// SPDX-License-Identifier: Unlicense OR MIT //go:build darwin || linux || freebsd || openbsd // +build darwin linux freebsd openbsd package gl import ( "fmt" "runtime" "strings" "unsafe" ) /* #cgo CFLAGS: -Werror #cgo linux freebsd LDFLAGS: -ldl #include #include #include #define __USE_GNU #include typedef unsigned int GLenum; typedef unsigned int GLuint; typedef char GLchar; typedef float GLfloat; typedef ssize_t GLsizeiptr; typedef intptr_t GLintptr; typedef unsigned int GLbitfield; typedef int GLint; typedef unsigned char GLboolean; typedef int GLsizei; typedef uint8_t GLubyte; typedef struct { void (*glActiveTexture)(GLenum texture); void (*glAttachShader)(GLuint program, GLuint shader); void (*glBindAttribLocation)(GLuint program, GLuint index, const GLchar *name); void (*glBindBuffer)(GLenum target, GLuint buffer); void (*glBindFramebuffer)(GLenum target, GLuint framebuffer); void (*glBindRenderbuffer)(GLenum target, GLuint renderbuffer); void (*glBindTexture)(GLenum target, GLuint texture); void (*glBlendEquation)(GLenum mode); void (*glBlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcA, GLenum dstA); void (*glBufferData)(GLenum target, GLsizeiptr size, const void *data, GLenum usage); void (*glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); GLenum (*glCheckFramebufferStatus)(GLenum target); void (*glClear)(GLbitfield mask); void (*glClearColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void (*glClearDepthf)(GLfloat d); void (*glCompileShader)(GLuint shader); void (*glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLuint (*glCreateProgram)(void); GLuint (*glCreateShader)(GLenum type); void (*glDeleteBuffers)(GLsizei n, const GLuint *buffers); void (*glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); void (*glDeleteProgram)(GLuint program); void (*glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); void (*glDeleteShader)(GLuint shader); void (*glDeleteTextures)(GLsizei n, const GLuint *textures); void (*glDepthFunc)(GLenum func); void (*glDepthMask)(GLboolean flag); void (*glDisable)(GLenum cap); void (*glDisableVertexAttribArray)(GLuint index); void (*glDrawArrays)(GLenum mode, GLint first, GLsizei count); void (*glDrawElements)(GLenum mode, GLsizei count, GLenum type, const void *indices); void (*glEnable)(GLenum cap); void (*glEnableVertexAttribArray)(GLuint index); void (*glFinish)(void); void (*glFlush)(void); void (*glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void (*glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void (*glGenBuffers)(GLsizei n, GLuint *buffers); void (*glGenFramebuffers)(GLsizei n, GLuint *framebuffers); void (*glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); void (*glGenTextures)(GLsizei n, GLuint *textures); GLenum (*glGetError)(void); void (*glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params); void (*glGetFloatv)(GLenum pname, GLfloat *data); void (*glGetIntegerv)(GLenum pname, GLint *data); void (*glGetIntegeri_v)(GLenum pname, GLuint idx, GLint *data); void (*glGetProgramiv)(GLuint program, GLenum pname, GLint *params); void (*glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void (*glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); void (*glGetShaderiv)(GLuint shader, GLenum pname, GLint *params); void (*glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); const GLubyte *(*glGetString)(GLenum name); GLint (*glGetUniformLocation)(GLuint program, const GLchar *name); void (*glGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params); void (*glGetVertexAttribPointerv)(GLuint index, GLenum pname, void **params); GLboolean (*glIsEnabled)(GLenum cap); void (*glLinkProgram)(GLuint program); void (*glPixelStorei)(GLenum pname, GLint param); void (*glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); void (*glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void (*glScissor)(GLint x, GLint y, GLsizei width, GLsizei height); void (*glShaderSource)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); void (*glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); void (*glTexParameteri)(GLenum target, GLenum pname, GLint param); void (*glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); void (*glUniform1f)(GLint location, GLfloat v0); void (*glUniform1i)(GLint location, GLint v0); void (*glUniform2f)(GLint location, GLfloat v0, GLfloat v1); void (*glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void (*glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void (*glUseProgram)(GLuint program); void (*glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); void (*glViewport)(GLint x, GLint y, GLsizei width, GLsizei height); void (*glBindVertexArray)(GLuint array); void (*glBindBufferBase)(GLenum target, GLuint index, GLuint buffer); GLuint (*glGetUniformBlockIndex)(GLuint