mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
6aee543234
Signed-off-by: Elias Naur <mail@eliasnaur.com>
1321 lines
36 KiB
Go
1321 lines
36 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package opengl
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import (
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"errors"
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"fmt"
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"image"
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"strings"
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"time"
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"unsafe"
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"gioui.org/gpu/internal/driver"
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"gioui.org/internal/gl"
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"gioui.org/shader"
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)
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// Backend implements driver.Device.
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type Backend struct {
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funcs *gl.Functions
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clear bool
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glstate glState
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state state
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savedState glState
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glver [2]int
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gles bool
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ubo bool
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feats driver.Caps
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// floatTriple holds the settings for floating point
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// textures.
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floatTriple textureTriple
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// Single channel alpha textures.
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alphaTriple textureTriple
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srgbaTriple textureTriple
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sRGBFBO *SRGBFBO
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// vertArray is bound during a frame. We don't need it, but
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// core desktop OpenGL profile 3.3 requires some array bound.
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vertArray gl.VertexArray
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}
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// State tracking.
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type glState struct {
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drawFBO gl.Framebuffer
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readFBO gl.Framebuffer
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renderBuf gl.Renderbuffer
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vertAttribs [5]struct {
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obj gl.Buffer
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enabled bool
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size int
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typ gl.Enum
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normalized bool
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stride int
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offset uintptr
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}
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prog gl.Program
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texUnits struct {
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active gl.Enum
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binds [2]gl.Texture
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}
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arrayBuf gl.Buffer
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elemBuf gl.Buffer
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uniBuf gl.Buffer
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uniBufs [2]gl.Buffer
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storeBuf gl.Buffer
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storeBufs [4]gl.Buffer
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vertArray gl.VertexArray
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srgb bool
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blend struct {
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enable bool
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srcRGB, dstRGB gl.Enum
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srcA, dstA gl.Enum
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}
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clearColor [4]float32
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viewport [4]int
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unpack_row_length int
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}
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type state struct {
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prog *gpuProgram
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layout *gpuInputLayout
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buffer bufferBinding
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}
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type bufferBinding struct {
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obj gl.Buffer
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offset int
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stride int
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}
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type gpuTimer struct {
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funcs *gl.Functions
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obj gl.Query
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}
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type gpuTexture struct {
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backend *Backend
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obj gl.Texture
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triple textureTriple
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width int
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height int
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}
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type gpuFramebuffer struct {
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backend *Backend
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obj gl.Framebuffer
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foreign bool
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}
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type gpuBuffer struct {
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backend *Backend
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hasBuffer bool
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obj gl.Buffer
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typ driver.BufferBinding
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size int
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immutable bool
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version int
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// For emulation of uniform buffers.
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data []byte
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}
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type gpuProgram struct {
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backend *Backend
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obj gl.Program
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vertUniforms uniformsTracker
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fragUniforms uniformsTracker
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storage [storageBindings]*gpuBuffer
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}
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type uniformsTracker struct {
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locs []uniformLocation
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size int
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buf *gpuBuffer
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version int
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}
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type uniformLocation struct {
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uniform gl.Uniform
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offset int
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typ shader.DataType
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size int
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}
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type gpuInputLayout struct {
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inputs []shader.InputLocation
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layout []shader.InputDesc
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}
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// textureTriple holds the type settings for
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// a TexImage2D call.
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type textureTriple struct {
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internalFormat gl.Enum
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format gl.Enum
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typ gl.Enum
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}
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const (
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storageBindings = 32
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)
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func init() {
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driver.NewOpenGLDevice = newOpenGLDevice
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}
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func newOpenGLDevice(api driver.OpenGL) (driver.Device, error) {
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f, err := gl.NewFunctions(api.Context, api.ES)
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if err != nil {
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return nil, err
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}
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exts := strings.Split(f.GetString(gl.EXTENSIONS), " ")
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glVer := f.GetString(gl.VERSION)
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ver, gles, err := gl.ParseGLVersion(glVer)
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if err != nil {
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return nil, err
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}
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floatTriple, ffboErr := floatTripleFor(f, ver, exts)
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srgbaTriple, srgbErr := srgbaTripleFor(ver, exts)
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gles30 := gles && ver[0] >= 3
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gles31 := gles && (ver[0] > 3 || (ver[0] == 3 && ver[1] >= 1))
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gl40 := !gles && ver[0] >= 4
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b := &Backend{
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glver: ver,
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gles: gles,
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ubo: gles30 || gl40,
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funcs: f,
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floatTriple: floatTriple,
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alphaTriple: alphaTripleFor(ver),
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srgbaTriple: srgbaTriple,
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}
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b.feats.BottomLeftOrigin = true
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if srgbErr == nil {
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b.feats.Features |= driver.FeatureSRGB
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}
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if ffboErr == nil {
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b.feats.Features |= driver.FeatureFloatRenderTargets
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}
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if gles31 {
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b.feats.Features |= driver.FeatureCompute
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}
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if hasExtension(exts, "GL_EXT_disjoint_timer_query_webgl2") || hasExtension(exts, "GL_EXT_disjoint_timer_query") {
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b.feats.Features |= driver.FeatureTimers
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}
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b.feats.MaxTextureSize = f.GetInteger(gl.MAX_TEXTURE_SIZE)
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return b, nil
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}
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func (b *Backend) BeginFrame(target driver.RenderTarget, clear bool, viewport image.Point) driver.Framebuffer {
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b.clear = clear
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b.glstate = b.queryState()
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b.savedState = b.glstate
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b.state = state{}
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var renderFBO gl.Framebuffer
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if target != nil {
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switch t := target.(type) {
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case driver.OpenGLRenderTarget:
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renderFBO = gl.Framebuffer(t)
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case *gpuFramebuffer:
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renderFBO = t.obj
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default:
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panic(fmt.Errorf("opengl: invalid render target type: %T", target))
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}
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}
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b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, renderFBO)
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if b.gles {
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// If the output framebuffer is not in the sRGB colorspace already, emulate it.
