint(p.V)) } func (f *Functions) PixelStorei(pname gl.Enum, param int32) { C.glPixelStorei(C.GLenum(pname), C.GLint(param)) } 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) { var p unsafe.Pointer if len(data) > 0 { p = unsafe.Pointer(&data[0]) } 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) { C.glRenderbufferStorage(C.GLenum(target), C.GLenum(internalformat), C.GLsizei(width), C.GLsizei(height)) } func (f *Functions) ShaderSource(s gl.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) { var p unsafe.Pointer if len(data) > 0 { p = unsafe.Pointer(&data[0]) } 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) { var p unsafe.Pointer if len(data) > 0 { p = unsafe.Pointer(&data[0]) } 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) { C.glTexParameteri(C.GLenum(target), C.GLenum(pname), C.GLint(param)) } func (f *Functions) Uniform1f(dst gl.Uniform, v float32) { C.glUniform1f(C.GLint(dst.V), C.GLfloat(v)) } func (f *Functions) Uniform1i(dst gl.Uniform, v int) { C.glUniform1i(C.GLint(dst.V), C.GLint(v)) } func (f *Functions) Uniform2f(dst gl.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) { 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) { 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) { C.glUseProgram(C.GLuint(p.V)) } func (f *Functions) VertexAttribPointer(dst gl.Attrib, size int, ty gl.Enum, normalized bool, stride int, offset int) { var n C.GLboolean = C.GL_FALSE if normalized { n = C.GL_TRUE } C.gio_glVertexAttribPointer(C.GLuint(dst), C.GLint(size), C.GLenum(ty), n, C.GLsizei(stride), C.uintptr_t(offset)) } func (f *Functions) Viewport(x int, y int, width int, height int) { C.glViewport(C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) }