program, const GLchar *uniformBlockName); void (*glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); void (*glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum *attachments); void (*glBeginQuery)(GLenum target, GLuint id); void (*glDeleteQueries)(GLsizei n, const GLuint *ids); void (*glDeleteVertexArrays)(GLsizei n, const GLuint *ids); void (*glEndQuery)(GLenum target); void (*glGenQueries)(GLsizei n, GLuint *ids); void (*glGenVertexArrays)(GLsizei n, GLuint *ids); void (*glGetProgramBinary)(GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary); void (*glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint *params); const GLubyte* (*glGetStringi)(GLenum name, GLuint index); void (*glDispatchCompute)(GLuint x, GLuint y, GLuint z); void (*glMemoryBarrier)(GLbitfield barriers); void* (*glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); GLboolean (*glUnmapBuffer)(GLenum target); void (*glBindImageTexture)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); void (*glTexStorage2D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); void (*glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); } glFunctions; static void glActiveTexture(glFunctions *f, GLenum texture) { f->glActiveTexture(texture); } static void glAttachShader(glFunctions *f, GLuint program, GLuint shader) { f->glAttachShader(program, shader); } static void glBindAttribLocation(glFunctions *f, GLuint program, GLuint index, const GLchar *name) { f->glBindAttribLocation(program, index, name); } static void glBindBuffer(glFunctions *f, GLenum target, GLuint buffer) { f->glBindBuffer(target, buffer); } static void glBindFramebuffer(glFunctions *f, GLenum target, GLuint framebuffer) { f->glBindFramebuffer(target, framebuffer); } static void glBindRenderbuffer(glFunctions *f, GLenum target, GLuint renderbuffer) { f->glBindRenderbuffer(target, renderbuffer); } static void glBindTexture(glFunctions *f, GLenum target, GLuint texture) { f->glBindTexture(target, texture); } static void glBindVertexArray(glFunctions *f, GLuint array) { f->glBindVertexArray(array); } static void glBlendEquation(glFunctions *f, GLenum mode) { f->glBlendEquation(mode); } static void glBlendFuncSeparate(glFunctions *f, GLenum srcRGB, GLenum dstRGB, GLenum srcA, GLenum dstA) { f->glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA); } static void glBufferData(glFunctions *f, GLenum target, GLsizeiptr size, const void *data, GLenum usage) { f->glBufferData(target, size, data, usage); } static void glBufferSubData(glFunctions *f, GLenum target, GLintptr offset, GLsizeiptr size, const void *data) { f->glBufferSubData(target, offset, size, data); } static GLenum glCheckFramebufferStatus(glFunctions *f, GLenum target) { return f->glCheckFramebufferStatus(target); } static void glClear(glFunctions *f, GLbitfield mask) { f->glClear(mask); } static void glClearColor(glFunctions *f, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { f->glClearColor(red, green, blue, alpha); } static void glClearDepthf(glFunctions *f, GLfloat d) { f->glClearDepthf(d); } static void glCompileShader(glFunctions *f, GLuint shader) { f->glCompileShader(shader); } static void glCopyTexSubImage2D(glFunctions *f, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { f->glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } static GLuint glCreateProgram(glFunctions *f) { return f->glCreateProgram(); } static GLuint glCreateShader(glFunctions *f, GLenum type) { return f->glCreateShader(type); } static void glDeleteBuffers(glFunctions *f, GLsizei n, const GLuint *buffers) { f->glDeleteBuffers(n, buffers); } static void glDeleteFramebuffers(glFunctions *f, GLsizei n, const GLuint *framebuffers) { f->glDeleteFramebuffers(n, framebuffers); } static void glDeleteProgram(glFunctions *f, GLuint program) { f->glDeleteProgram(program); } static void glDeleteRenderbuffers(glFunctions *f, GLsizei n, const GLuint *renderbuffers) { f->glDeleteRenderbuffers(n, renderbuffers); } static void glDeleteShader(glFunctions *f, GLuint shader) { f->glDeleteShader(shader); } static void glDeleteTextures(glFunctions *f, GLsizei n, const GLuint *textures) { f->glDeleteTextures(n, textures); } static void glDepthFunc(glFunctions *f, GLenum func) { f->glDepthFunc(func); } static void glDepthMask(glFunctions *f, GLboolean flag) { f->glDepthMask(flag); } static void glDisable(glFunctions *f, GLenum cap) { f->glDisable(cap); } static void glDisableVertexAttribArray(glFunctions *f, GLuint index) { f->glDisableVertexAttribArray(index); } static void glDrawArrays(glFunctions *f, GLenum mode, GLint first, GLsizei count) { f->glDrawArrays(mode, first, count); } // offset is defined as an uintptr_t to omit Cgo pointer checks. static void glDrawElements(glFunctions *f, GLenum mode, GLsizei count, GLenum