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var fbEncoding int
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if !renderFBO.Valid() {
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fbEncoding = b.funcs.GetFramebufferAttachmentParameteri(gl.FRAMEBUFFER, gl.BACK, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING)
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} else {
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fbEncoding = b.funcs.GetFramebufferAttachmentParameteri(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING)
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}
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if fbEncoding == gl.LINEAR && viewport != (image.Point{}) {
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if b.sRGBFBO == nil {
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sfbo, err := NewSRGBFBO(b.funcs, &b.glstate)
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if err != nil {
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panic(err)
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}
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b.sRGBFBO = sfbo
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}
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if err := b.sRGBFBO.Refresh(viewport); err != nil {
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panic(err)
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}
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renderFBO = b.sRGBFBO.Framebuffer()
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}
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} else {
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b.glstate.set(b.funcs, gl.FRAMEBUFFER_SRGB, true)
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if !b.vertArray.Valid() {
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b.vertArray = b.funcs.CreateVertexArray()
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}
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b.glstate.bindVertexArray(b.funcs, b.vertArray)
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}
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b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, renderFBO)
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if b.sRGBFBO != nil && !clear {
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b.Clear(0, 0, 0, 0)
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}
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return &gpuFramebuffer{backend: b, obj: renderFBO, foreign: true}
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}
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func (b *Backend) EndFrame() {
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if b.sRGBFBO != nil {
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b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, b.savedState.drawFBO)
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if b.clear {
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b.SetBlend(false)
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} else {
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b.BlendFunc(driver.BlendFactorOne, driver.BlendFactorOneMinusSrcAlpha)
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b.SetBlend(true)
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}
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b.sRGBFBO.Blit()
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}
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b.restoreState(b.savedState)
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// For single-buffered framebuffers such as on macOS.
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b.funcs.Flush()
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}
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func (b *Backend) queryState() glState {
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s := glState{
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prog: gl.Program(b.funcs.GetBinding(gl.CURRENT_PROGRAM)),
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arrayBuf: gl.Buffer(b.funcs.GetBinding(gl.ARRAY_BUFFER_BINDING)),
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elemBuf: gl.Buffer(b.funcs.GetBinding(gl.ELEMENT_ARRAY_BUFFER_BINDING)),
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drawFBO: gl.Framebuffer(b.funcs.GetBinding(gl.FRAMEBUFFER_BINDING)),
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clearColor: b.funcs.GetFloat4(gl.COLOR_CLEAR_VALUE),
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viewport: b.funcs.GetInteger4(gl.VIEWPORT),
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unpack_row_length: b.funcs.GetInteger(gl.UNPACK_ROW_LENGTH),
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}
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s.blend.enable = b.funcs.IsEnabled(gl.BLEND)
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s.blend.srcRGB = gl.Enum(b.funcs.GetInteger(gl.BLEND_SRC_RGB))
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s.blend.dstRGB = gl.Enum(b.funcs.GetInteger(gl.BLEND_DST_RGB))
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s.blend.srcA = gl.Enum(b.funcs.GetInteger(gl.BLEND_SRC_ALPHA))
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s.blend.dstA = gl.Enum(b.funcs.GetInteger(gl.BLEND_DST_ALPHA))
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s.texUnits.active = gl.Enum(b.funcs.GetInteger(gl.ACTIVE_TEXTURE))
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if !b.gles {
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s.srgb = b.funcs.IsEnabled(gl.FRAMEBUFFER_SRGB)
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}
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if !b.gles || b.glver[0] >= 3 {
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s.vertArray = gl.VertexArray(b.funcs.GetBinding(gl.VERTEX_ARRAY_BINDING))
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s.readFBO = gl.Framebuffer(b.funcs.GetBinding(gl.READ_FRAMEBUFFER_BINDING))
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s.uniBuf = gl.Buffer(b.funcs.GetBinding(gl.UNIFORM_BUFFER_BINDING))
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for i := range s.uniBufs {
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s.uniBufs[i] = gl.Buffer(b.funcs.GetBindingi(gl.UNIFORM_BUFFER_BINDING, i))
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}
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}
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if b.gles && (b.glver[0] > 3 || (b.glver[0] == 3 && b.glver[1] >= 1)) {
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s.storeBuf = gl.Buffer(b.funcs.GetBinding(gl.SHADER_STORAGE_BUFFER_BINDING))
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for i := range s.storeBufs {
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s.storeBufs[i] = gl.Buffer(b.funcs.GetBindingi(gl.SHADER_STORAGE_BUFFER_BINDING, i))
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}
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}
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for i := range s.texUnits.binds {
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s.activeTexture(b.funcs, gl.TEXTURE0+gl.Enum(i))
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s.texUnits.binds[i] = gl.Texture(b.funcs.GetBinding(gl.TEXTURE_BINDING_2D))
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}
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for i := range s.vertAttribs {
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a := &s.vertAttribs[i]
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a.enabled = b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_ENABLED) != gl.FALSE
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a.obj = gl.Buffer(b.funcs.GetVertexAttribBinding(i, gl.VERTEX_ATTRIB_ARRAY_ENABLED))
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a.size = b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_SIZE)
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a.typ = gl.Enum(b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_TYPE))
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a.normalized = b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED) != gl.FALSE
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a.stride = b.funcs.GetVertexAttrib(i, gl.VERTEX_ATTRIB_ARRAY_STRIDE)
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a.offset = b.funcs.GetVertexAttribPointer(i, gl.VERTEX_ATTRIB_ARRAY_POINTER)
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}
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return s