type, const uintptr_t offset) { f->glDrawElements(mode, count, type, (const void *)offset); } static void glEnable(glFunctions *f, GLenum cap) { f->glEnable(cap); } static void glEnableVertexAttribArray(glFunctions *f, GLuint index) { f->glEnableVertexAttribArray(index); } static void glFinish(glFunctions *f) { f->glFinish(); } static void glFlush(glFunctions *f) { f->glFlush(); } static void glFramebufferRenderbuffer(glFunctions *f, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { f->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } static void glFramebufferTexture2D(glFunctions *f, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { f->glFramebufferTexture2D(target, attachment, textarget, texture, level); } static void glGenBuffers(glFunctions *f, GLsizei n, GLuint *buffers) { f->glGenBuffers(n, buffers); } static void glGenFramebuffers(glFunctions *f, GLsizei n, GLuint *framebuffers) { f->glGenFramebuffers(n, framebuffers); } static void glGenRenderbuffers(glFunctions *f, GLsizei n, GLuint *renderbuffers) { f->glGenRenderbuffers(n, renderbuffers); } static void glGenTextures(glFunctions *f, GLsizei n, GLuint *textures) { f->glGenTextures(n, textures); } static GLenum glGetError(glFunctions *f) { return f->glGetError(); } static void glGetFramebufferAttachmentParameteriv(glFunctions *f, GLenum target, GLenum attachment, GLenum pname, GLint *params) { f->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); } static void glGetIntegerv(glFunctions *f, GLenum pname, GLint *data) { f->glGetIntegerv(pname, data); } static void glGetFloatv(glFunctions *f, GLenum pname, GLfloat *data) { f->glGetFloatv(pname, data); } static void glGetIntegeri_v(glFunctions *f, GLenum pname, GLuint idx, GLint *data) { f->glGetIntegeri_v(pname, idx, data); } static void glGetProgramiv(glFunctions *f, GLuint program, GLenum pname, GLint *params) { f->glGetProgramiv(program, pname, params); } static void glGetProgramInfoLog(glFunctions *f, GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { f->glGetProgramInfoLog(program, bufSize, length, infoLog); } static void glGetRenderbufferParameteriv(glFunctions *f, GLenum target, GLenum pname, GLint *params) { f->glGetRenderbufferParameteriv(target, pname, params); } static void glGetShaderiv(glFunctions *f, GLuint shader, GLenum pname, GLint *params) { f->glGetShaderiv(shader, pname, params); } static void glGetShaderInfoLog(glFunctions *f, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { f->glGetShaderInfoLog(shader, bufSize, length, infoLog); } static const GLubyte *glGetString(glFunctions *f, GLenum name) { return f->glGetString(name); } static GLint glGetUniformLocation(glFunctions *f, GLuint program, const GLchar *name) { return f->glGetUniformLocation(program, name); } static void glGetVertexAttribiv(glFunctions *f, GLuint index, GLenum pname, GLint *data) { f->glGetVertexAttribiv(index, pname, data); } // Return uintptr_t to avoid Cgo pointer check. static uintptr_t glGetVertexAttribPointerv(glFunctions *f, GLuint index, GLenum pname) { void *ptrs; f->glGetVertexAttribPointerv(index, pname, &ptrs); return (uintptr_t)ptrs; } static GLboolean glIsEnabled(glFunctions *f, GLenum cap) { return f->glIsEnabled(cap); } static void glLinkProgram(glFunctions *f, GLuint program) { f->glLinkProgram(program); } static void glPixelStorei(glFunctions *f, GLenum pname, GLint param) { f->glPixelStorei(pname, param); } static void glReadPixels(glFunctions *f, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) { f->glReadPixels(x, y, width, height, format, type, pixels); } static void glRenderbufferStorage(glFunctions *f, GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { f->glRenderbufferStorage(target, internalformat, width, height); } static void glScissor(glFunctions *f, GLint x, GLint y, GLsizei width, GLsizei height) { f->glScissor(x, y, width, height); } static void glShaderSource(glFunctions *f, GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) { f->glShaderSource(shader, count, string, length); } static void glTexImage2D(glFunctions *f, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) { f->glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } static void glTexParameteri(glFunctions *f, GLenum target, GLenum pname, GLint param) { f->glTexParameteri(target, pname, param); } static void glTexSubImage2D(glFunctions *f, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { f->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } static void glUniform1f(glFunctions *f, GLint location, GLfloat v0) { f->glUniform1f(location, v0); } static void glUniform1i(glFunctions *f, GLint location, GLint v0) { f->glUniform1i(location, v0); } static void glUniform2f(glFunctions *f, GLint location, GLfloat v0, GLfloat v1) { f->glUniform2f(location, v0, v1); } static void