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}
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func (b *Backend) restoreState(dst glState) {
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src := b.glstate
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f := b.funcs
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for i, unit := range dst.texUnits.binds {
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src.bindTexture(f, i, unit)
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}
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src.activeTexture(f, dst.texUnits.active)
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src.bindFramebuffer(f, gl.FRAMEBUFFER, dst.drawFBO)
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src.bindFramebuffer(f, gl.READ_FRAMEBUFFER, dst.readFBO)
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src.set(f, gl.BLEND, dst.blend.enable)
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bf := dst.blend
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src.setBlendFuncSeparate(f, bf.srcRGB, bf.dstRGB, bf.srcA, bf.dstA)
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src.set(f, gl.FRAMEBUFFER_SRGB, dst.srgb)
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src.bindVertexArray(f, dst.vertArray)
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src.useProgram(f, dst.prog)
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src.bindBuffer(f, gl.ELEMENT_ARRAY_BUFFER, dst.elemBuf)
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for i, b := range dst.uniBufs {
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src.bindBufferBase(f, gl.UNIFORM_BUFFER, i, b)
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}
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src.bindBuffer(f, gl.UNIFORM_BUFFER, dst.uniBuf)
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for i, b := range dst.storeBufs {
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src.bindBufferBase(f, gl.SHADER_STORAGE_BUFFER, i, b)
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}
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src.bindBuffer(f, gl.SHADER_STORAGE_BUFFER, dst.storeBuf)
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col := dst.clearColor
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src.setClearColor(f, col[0], col[1], col[2], col[3])
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for i, attr := range dst.vertAttribs {
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src.setVertexAttribArray(f, i, attr.enabled)
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src.vertexAttribPointer(f, attr.obj, i, attr.size, attr.typ, attr.normalized, attr.stride, int(attr.offset))
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}
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src.bindBuffer(f, gl.ARRAY_BUFFER, dst.arrayBuf)
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v := dst.viewport
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src.setViewport(f, v[0], v[1], v[2], v[3])
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src.pixelStorei(f, gl.UNPACK_ROW_LENGTH, dst.unpack_row_length)
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}
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func (s *glState) setVertexAttribArray(f *gl.Functions, idx int, enabled bool) {
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a := &s.vertAttribs[idx]
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if enabled != a.enabled {
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if enabled {
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f.EnableVertexAttribArray(gl.Attrib(idx))
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} else {
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f.DisableVertexAttribArray(gl.Attrib(idx))
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}
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a.enabled = enabled
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}
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}
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func (s *glState) vertexAttribPointer(f *gl.Functions, buf gl.Buffer, idx, size int, typ gl.Enum, normalized bool, stride, offset int) {
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s.bindBuffer(f, gl.ARRAY_BUFFER, buf)
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a := &s.vertAttribs[idx]
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a.obj = buf
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a.size = size
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a.typ = typ
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a.normalized = normalized
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a.stride = stride
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a.offset = uintptr(offset)
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f.VertexAttribPointer(gl.Attrib(idx), a.size, a.typ, a.normalized, a.stride, int(a.offset))
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}
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func (s *glState) activeTexture(f *gl.Functions, unit gl.Enum) {
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if unit != s.texUnits.active {
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f.ActiveTexture(unit)
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s.texUnits.active = unit
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}
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}
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func (s *glState) bindRenderbuffer(f *gl.Functions, target gl.Enum, r gl.Renderbuffer) {
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if !r.Equal(s.renderBuf) {
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f.BindRenderbuffer(gl.RENDERBUFFER, r)
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s.renderBuf = r
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}
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}
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func (s *glState) bindTexture(f *gl.Functions, unit int, t gl.Texture) {
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s.activeTexture(f, gl.TEXTURE0+gl.Enum(unit))
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if !t.Equal(s.texUnits.binds[unit]) {
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f.BindTexture(gl.TEXTURE_2D, t)
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s.texUnits.binds[unit] = t
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}
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}
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func (s *glState) bindVertexArray(f *gl.Functions, a gl.VertexArray) {
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if !a.Equal(s.vertArray) {
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f.BindVertexArray(a)
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s.vertArray = a
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}
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}
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|
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func (s *glState) deleteRenderbuffer(f *gl.Functions, r gl.Renderbuffer) {
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f.DeleteRenderbuffer(r)
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if r.Equal(s.renderBuf) {
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s.renderBuf = gl.Renderbuffer{}
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}
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}
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|
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func (s *glState) deleteFramebuffer(f *gl.Functions, fbo gl.Framebuffer) {
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f.DeleteFramebuffer(fbo)
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if fbo.Equal(s.drawFBO) {
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s.drawFBO = gl.Framebuffer{}
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}
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if fbo.Equal(s.readFBO) {
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s.readFBO = gl.Framebuffer{}
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}
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}
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func (s *glState) deleteBuffer(f *gl.Functions, b gl.Buffer) {
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f.DeleteBuffer(b)
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if b.Equal(s.arrayBuf) {
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s.arrayBuf = gl.Buffer{}
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}