glUniform3f(glFunctions *f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { f->glUniform3f(location, v0, v1, v2); } static void glUniform4f(glFunctions *f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { f->glUniform4f(location, v0, v1, v2, v3); } static void glUseProgram(glFunctions *f, GLuint program) { f->glUseProgram(program); } // offset is defined as an uintptr_t to omit Cgo pointer checks. static void glVertexAttribPointer(glFunctions *f, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t offset) { f->glVertexAttribPointer(index, size, type, normalized, stride, (const void *)offset); } static void glViewport(glFunctions *f, GLint x, GLint y, GLsizei width, GLsizei height) { f->glViewport(x, y, width, height); } static void glBindBufferBase(glFunctions *f, GLenum target, GLuint index, GLuint buffer) { f->glBindBufferBase(target, index, buffer); } static void glUniformBlockBinding(glFunctions *f, GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { f->glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); } static GLuint glGetUniformBlockIndex(glFunctions *f, GLuint program, const GLchar *uniformBlockName) { return f->glGetUniformBlockIndex(program, uniformBlockName); } static void glInvalidateFramebuffer(glFunctions *f, GLenum target, GLenum attachment) { // Framebuffer invalidation is just a hint and can safely be ignored. if (f->glInvalidateFramebuffer != NULL) { f->glInvalidateFramebuffer(target, 1, &attachment); } } static void glBeginQuery(glFunctions *f, GLenum target, GLenum attachment) { f->glBeginQuery(target, attachment); } static void glDeleteQueries(glFunctions *f, GLsizei n, const GLuint *ids) { f->glDeleteQueries(n, ids); } static void glDeleteVertexArrays(glFunctions *f, GLsizei n, const GLuint *ids) { f->glDeleteVertexArrays(n, ids); } static void glEndQuery(glFunctions *f, GLenum target) { f->glEndQuery(target); } static const GLubyte* glGetStringi(glFunctions *f, GLenum name, GLuint index) { return f->glGetStringi(name, index); } static void glGenQueries(glFunctions *f, GLsizei n, GLuint *ids) { f->glGenQueries(n, ids); } static void glGenVertexArrays(glFunctions *f, GLsizei n, GLuint *ids) { f->glGenVertexArrays(n, ids); } static void glGetProgramBinary(glFunctions *f, GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary) { f->glGetProgramBinary(program, bufsize, length, binaryFormat, binary); } static void glGetQueryObjectuiv(glFunctions *f, GLuint id, GLenum pname, GLuint *params) { f->glGetQueryObjectuiv(id, pname, params); } static void glMemoryBarrier(glFunctions *f, GLbitfield barriers) { f->glMemoryBarrier(barriers); } static void glDispatchCompute(glFunctions *f, GLuint x, GLuint y, GLuint z) { f->glDispatchCompute(x, y, z); } static void *glMapBufferRange(glFunctions *f, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { return f->glMapBufferRange(target, offset, length, access); } static GLboolean glUnmapBuffer(glFunctions *f, GLenum target) { return f->glUnmapBuffer(target); } static void glBindImageTexture(glFunctions *f, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) { f->glBindImageTexture(unit, texture, level, layered, layer, access, format); } static void glTexStorage2D(glFunctions *f, GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height) { f->glTexStorage2D(target, levels, internalFormat, width, height); } static void glBlitFramebuffer(glFunctions *f, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { f->glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } */ import "C" type Context interface{} type Functions struct { // Query caches. uints [100]C.GLuint ints [100]C.GLint floats [100]C.GLfloat f C.glFunctions } func NewFunctions(ctx Context, forceES bool) (*Functions, error) { if ctx != nil { panic("non-nil context") } f := new(Functions) err := f.load(forceES) if err != nil { return nil, err } return f, nil } func dlsym(handle unsafe.Pointer, s string) unsafe.Pointer { cs := C.CString(s) defer C.free(unsafe.Pointer(cs)) return C.dlsym(handle, cs) } func dlopen(lib string) unsafe.Pointer { clib := C.CString(lib) defer C.free(unsafe.Pointer(clib)) return C.dlopen(clib, C.RTLD_NOW|C.RTLD_LOCAL) } func (f *Functions) load(forceES bool) error { var ( loadErr error libNames []string handles []unsafe.Pointer ) switch { case runtime.GOOS == "darwin" && !forceES: libNames = []string{"/System/Library/Frameworks/OpenGL.framework/OpenGL"} case runtime.GOOS == "darwin" && forceES: libNames = []string{"libGLESv2.dylib"} case runtime.GOOS == "ios": libNames = []string{"/System/Library/Frameworks/OpenGLES.framework/OpenGLES"} case runtime.GOOS == "android": libNames = []string{"libGLESv2.so", "libGLESv3.so"} default: libNames = []string{"libGLESv2.so.2"} } for _, lib := range libNames { if h := dlopen(lib); h != nil { handles = append(handles, h) } } if len(handles) == 0 { return fmt.Errorf("gl: no OpenGL implementation could be loaded (tried %q)", libNames) } load := func(s string) *[0]byte { for _, h := range handles { if f := dlsym(h, s); f != nil { return (*[0]byte)(f) } } return nil } must := func(s string) *[0]byte { ptr := load(s) if ptr == nil { loadErr = fmt.Errorf("gl: failed to load symbol %q", s) } return ptr } // GL ES 2.0 functions. f.f.glActiveTexture = must("glActiveTexture") f.f.glAttachShader = must("glAttachShader") f.f.glBindAttribLocation = must("glBindAttribLocation") f.f.glBindBuffer = must("glBindBuffer") f.f.glBindFramebuffer = must("glBindFramebuffer") f.f.glBindRenderbuffer = must("glBindRenderbuffer") f.f.glBindTexture = must("glBindTexture") f.f.glBlendEquation = must("glBlendEquation") f.f.glBlendFuncSeparate = must("glBlendFuncSeparate") f.f.glBufferData = must("glBufferData") f.f.glBufferSubData = must("glBufferSubData") f.f.glCheckFramebufferStatus = must("glCheckFramebufferStatus") f.f.glClear = must("glClear") f.f.glClearColor = must("glClearColor") f.f.glClearDepthf = must("glClearDepthf") f.f.glCompileShader = must("glCompileShader") f.f.glCopyTexSubImage2D = must("glCopyTexSubImage2D") f.f.glCreateProgram = must("glCreateProgram") f.f.glCreateShader = must("glCreateShader") f.f.glDeleteBuffers = must("glDeleteBuffers") f.f.glDeleteFramebuffers = must("glDeleteFramebuffers") f.f.glDeleteProgram = must("glDeleteProgram") f.f.glDeleteRenderbuffers = must("glDeleteRenderbuffers") f.f.glDeleteShader = must("glDeleteShader") f.f.glDeleteTextures = must("glDeleteTextures") f.f.glDepthFunc = must("glDepthFunc") f.f.glDepthMask = must("glDepthMask") f.f.glDisable = must("glDisable") f.f.glDisableVertexAttribArray = must("glDisableVertexAttribArray") f.f.glDrawArrays = must("glDrawArrays") f.f.glDrawElements = must("glDrawElements") f.f.glEnable = must("glEnable") f.f.glEnableVertexAttribArray = must("glEnableVertexAttribArray") f.f.glFinish = must("glFinish") f.f.glFlush = must("glFlush") f.f.glFramebufferRenderbuffer = must("glFramebufferRenderbuffer") f.f.glFramebufferTexture2D = must("glFramebufferTexture2D") f.f.glGenBuffers = must("glGenBuffers") f.f.glGenFramebuffers = must("glGenFramebuffers") f.f.glGenRenderbuffers = must("glGenRenderbuffers") f.f.glGenTextures = must("glGenTextures") f.f.glGetError = must("glGetError") f.f.glGetFramebufferAttachmentParameteriv = must("glGetFramebufferAttachmentParameteriv") f.f.glGetIntegerv = must("glGetIntegerv") f.f.glGetFloatv = must("glGetFloatv") f.f.glGetProgramiv = must("glGetProgramiv") f.f.glGetProgramInfoLog = must("glGetProgramInfoLog") f.f.glGetRenderbufferParameteriv = must("glGetRenderbufferParameteriv") f.f.glGetShaderiv = must("glGetShaderiv") f.f.glGetShaderInfoLog = must("glGetShaderInfoLog") f.f.glGetString = must("glGetString") f.f.glGetUniformLocation = must("glGetUniformLocation") f.f.glGetVertexAttribiv = must("glGetVertexAttribiv") f.f.glGetVertexAttribPointerv = must("glGetVertexAttribPointerv") f.f.glIsEnabled = must("glIsEnabled") f.f.glLinkProgram = must("glLinkProgram") f.f.glPixelStorei = must("glPixelStorei") f.f.glReadPixels = must("glReadPixels") f.f.glRenderbufferStorage = must("glRenderbufferStorage") f.f.glScissor = must("glScissor") f.f.glShaderSource = must("glShaderSource") f.f.glTexImage2D = must("glTexImage2D") f.f.glTexParameteri = must("glTexParameteri") f.f.glTexSubImage2D = must("glTexSubImage2D") f.f.glUniform1f = must("glUniform1f") f.f.glUniform1i = must("glUniform1i") f.f.glUniform2f = must("glUniform2f") f.f.glUniform3f = must("glUniform3f") f.f.glUniform4f = must("glUniform4f") f.f.glUseProgram = must("glUseProgram") f.f.glVertexAttribPointer = must("glVertexAttribPointer") f.f.glViewport = must("glViewport") // Extensions and GL ES 3 functions. f.f.glBindBufferBase = load("glBindBufferBase") f.f.glBindVertexArray = load("glBindVertexArray") f.f.glGetIntegeri_v = load("glGetIntegeri_v") f.f.glGetUniformBlockIndex = load("glGetUniformBlockIndex") f.f.glUniformBlockBinding = load("glUniformBlockBinding") f.f.glInvalidateFramebuffer = load("glInvalidateFramebuffer") f.f.glGetStringi = load("glGetStringi") // Fall back to EXT_invalidate_framebuffer if available. if f.f.glInvalidateFramebuffer == nil { f.f.glInvalidateFramebuffer = load("glDiscardFramebufferEXT") } f.f.glBeginQuery = load("glBeginQuery") if f.f.glBeginQuery == nil { f.f.glBeginQuery = load("glBeginQueryEXT") } f.f.glDeleteQueries = load("glDeleteQueries") if f.f.glDeleteQueries == nil { f.f.glDeleteQueries = load("glDeleteQueriesEXT") } f.f.glEndQuery = load("glEndQuery") if f.f.glEndQuery == nil { f.f.glEndQuery = load("glEndQueryEXT") } f.f.glGenQueries = load("glGenQueries") if f.f.glGenQueries == nil { f.f.glGenQueries = load("glGenQueriesEXT") } f.f.glGetQueryObjectuiv = load("glGetQueryObjectuiv") if f.f.glGetQueryObjectuiv == nil { f.f.glGetQueryObjectuiv = load("glGetQueryObjectuivEXT") } f.f.glDeleteVertexArrays = load("glDeleteVertexArrays") f.f.glGenVertexArrays = load("glGenVertexArrays") f.f.glMemoryBarrier = load("glMemoryBarrier") f.f.glDispatchCompute = load("glDispatchCompute") f.f.glMapBufferRange = load("glMapBufferRange") f.f.glUnmapBuffer = load("glUnmapBuffer") f.f.glBindImageTexture = load("glBindImageTexture") f.f.glTexStorage2D = load("glTexStorage2D") f.f.glBlitFramebuffer = load("glBlitFramebuffer") f.f.glGetProgramBinary = load("glGetProgramBinary") return loadErr } func (f *Functions) ActiveTexture(texture Enum) { C.glActiveTexture(&f.f, C.GLenum(texture)) } func (f *Functions) AttachShader(p Program, s Shader) { C.glAttachShader(&f.f, C.GLuint(p.V), C.GLuint(s.V)) } func (f *Functions) BeginQuery(target Enum, query Query) { C.glBeginQuery(&f.f, C.GLenum(target), C.GLenum(query.V)) } func (f *Functions) BindAttribLocation(p Program, a Attrib, name string) { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) C.glBindAttribLocation(&f.f, C.GLuint(p.V), C.GLuint(a), cname) } func (f *Functions) BindBufferBase(target Enum, index int, b Buffer) { C.glBindBufferBase(&f.f, C.GLenum(target), C.GLuint(index), C.GLuint(b.V)) } func (f *Functions) BindBuffer(target Enum, b Buffer) { C.glBindBuffer(&f.f, C.GLenum(target), C.GLuint(b.V)) } func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) { C.glBindFramebuffer(&f.f, C.GLenum(target), C.GLuint(fb.V)) } func (f *Functions) BindRenderbuffer(target Enum, fb Renderbuffer) { C.glBindRenderbuffer(&f.f, C.GLenum(target), C.GLuint(fb.V)) } func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) { l := C.GLboolean(FALSE) if layered { l = TRUE } C.glBindImageTexture(&f.f, C.GLuint(unit), C.GLuint(t.V), C.GLint(level), l, C.GLint(layer), C.GLenum(access), C.GLenum(format)) } func (f *Functions) BindTexture(target Enum, t Texture) { C.glBindTexture(&f.f, C.GLenum(target), C.GLuint(t.V)) } func (f *Functions) BindVertexArray(a VertexArray) { C.glBindVertexArray(&f.f, C.GLuint(a.V)) } func (f *Functions) BlendEquation(mode Enum) { C.glBlendEquation(&f.f, C.GLenum(mode)) } func (f *Functions) BlendFuncSeparate(srcRGB, dstRGB, srcA, dstA Enum) { C.glBlendFuncSeparate(&f.f, C.GLenum(srcRGB), C.GLenum(dstRGB), C.GLenum(srcA), C.GLenum(dstA)) } func (f *Functions) BlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1 int, mask Enum, filter Enum) { C.glBlitFramebuffer(&f.f, C.GLint(sx0), C.GLint(sy0), C.GLint(sx1), C.GLint(sy1), C.GLint(dx0), C.GLint(dy0), C.GLint(dx1), C.GLint(dy1), C.GLenum(mask), C.GLenum(filter), ) } func (f *Functions) BufferData(target Enum, size int, usage Enum, data []byte) { var p unsafe.Pointer if len(data) > 0 { p = unsafe.Pointer(&data[0]) } C.glBufferData(&f.f, C.GLenum(target), C.GLsizeiptr(size), p, C.GLenum(usage)) } func (f *Functions) BufferSubData(target Enum, offset int, src []byte) { var p unsafe.Pointer if len(src) > 0 { p = unsafe.Pointer(&src[0]) } C.glBufferSubData(&f.f, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(len(src)), p) } func (f *Functions) CheckFramebufferStatus(target Enum) Enum { return Enum(C.glCheckFramebufferStatus(&f.f, C.GLenum(target))) } func (f *Functions) Clear(mask Enum) { C.glClear(&f.f, C.GLbitfield(mask)) } func (f *Functions) ClearColor(red float32, green float32, blue float32, alpha float32) { C.glClearColor(&f.f, C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha)) } func (f *Functions) ClearDepthf(d float32) { C.glClearDepthf(&f.f, C.GLfloat(d)) } func (f *Functions) CompileShader(s Shader) { C.glCompileShader(&f.f, C.GLuint(s.V)) } func (f *Functions) CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) { C.glCopyTexSubImage2D(&f.f, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) } func (f *Functions) CreateBuffer() Buffer { C.glGenBuffers(&f.f, 1, &f.uints[0]) return Buffer{uint(f.uints[0])} } func (f *Functions) CreateFramebuffer() Framebuffer { C.glGenFramebuffers(&f.f, 1, &f.uints[0]) return Framebuffer{uint(f.uints[0])} } func (f *Functions) CreateProgram() Program { return Program{uint(C.glCreateProgram(&f.f))} } func (f *Functions) CreateQuery() Query { C.glGenQueries(&f.f, 1, &f.uints[0]) return Query{uint(f.uints[0])} } func (f *Functions) CreateRenderbuffer() Renderbuffer { C.glGenRenderbuffers(&f.f, 1, &f.uints[0]) return Renderbuffer{uint(f.uints[0])} } func (f *Functions) CreateShader(ty Enum) Shader { return Shader{uint(C.glCreateShader(&f.f, C.GLenum(ty)))} } func (f *Functions) CreateTexture() Texture { C.glGenTextures(&f.f, 1, &f.uints[0]) return Texture{uint(f.uints[0])} } func (f *Functions) CreateVertexArray() VertexArray { C.glGenVertexArrays(&f.f, 1, &f.uints[0]) return VertexArray{uint(f.uints[0])} } func (f *Functions) DeleteBuffer(v Buffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteBuffers(&f.f, 1, &f.uints[0]) } func (f *Functions) DeleteFramebuffer(v Framebuffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteFramebuffers(&f.f, 1, &f.uints[0]) } func (f *Functions) DeleteProgram(p Program) { C.glDeleteProgram(&f.f, C.GLuint(p.V)) } func (f *Functions) DeleteQuery(query Query) { f.uints[0] = C.GLuint(query.V) C.glDeleteQueries(&f.f, 1, &f.uints[0]) } func (f *Functions) DeleteVertexArray(array VertexArray) { f.uints[0] = C.GLuint(array.V) C.glDeleteVertexArrays(&f.f, 1, &f.uints[0]) } func (f *Functions) DeleteRenderbuffer(v Renderbuffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteRenderbuffers(&f.f, 1, &f.uints[0]) } func (f *Functions) DeleteShader(s Shader) { C.glDeleteShader(&f.f, C.GLuint(s.V)) } func (f *Functions) DeleteTexture(v Texture) { f.uints[0] = C.GLuint(v.V) C.glDeleteTextures(&f.f, 1, &f.uints[0]) } func (f *Functions) DepthFunc(v Enum) { C.glDepthFunc(&f.f, C.GLenum(v)) } func (f *Functions) DepthMask(mask bool) { m := C.GLboolean(FALSE) if mask { m = C.GLboolean(TRUE) } C.glDepthMask(&f.f, m) } func (f *Functions) DisableVertexAttribArray(a Attrib) { C.glDisableVertexAttribArray(&f.f, C.GLuint(a)) } func (f *Functions) Disable(cap Enum) { C.glDisable(&f.f, C.GLenum(cap)) } func (f *Functions) DrawArrays(mode Enum, first int, count int) { C.glDrawArrays(&f.f, C.GLenum(mode), C.GLint(first), C.GLsizei(count)) } func (f *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) { C.glDrawElements(&f.f, C.GLenum(mode), C.GLsizei(count), C.GLenum(ty), C.uintptr_t(offset)) } func (f *Functions) DispatchCompute(x, y, z int) { C.glDispatchCompute(&f.f, C.GLuint(x), C.GLuint(y), C.GLuint(z)) } func (f *Functions) Enable(cap Enum) { C.glEnable(&f.f, C.GLenum(cap)) } func (f *Functions) EndQuery(target Enum) { C.glEndQuery(&f.f, C.GLenum(target)) } func (f *Functions) EnableVertexAttribArray(a Attrib) { C.glEnableVertexAttribArray(&f.f, C.GLuint(a)) } func (f *Functions) Finish() { C.glFinish(&f.f) } func (f *Functions) Flush() { C.glFlush(&f.f) } func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) { C.glFramebufferRenderbuffer(&f.f, C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer.V)) } func (f *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) { C.glFramebufferTexture2D(&f.f, C.GLenum(target), C.GLenum(attachment), C.GLenum(texTarget), C.GLuint(t.V), C.GLint(level)) } func (c *Functions) GetBinding(pname Enum) Object { return Object{uint(c.GetInteger(pname))} } func (c *Functions) GetBindingi(pname Enum, idx int) Object { return Object{uint(c.GetIntegeri(pname, idx))} } func (f *Functions) GetError() Enum { return Enum(C.glGetError(&f.f)) } func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int { C.glGetRenderbufferParameteriv(&f.f, C.GLenum(target), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int { C.glGetFramebufferAttachmentParameteriv(&f.f, C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetFloat4(pname Enum) [4]float32 { C.glGetFloatv(&f.f, C.GLenum(pname), &f.floats[0]) var r [4]float32 for i := range r { r[i] = float32(f.floats[i]) } return r } func (f *Functions) GetFloat(pname Enum) float32 { C.glGetFloatv(&f.f, C.GLenum(pname), &f.floats[0]) return float32(f.floats[0]) } func (f *Functions) GetInteger4(pname Enum) [4]int { C.glGetIntegerv(&f.f, C.GLenum(pname), &f.ints[0]) var r [4]int for i := range r { r[i] = int(f.ints[i]) } return r } func (f *Functions) GetInteger(pname Enum) int { C.glGetIntegerv(&f.f, C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetIntegeri(pname Enum, idx int) int { C.glGetIntegeri_v(&f.f, C.GLenum(pname), C.GLuint(idx), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetProgrami(p Program, pname Enum) int { C.glGetProgramiv(&f.f, C.GLuint(p.V), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetProgramBinary(p Program) []byte { sz := f.GetProgrami(p, PROGRAM_BINARY_LENGTH) if sz == 0 { return nil } buf := make([]byte, sz) var format C.GLenum C.glGetProgramBinary(&f.f, C.GLuint(p.V), C.GLsizei(sz), nil, &format, unsafe.Pointer(&buf[0])) return buf } func (f *Functions) GetProgramInfoLog(p Program) string { n := f.GetProgrami(p, INFO_LOG_LENGTH) buf := make([]byte, n) C.glGetProgramInfoLog(&f.f, C.GLuint(p.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0]))) return string(buf) } func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint { C.glGetQueryObjectuiv(&f.f, C.GLuint(query.V), C.GLenum(pname), &f.uints[0]) return uint(f.uints[0]) } func (f *Functions) GetShaderi(s Shader, pname Enum) int { C.glGetShaderiv(&f.f, C.GLuint(s.V), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetShaderInfoLog(s Shader) string { n := f.GetShaderi(s, INFO_LOG_LENGTH) buf := make([]byte, n) C.glGetShaderInfoLog(&f.f, C.GLuint(s.