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if b.Equal(s.elemBuf) {
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s.elemBuf = gl.Buffer{}
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}
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if b.Equal(s.uniBuf) {
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s.uniBuf = gl.Buffer{}
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}
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if b.Equal(s.storeBuf) {
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s.uniBuf = gl.Buffer{}
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}
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for i, b2 := range s.storeBufs {
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if b.Equal(b2) {
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s.storeBufs[i] = gl.Buffer{}
|
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}
|
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}
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for i, b2 := range s.uniBufs {
|
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if b.Equal(b2) {
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s.uniBufs[i] = gl.Buffer{}
|
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}
|
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}
|
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}
|
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|
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func (s *glState) deleteProgram(f *gl.Functions, p gl.Program) {
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f.DeleteProgram(p)
|
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if p.Equal(s.prog) {
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s.prog = gl.Program{}
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}
|
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}
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|
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func (s *glState) deleteVertexArray(f *gl.Functions, a gl.VertexArray) {
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f.DeleteVertexArray(a)
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if a.Equal(s.vertArray) {
|
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s.vertArray = gl.VertexArray{}
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}
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}
|
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|
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func (s *glState) deleteTexture(f *gl.Functions, t gl.Texture) {
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f.DeleteTexture(t)
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binds := &s.texUnits.binds
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for i, obj := range binds {
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if t.Equal(obj) {
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binds[i] = gl.Texture{}
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}
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}
|
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}
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|
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func (s *glState) useProgram(f *gl.Functions, p gl.Program) {
|
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if !p.Equal(s.prog) {
|
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f.UseProgram(p)
|
|
s.prog = p
|
|
}
|
|
}
|
|
|
|
func (s *glState) bindFramebuffer(f *gl.Functions, target gl.Enum, fbo gl.Framebuffer) {
|
|
switch target {
|
|
case gl.FRAMEBUFFER:
|
|
if fbo.Equal(s.drawFBO) && fbo.Equal(s.readFBO) {
|
|
return
|
|
}
|
|
s.drawFBO = fbo
|
|
s.readFBO = fbo
|
|
case gl.READ_FRAMEBUFFER:
|
|
if fbo.Equal(s.readFBO) {
|
|
return
|
|
}
|
|
s.readFBO = fbo
|
|
case gl.DRAW_FRAMEBUFFER:
|
|
if fbo.Equal(s.drawFBO) {
|
|
return
|
|
}
|
|
s.drawFBO = fbo
|
|
default:
|
|
panic("unknown target")
|
|
}
|
|
f.BindFramebuffer(target, fbo)
|
|
}
|
|
|
|
func (s *glState) bindBufferBase(f *gl.Functions, target gl.Enum, idx int, buf gl.Buffer) {
|
|
switch target {
|
|
case gl.UNIFORM_BUFFER:
|
|
if buf.Equal(s.uniBuf) && buf.Equal(s.uniBufs[idx]) {
|
|
return
|
|
}
|
|
s.uniBuf = buf
|
|
s.uniBufs[idx] = buf
|
|
case gl.SHADER_STORAGE_BUFFER:
|
|
if buf.Equal(s.storeBuf) && buf.Equal(s.storeBufs[idx]) {
|
|
return
|
|
}
|
|
s.storeBuf = buf
|
|
s.storeBufs[idx] = buf
|
|
default:
|
|
panic("unknown buffer target")
|
|
}
|
|
f.BindBufferBase(target, idx, buf)
|
|
}
|
|
|
|
func (s *glState) bindBuffer(f *gl.Functions, target gl.Enum, buf gl.Buffer) {
|
|
switch target {
|
|
case gl.ARRAY_BUFFER:
|
|
if buf.Equal(s.arrayBuf) {
|
|
return
|
|
}
|
|
s.arrayBuf = buf
|
|
case gl.ELEMENT_ARRAY_BUFFER:
|
|
if buf.Equal(s.elemBuf) {
|
|
return
|
|
}
|
|
s.elemBuf = buf
|
|
case gl.UNIFORM_BUFFER:
|
|
if buf.Equal(s.uniBuf) {
|
|
return
|
|
}
|
|
s.uniBuf = buf
|
|
case gl.SHADER_STORAGE_BUFFER:
|
|
if buf.Equal(s.storeBuf) {
|
|
return
|
|
}
|
|
s.storeBuf = buf
|
|
default:
|
|
panic("unknown buffer target")
|
|
}
|
|
f.BindBuffer(target, buf)
|
|
}
|
|
|
|
func (s *glState) pixelStorei(f *gl.Functions, pname gl.Enum, val int) {
|
|
if pname != gl.UNPACK_ROW_LENGTH {
|
|
panic("unsupported PixelStorei pname")
|
|
}
|
|
if val != s.unpack_row_length {
|
|
f.PixelStorei(pname, val)
|
|
s.unpack_row_length = val
|
|
}
|
|
}
|
|
|
|
func (s *glState) setClearColor(f *gl.Functions, r, g, b, a float32) {
|
|
col := [4]float32{r, g, b, a}
|
|
if col != s.clearColor {
|
|
f.ClearColor(r, g, b, a)
|
|
s.clearColor = col
|
|
}
|
|
}
|
|
|
|
func (s *glState) setViewport(f *gl.Functions, x, y, width, height int) {
|
|
view := [4]int{x, y, width, height}
|
|
if view != s.viewport {
|
|
f.Viewport(x, y, width, height)
|
|
s.viewport = view
|
|
}
|
|
}
|
|
|
|
func (s *glState) setBlendFuncSeparate(f *gl.Functions, srcRGB, dstRGB, srcA, dstA gl.Enum) {
|
|
if srcRGB != s.blend.srcRGB || dstRGB != s.blend.dstRGB || srcA != s.blend.srcA || dstA != s.blend.dstA {
|
|
s.blend.srcRGB = srcRGB
|
|
s.blend.dstRGB = dstRGB
|
|
s.blend.srcA = srcA
|
|
s.blend.dstA = dstA
|
|
f.BlendFuncSeparate(srcA, dstA, srcA, dstA)
|
|
}
|
|
}
|
|
|
|
func (s *glState) set(f *gl.Functions, target gl.Enum, enable bool) {
|
|
switch target {
|
|
case gl.FRAMEBUFFER_SRGB:
|
|
if s.srgb == enable {
|
|
return
|
|
}
|
|
s.srgb = enable
|
|
case gl.BLEND:
|
|
if enable == s.blend.enable {
|
|
return
|
|
}
|
|
s.blend.enable = enable
|
|
default:
|
|
panic("unknown enable")
|
|
}
|
|
if enable {
|
|
f.Enable(target)
|
|
} else {
|
|
f.Disable(target)
|
|
}
|
|
}
|
|
|
|
func (b *Backend) Caps() driver.Caps {
|
|
return b.feats
|
|
}
|
|
|
|
func (b *Backend) NewTimer() driver.Timer {
|
|
return &gpuTimer{
|
|
funcs: b.funcs,
|
|
obj: b.funcs.CreateQuery(),
|
|
}
|
|
}
|
|
|
|
func (b *Backend) IsTimeContinuous() bool {
|
|
return b.funcs.GetInteger(gl.GPU_DISJOINT_EXT) == gl.FALSE
|
|
}
|
|
|
|
func (b *Backend) NewFramebuffer(tex driver.Texture) (driver.Framebuffer, error) {
|
|
glErr(b.funcs)
|
|
gltex := tex.(*gpuTexture)
|
|
fb := b.funcs.CreateFramebuffer()
|
|
fbo := &gpuFramebuffer{backend: b, obj: fb}
|
|
b.BindFramebuffer(fbo)
|
|
if err := glErr(b.funcs); err != nil {
|
|
fbo.Release()
|
|
return nil, err
|
|
}
|
|
b.funcs.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gltex.obj, 0)
|
|
if st := b.funcs.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
|
|
fbo.Release()
|
|
return nil, fmt.Errorf("incomplete framebuffer, status = 0x%x, err = %d", st, b.funcs.GetError())
|
|
}
|
|
return fbo, nil
|
|
}
|
|
|
|
func (b *Backend) NewTexture(format driver.TextureFormat, width, height int, minFilter, magFilter driver.TextureFilter, binding driver.BufferBinding) (driver.Texture, error) {
|
|
glErr(b.funcs)
|
|
tex := &gpuTexture{backend: b, obj: b.funcs.CreateTexture(), width: width, height: height}
|
|
switch format {
|
|
case driver.TextureFormatFloat:
|
|
tex.triple = b.floatTriple
|
|
case driver.TextureFormatSRGBA:
|
|
tex.triple = b.srgbaTriple
|
|
case driver.TextureFormatRGBA8:
|
|
tex.triple = textureTriple{gl.RGBA8, gl.RGBA, gl.UNSIGNED_BYTE}
|
|
default:
|
|
return nil, errors.New("unsupported texture format")
|
|
}
|
|
b.BindTexture(0, tex)
|
|
b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, toTexFilter(magFilter))
|
|
b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, toTexFilter(minFilter))
|
|
b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
|
b.funcs.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
|
if b.gles && b.glver[0] >= 3 {
|
|
// Immutable textures are required for BindImageTexture, and can't hurt otherwise.
|
|
b.funcs.TexStorage2D(gl.TEXTURE_2D, 1, tex.triple.internalFormat, width, height)
|
|
} else {
|
|
b.funcs.TexImage2D(gl.TEXTURE_2D, 0, tex.triple.internalFormat, width, height, tex.triple.format, tex.triple.typ)
|
|
}
|
|
if err := glErr(b.funcs); err != nil {
|
|
tex.Release()
|
|
return nil, err
|
|
}
|
|
return tex, nil
|
|
}
|
|
|
|
func (b *Backend) NewBuffer(typ driver.BufferBinding, size int) (driver.Buffer, error) {
|
|
glErr(b.funcs)
|
|
buf := &gpuBuffer{backend: b, typ: typ, size: size}
|
|
if typ&driver.BufferBindingUniforms != 0 {
|
|
if typ != driver.BufferBindingUniforms {
|
|
return nil, errors.New("uniforms buffers cannot be bound as anything else")
|
|
}
|
|
if !b.ubo {
|
|
// GLES 2 doesn't support uniform buffers.
|
|
buf.data = make([]byte, size)
|
|
}
|
|
}
|
|
if typ&^driver.BufferBindingUniforms != 0 || b.ubo {
|
|
buf.hasBuffer = true
|
|
buf.obj = b.funcs.CreateBuffer()
|
|
if err := glErr(b.funcs); err != nil {
|
|
buf.Release()
|
|
return nil, err
|
|
}
|
|
firstBinding := firstBufferType(typ)
|
|
b.glstate.bindBuffer(b.funcs, firstBinding, buf.obj)
|
|
b.funcs.BufferData(firstBinding, size, gl.DYNAMIC_DRAW)
|
|
}
|
|
return buf, nil
|
|
}
|
|
|
|
func (b *Backend) NewImmutableBuffer(typ driver.BufferBinding, data []byte) (driver.Buffer, error) {
|
|
glErr(b.funcs)
|
|
obj := b.funcs.CreateBuffer()
|
|
buf := &gpuBuffer{backend: b, obj: obj, typ: typ, size: len(data), hasBuffer: true}
|
|
firstBinding := firstBufferType(typ)
|
|
b.glstate.bindBuffer(b.funcs, firstBinding, buf.obj)
|
|
b.funcs.BufferData(firstBinding, len(data), gl.STATIC_DRAW)
|
|
buf.Upload(data)
|
|
buf.immutable = true
|
|
if err := glErr(b.funcs); err != nil {
|
|
buf.Release()
|
|
return nil, err
|
|
}
|
|
return buf, nil
|
|
}
|
|
|
|
func glErr(f *gl.Functions) error {
|
|
if st := f.GetError(); st != gl.NO_ERROR {
|
|
return fmt.Errorf("glGetError: %#x", st)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (b *Backend) Release() {
|
|
if b.sRGBFBO != nil {
|
|
b.sRGBFBO.Release()
|
|
}
|
|
if b.vertArray.Valid() {
|
|
b.glstate.deleteVertexArray(b.funcs, b.vertArray)
|
|
}
|
|
*b = Backend{}
|
|
}
|
|
|
|
func (b *Backend) MemoryBarrier() {
|
|
b.funcs.MemoryBarrier(gl.ALL_BARRIER_BITS)
|
|
}
|
|
|
|
func (b *Backend) DispatchCompute(x, y, z int) {
|
|
if p := b.state.prog; p != nil {
|
|
for binding, buf := range p.storage {
|
|
if buf != nil {
|
|
b.glstate.bindBufferBase(b.funcs, gl.SHADER_STORAGE_BUFFER, binding, buf.obj)
|
|
}
|
|
}
|
|
}
|
|
b.funcs.DispatchCompute(x, y, z)
|
|
}
|
|
|
|
func (b *Backend) BindImageTexture(unit int, tex driver.Texture, access driver.AccessBits, f driver.TextureFormat) {
|
|
t := tex.(*gpuTexture)
|
|
var acc gl.Enum
|
|
switch access {
|
|
case driver.AccessWrite:
|
|
acc = gl.WRITE_ONLY
|
|
case driver.AccessRead:
|
|
acc = gl.READ_ONLY
|
|
default:
|
|
panic("unsupported access bits")
|
|
}
|
|
var format gl.Enum
|
|
switch f {
|
|
case driver.TextureFormatRGBA8:
|
|
format = gl.RGBA8
|
|
default:
|
|
panic("unsupported format")
|
|
}
|
|
b.funcs.BindImageTexture(unit, t.obj, 0, false, 0, acc, format)
|
|
}
|
|
|
|
func (b *Backend) useProgram(p *gpuProgram) {
|
|
b.glstate.useProgram(b.funcs, p.obj)
|
|
b.state.prog = p
|
|
}
|
|
|
|
func (b *Backend) BlendFunc(sfactor, dfactor driver.BlendFactor) {
|
|
src, dst := toGLBlendFactor(sfactor), toGLBlendFactor(dfactor)
|
|
b.glstate.setBlendFuncSeparate(b.funcs, src, dst, src, dst)
|
|
}
|
|
|
|
func toGLBlendFactor(f driver.BlendFactor) gl.Enum {
|
|
switch f {
|
|
case driver.BlendFactorOne:
|
|
return gl.ONE
|
|
case driver.BlendFactorOneMinusSrcAlpha:
|
|
return gl.ONE_MINUS_SRC_ALPHA