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0]))) return string(buf) } func (f *Functions) getStringi(pname Enum, index int) string { str := C.glGetStringi(&f.f, C.GLenum(pname), C.GLuint(index)) if str == nil { return "" } return C.GoString((*C.char)(unsafe.Pointer(str))) } func (f *Functions) GetString(pname Enum) string { switch { 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(NUM_EXTENSIONS) for i := 0; i < nexts; i++ { ext := f.getStringi(EXTENSIONS, i) exts = append(exts, ext) } return strings.Join(exts, " ") default: str := C.glGetString(&f.f, C.GLenum(pname)) return C.GoString((*C.char)(unsafe.Pointer(str))) } } func (f *Functions) GetUniformBlockIndex(p Program, name string) uint { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return uint(C.glGetUniformBlockIndex(&f.f, C.GLuint(p.V), cname)) } func (f *Functions) GetUniformLocation(p Program, name string) Uniform { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return Uniform{int(C.glGetUniformLocation(&f.f, C.GLuint(p.V), cname))} } func (f *Functions) GetVertexAttrib(index int, pname Enum) int { C.glGetVertexAttribiv(&f.f, C.GLuint(index), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetVertexAttribBinding(index int, pname Enum) Object { return Object{uint(f.GetVertexAttrib(index, pname))} } func (f *Functions) GetVertexAttribPointer(index int, pname Enum) uintptr { ptr := C.glGetVertexAttribPointerv(&f.f, C.GLuint(index), C.GLenum(pname)) return uintptr(ptr) } func (f *Functions) InvalidateFramebuffer(target, attachment Enum) { C.glInvalidateFramebuffer(&f.f, C.GLenum(target), C.GLenum(attachment)) } func (f *Functions) IsEnabled(cap Enum) bool { return C.glIsEnabled(&f.f, C.GLenum(cap)) == TRUE } func (f *Functions) LinkProgram(p Program) { C.glLinkProgram(&f.f, C.GLuint(p.V)) } func (f *Functions) PixelStorei(pname Enum, param int) { C.glPixelStorei(&f.f, C.GLenum(pname), C.GLint(param)) } func (f *Functions) MemoryBarrier(barriers Enum) { C.glMemoryBarrier(&f.f, C.GLbitfield(barriers)) } func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte { p := C.glMapBufferRange(&f.f, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(length), C.GLbitfield(access)) if p == nil { return nil } return (*[1 << 30]byte)(p)[:length:length] } func (f *Functions) Scissor(x, y, width, height int32) { C.glScissor(&f.f, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) } 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]) } C.glReadPixels(&f.f, 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 Enum, width, height int) { C.glRenderbufferStorage(&f.f, C.GLenum(target), C.GLenum(internalformat), C.GLsizei(width), C.GLsizei(height)) } 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(&f.f, C.GLuint(s.V), 1, &csrc, &strlen) } func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width int, height int, format Enum, ty Enum) { C.glTexImage2D(&f.f, C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), 0, C.GLenum(format), C.GLenum(ty), nil) } func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) { C.glTexStorage2D(&f.f, C.GLenum(target), C.GLsizei(levels), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height)) } 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]) } C.glTexSubImage2D(&f.f, 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 Enum, param int) { C.glTexParameteri(&f.f, C.GLenum(target), C.GLenum(pname), C.GLint(param)) } func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) { C.glUniformBlockBinding(&f.f, C.GLuint(p.V), C.GLuint(uniformBlockIndex), C.GLuint(uniformBlockBinding)) } func (f *Functions) Uniform1f(dst Uniform, v float32) { C.glUniform1f(&f.f, C.GLint(dst.V), C.GLfloat(v)) } func (f *Functions) Uniform1i(dst Uniform, v int) { C.glUniform1i(&f.f, C.GLint(dst.V), C.GLint(v)) } func (f *Functions) Uniform2f(dst Uniform, v0 float32, v1 float32) { C.glUniform2f(&f.f, C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1)) } func (f *Functions) Uniform3f(dst Uniform, v0 float32, v1 float32, v2 float32) { C.glUniform3f(&f.f, C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2)) } func (f *Functions) Uniform4f(dst Uniform, v0 float32, v1 float32, v2 float32, v3 float32) { C.glUniform4f(&f.f, C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3)) } func (f *Functions) UseProgram(p Program) { C.glUseProgram(&f.f, C.GLuint(p.V)) } func (f *Functions) UnmapBuffer(target Enum) bool { r := C.glUnmapBuffer(&f.f, C.GLenum(target)) return r == TRUE } func (f *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride int, offset int) { var n C.GLboolean = FALSE if normalized { n = TRUE } C.glVertexAttribPointer(&f.f, 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(&f.f, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) }