|
|
case driver.BlendFactorZero:
|
|
return gl.ZERO
|
|
case driver.BlendFactorDstColor:
|
|
return gl.DST_COLOR
|
|
default:
|
|
panic("unsupported blend factor")
|
|
}
|
|
}
|
|
|
|
func (b *Backend) SetBlend(enable bool) {
|
|
b.glstate.set(b.funcs, gl.BLEND, enable)
|
|
}
|
|
|
|
func (b *Backend) DrawElements(mode driver.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, gl.UNSIGNED_SHORT, byteOff)
|
|
}
|
|
|
|
func (b *Backend) DrawArrays(mode driver.DrawMode, off, count int) {
|
|
b.prepareDraw()
|
|
b.funcs.DrawArrays(toGLDrawMode(mode), off, count)
|
|
}
|
|
|
|
func (b *Backend) prepareDraw() {
|
|
p := b.state.prog
|
|
if p == nil {
|
|
return
|
|
}
|
|
b.setupVertexArrays()
|
|
p.updateUniforms()
|
|
}
|
|
|
|
func toGLDrawMode(mode driver.DrawMode) gl.Enum {
|
|
switch mode {
|
|
case driver.DrawModeTriangleStrip:
|
|
return gl.TRIANGLE_STRIP
|
|
case driver.DrawModeTriangles:
|
|
return gl.TRIANGLES
|
|
default:
|
|
panic("unsupported draw mode")
|
|
}
|
|
}
|
|
|
|
func (b *Backend) Viewport(x, y, width, height int) {
|
|
b.glstate.setViewport(b.funcs, x, y, width, height)
|
|
}
|
|
|
|
func (b *Backend) Clear(colR, colG, colB, colA float32) {
|
|
b.glstate.setClearColor(b.funcs, colR, colG, colB, colA)
|
|
b.funcs.Clear(gl.COLOR_BUFFER_BIT)
|
|
}
|
|
|
|
func (b *Backend) NewInputLayout(vs shader.Sources, layout []shader.InputDesc) (driver.InputLayout, error) {
|
|
if len(vs.Inputs) != len(layout) {
|
|
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vs.Inputs))
|
|
}
|
|
for i, inp := range vs.Inputs {
|
|
if exp, got := inp.Size, layout[i].Size; exp != got {
|
|
return nil, fmt.Errorf("NewInputLayout: data size mismatch for %q: got %d expected %d", inp.Name, got, exp)
|
|
}
|
|
}
|
|
return &gpuInputLayout{
|
|
inputs: vs.Inputs,
|
|
layout: layout,
|
|
}, nil
|
|
}
|
|
|
|
func (b *Backend) NewComputeProgram(src shader.Sources) (driver.Program, error) {
|
|
p, err := gl.CreateComputeProgram(b.funcs, src.GLSL310ES)
|
|
if err != nil {
|
|
return nil, fmt.Errorf("%s: %v", src.Name, err)
|
|
}
|
|
gpuProg := &gpuProgram{
|
|
backend: b,
|
|
obj: p,
|
|
}
|
|
return gpuProg, nil
|
|
}
|
|
|
|
func (b *Backend) NewProgram(vertShader, fragShader shader.Sources) (driver.Program, error) {
|
|
attr := make([]string, len(vertShader.Inputs))
|
|
for _, inp := range vertShader.Inputs {
|
|
attr[inp.Location] = inp.Name
|
|
}
|
|
vsrc, fsrc := vertShader.GLSL100ES, fragShader.GLSL100ES
|
|
if b.glver[0] >= 3 {
|
|
// OpenGL (ES) 3.0.
|
|
switch {
|
|
case b.gles:
|
|
vsrc, fsrc = vertShader.GLSL300ES, fragShader.GLSL300ES
|
|
case b.glver[0] >= 4 || b.glver[1] >= 2:
|
|
// OpenGL 3.2 Core only accepts glsl 1.50 or newer.
|
|
vsrc, fsrc = vertShader.GLSL150, fragShader.GLSL150
|
|
default:
|
|
vsrc, fsrc = vertShader.GLSL130, fragShader.GLSL130
|
|
}
|
|
}
|
|
p, err := gl.CreateProgram(b.funcs, vsrc, fsrc, attr)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
gpuProg := &gpuProgram{
|
|
backend: b,
|
|
obj: p,
|
|
}
|
|
b.BindProgram(gpuProg)
|
|
// Bind texture uniforms.
|
|
for _, tex := range vertShader.Textures {
|
|
u := b.funcs.GetUniformLocation(p, tex.Name)
|
|
if u.Valid() {
|
|
b.funcs.Uniform1i(u, tex.Binding)
|
|
}
|
|
}
|
|
for _, tex := range fragShader.Textures {
|
|
u := b.funcs.GetUniformLocation(p, tex.Name)
|
|
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 != gl.INVALID_INDEX {
|
|
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding))
|
|
}
|
|
}
|
|
// To match Direct3D 11 with separate vertex and fragment
|
|
// shader uniform buffers, offset all fragment blocks to be
|
|
// located after the vertex blocks.
|
|
off := len(vertShader.Uniforms.Blocks)
|
|
for _, block := range fragShader.Uniforms.Blocks {
|
|
blockIdx := b.funcs.GetUniformBlockIndex(p, block.Name)
|
|
if blockIdx != gl.INVALID_INDEX {
|
|
b.funcs.UniformBlockBinding(p, blockIdx, uint(block.Binding+off))
|
|
}
|
|
}
|
|
} else {
|
|
gpuProg.vertUniforms.setup(b.funcs, p, vertShader.Uniforms.Size, vertShader.Uniforms.Locations)
|
|
gpuProg.fragUniforms.setup(b.funcs, p, fragShader.Uniforms.Size, fragShader.Uniforms.Locations)
|
|
}
|
|
return gpuProg, nil
|
|
}
|
|
|
|
func lookupUniform(funcs *gl.Functions, p gl.Program, loc shader.UniformLocation) uniformLocation {
|
|
u := funcs.GetUniformLocation(p, loc.Name)
|
|
if !u.Valid() {
|
|
panic(fmt.Errorf("uniform %q not found", loc.Name))
|
|
}
|
|
return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
|
|
}
|
|
|
|
func (p *gpuProgram) SetStorageBuffer(binding int, buffer driver.Buffer) {
|
|
buf := buffer.(*gpuBuffer)
|
|
if buf.typ&driver.BufferBindingShaderStorage == 0 {
|
|
panic("not a shader storage buffer")
|
|
}
|
|
p.storage[binding] = buf
|
|
}
|
|
|
|
func (p *gpuProgram) SetVertexUniforms(buffer driver.Buffer) {
|
|
p.vertUniforms.setBuffer(buffer)
|
|
}
|
|
|
|
func (p *gpuProgram) SetFragmentUniforms(buffer driver.Buffer) {
|
|
p.fragUniforms.setBuffer(buffer)
|
|
}
|
|
|
|
func (p *gpuProgram) updateUniforms() {
|
|
f := p.backend.funcs
|
|
if p.backend.ubo {
|
|
if b := p.vertUniforms.buf; b != nil {
|
|
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 0, b.obj)
|
|
}
|
|
if b := p.fragUniforms.buf; b != nil {
|
|
p.backend.glstate.bindBufferBase(f, gl.UNIFORM_BUFFER, 1, b.obj)
|
|
}
|
|
} else {
|
|
p.vertUniforms.update(f)
|
|
p.fragUniforms.update(f)
|
|
}
|
|
}
|
|
|
|
func (b *Backend) BindProgram(prog driver.Program) {
|
|
p := prog.(*gpuProgram)
|
|
b.useProgram(p)
|
|
}
|
|
|
|
func (p *gpuProgram) Release() {
|
|
p.backend.glstate.deleteProgram(p.backend.funcs, p.obj)
|
|
}
|
|
|
|
func (u *uniformsTracker) setup(funcs *gl.Functions, p gl.Program, uniformSize int, uniforms []shader.UniformLocation) {
|
|
u.locs = make([]uniformLocation, len(uniforms))
|
|
for i, uniform := range uniforms {
|
|
u.locs[i] = lookupUniform(funcs, p, uniform)
|
|
}
|
|
u.size = uniformSize
|
|
}
|
|
|
|
func (u *uniformsTracker) setBuffer(buffer driver.Buffer) {
|
|
buf := buffer.(*gpuBuffer)
|
|
if buf.typ&driver.BufferBindingUniforms == 0 {
|
|
panic("not a uniform buffer")
|
|
}
|
|
if buf.size < u.size {
|
|
panic(fmt.Errorf("uniform buffer too small, got %d need %d", buf.size, u.size))
|
|
}
|
|
u.buf = buf
|
|
// Force update.
|
|
u.version = buf.version - 1
|
|
}
|
|
|
|
func (p *uniformsTracker) update(funcs *gl.Functions) {
|
|
b := p.buf
|
|
if b == nil || b.version == p.version {
|
|
return
|
|
}
|
|
p.version = b.version
|
|
data := b.data
|
|
for _, u := range p.locs {
|
|
data := data[u.offset:]
|
|
switch {
|
|
case u.typ == shader.DataTypeFloat && u.size == 1:
|
|
data := data[:4]
|
|
v := *(*[1]float32)(unsafe.Pointer(&data[0]))
|
|
funcs.Uniform1f(u.uniform, v[0])
|
|
case u.typ == shader.DataTypeFloat && u.size == 2:
|
|
data := data[:8]
|
|
v := *(*[2]float32)(unsafe.Pointer(&data[0]))
|
|
funcs.Uniform2f(u.uniform, v[0], v[1])
|
|
case u.typ == shader.DataTypeFloat && u.size == 3:
|
|
data := data[:12]
|
|
v := *(*[3]float32)(unsafe.Pointer(&data[0]))
|
|
funcs.Uniform3f(u.uniform, v[0], v[1], v[2])
|
|
case u.typ == shader.DataTypeFloat && u.size == 4:
|
|
data := data[:16]
|
|
v := *(*[4]float32)(unsafe.Pointer(&data[0]))
|
|
funcs.Uniform4f(u.uniform, v[0], v[1], v[2], v[3])
|
|
default:
|
|
panic("unsupported uniform data type or size")
|
|
}
|
|
}
|
|
}
|
|
|
|
func (b *gpuBuffer) Upload(data []byte) {
|
|
if b.immutable {
|
|
panic("immutable buffer")
|
|
}
|
|
if len(data) > b.size {
|
|
panic("buffer size overflow")
|
|
}
|
|
b.version++
|
|
copy(b.data, data)
|
|
if b.hasBuffer {
|
|
firstBinding := firstBufferType(b.typ)
|
|
b.backend.glstate.bindBuffer(b.backend.funcs, firstBinding, b.obj)
|
|
if len(data) == b.size {
|
|
// the iOS GL implementation doesn't recognize when BufferSubData
|
|
// clears the entire buffer. Tell it and avoid GPU stalls.
|
|
// See also https://github.com/godotengine/godot/issues/23956.
|
|
b.backend.funcs.BufferData(firstBinding, b.size, gl.DYNAMIC_DRAW)
|
|
}
|
|
b.backend.funcs.BufferSubData(firstBinding, 0, data)
|
|
}
|
|
}
|
|
|
|
func (b *gpuBuffer) Download(data []byte) error {
|
|
if len(data) > b.size {
|
|
panic("buffer size overflow")
|
|
}
|
|
if !b.hasBuffer {
|
|
copy(data, b.data)
|
|
return nil
|
|
}
|
|
firstBinding := firstBufferType(b.typ)
|
|
b.backend.glstate.bindBuffer(b.backend.funcs, firstBinding, b.obj)
|
|
bufferMap := b.backend.funcs.MapBufferRange(firstBinding, 0, len(data), gl.MAP_READ_BIT)
|
|
if bufferMap == nil {
|
|
return fmt.Errorf("MapBufferRange: error %#x", b.backend.funcs.GetError())
|
|
}
|
|
copy(data, bufferMap)
|
|
if !b.backend.funcs.UnmapBuffer(firstBinding) {
|
|
return driver.ErrContentLost
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (b *gpuBuffer) Release() {
|
|
if b.hasBuffer {
|
|
b.backend.glstate.deleteBuffer(b.backend.funcs, b.obj)
|
|
b.hasBuffer = false
|
|
}
|
|
}
|
|
|
|
func (b *Backend) BindVertexBuffer(buf driver.Buffer, stride, offset int) {
|
|
gbuf := buf.(*gpuBuffer)
|
|
if gbuf.typ&driver.BufferBindingVertices == 0 {
|
|
panic("not a vertex buffer")
|
|
}
|
|
b.state.buffer = bufferBinding{obj: gbuf.obj, stride: stride, offset: offset}
|
|
}
|
|
|
|
func (b *Backend) setupVertexArrays() {
|
|
layout := b.state.layout
|
|
if layout == nil {
|
|
return
|
|
}
|
|
const max = len(b.glstate.vertAttribs)
|
|
var enabled [max]bool
|
|
buf := b.state.buffer
|
|
for i, inp := range layout.inputs {
|
|
l := layout.layout[i]
|
|
var gltyp gl.Enum
|
|
switch l.Type {
|
|
case shader.DataTypeFloat:
|
|
gltyp = gl.FLOAT
|
|
case shader.DataTypeShort:
|
|
gltyp = gl.SHORT
|
|
default:
|
|
panic("unsupported data type")
|
|
}
|
|
enabled[inp.Location] = true
|
|
b.glstate.vertexAttribPointer(b.funcs, buf.obj, inp.Location, l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
|
|
}
|
|
for i := 0; i < max; i++ {
|
|
b.glstate.setVertexAttribArray(b.funcs, i, enabled[i])
|
|
}
|
|
}
|
|
|
|
func (b *Backend) BindIndexBuffer(buf driver.Buffer) {
|
|
gbuf := buf.(*gpuBuffer)
|
|
if gbuf.typ&driver.BufferBindingIndices == 0 {
|
|
panic("not an index buffer")
|
|
}
|
|
b.glstate.bindBuffer(b.funcs, gl.ELEMENT_ARRAY_BUFFER, gbuf.obj)
|
|
}
|
|
|
|
func (b *Backend) BlitFramebuffer(dst, src driver.Framebuffer, srect, drect image.Rectangle) {
|
|
b.glstate.bindFramebuffer(b.funcs, gl.DRAW_FRAMEBUFFER, dst.(*gpuFramebuffer).obj)
|
|
b.glstate.bindFramebuffer(b.funcs, gl.READ_FRAMEBUFFER, src.(*gpuFramebuffer).obj)
|
|
b.funcs.BlitFramebuffer(
|
|
srect.Min.X, srect.Min.Y, srect.Max.X, srect.Max.Y,
|
|
drect.Min.X, drect.Min.Y, drect.Max.X, drect.Max.Y,
|
|
gl.COLOR_BUFFER_BIT,
|
|
gl.NEAREST)
|
|
}
|
|
|
|
func (f *gpuFramebuffer) ReadPixels(src image.Rectangle, pixels []byte) error {
|
|
glErr(f.backend.funcs)
|
|
f.backend.BindFramebuffer(f)
|
|
if len(pixels) < src.Dx()*src.Dy()*4 {
|
|
return errors.New("unexpected RGBA size")
|
|
}
|
|
f.backend.funcs.ReadPixels(src.Min.X, src.Min.Y, src.Dx(), src.Dy(), gl.RGBA, gl.UNSIGNED_BYTE, pixels)
|
|
return glErr(f.backend.funcs)
|
|
}
|
|
|
|
func (b *Backend) BindFramebuffer(fbo driver.Framebuffer) {
|
|
b.glstate.bindFramebuffer(b.funcs, gl.FRAMEBUFFER, fbo.(*gpuFramebuffer).obj)
|
|
}
|
|
|
|
func (f *gpuFramebuffer) Invalidate() {
|
|
f.backend.BindFramebuffer(f)
|
|
f.backend.funcs.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
|
|
}
|
|
|
|
func (f *gpuFramebuffer) Release() {
|
|
if f.foreign {
|
|
panic("framebuffer not created by NewFramebuffer")
|
|
}
|
|
f.backend.glstate.deleteFramebuffer(f.backend.funcs, f.obj)
|
|
}
|
|
|
|
func (f *gpuFramebuffer) ImplementsRenderTarget() {}
|
|
|
|
func toTexFilter(f driver.TextureFilter) int {
|
|
switch f {
|
|
case driver.FilterNearest:
|
|
return gl.NEAREST
|
|
case driver.FilterLinear:
|
|
return gl.LINEAR
|
|
default:
|
|
panic("unsupported texture filter")
|
|
}
|
|
}
|
|
|
|
func (b *Backend) BindTexture(unit int, t driver.Texture) {
|
|
b.glstate.bindTexture(b.funcs, unit, t.(*gpuTexture).obj)
|
|
}
|
|
|
|
func (t *gpuTexture) Release() {
|
|
t.backend.glstate.deleteTexture(t.backend.funcs, t.obj)
|
|
}
|
|
|
|
func (t *gpuTexture) Upload(offset, size image.Point, pixels []byte, stride int) {
|
|
if min := size.X * size.Y * 4; min > len(pixels) {
|
|
panic(fmt.Errorf("size %d larger than data %d", min, len(pixels)))
|
|
}
|
|
t.backend.BindTexture(0, t)
|
|
t.backend.glstate.pixelStorei(t.backend.funcs, gl.UNPACK_ROW_LENGTH, stride/4)
|
|
t.backend.funcs.TexSubImage2D(gl.TEXTURE_2D, 0, offset.X, offset.Y, size.X, size.Y, t.triple.format, t.triple.typ, pixels)
|
|
}
|
|
|
|
func (t *gpuTimer) Begin() {
|
|
t.funcs.BeginQuery(gl.TIME_ELAPSED_EXT, t.obj)
|
|
}
|
|
|
|
func (t *gpuTimer) End() {
|
|
t.funcs.EndQuery(gl.TIME_ELAPSED_EXT)
|
|
}
|
|
|
|
func (t *gpuTimer) ready() bool {
|
|
return t.funcs.GetQueryObjectuiv(t.obj, gl.QUERY_RESULT_AVAILABLE) == gl.TRUE
|
|
}
|
|
|
|
func (t *gpuTimer) Release() {
|
|
t.funcs.DeleteQuery(t.obj)
|
|
}
|
|
|
|
func (t *gpuTimer) Duration() (time.Duration, bool) {
|
|
if !t.ready() {
|
|
return 0, false
|
|
}
|
|
nanos := t.funcs.GetQueryObjectuiv(t.obj, gl.QUERY_RESULT)
|
|
return time.Duration(nanos), true
|
|
}
|
|
|
|
func (b *Backend) BindInputLayout(l driver.InputLayout) {
|
|
b.state.layout = l.(*gpuInputLayout)
|
|
}
|
|
|
|
func (l *gpuInputLayout) Release() {}
|
|
|
|
// floatTripleFor determines the best texture triple for floating point FBOs.
|
|
func floatTripleFor(f *gl.Functions, ver [2]int, exts []string) (textureTriple, error) {
|
|
var triples []textureTriple
|
|
if ver[0] >= 3 {
|
|
triples = append(triples, textureTriple{gl.R16F, gl.Enum(gl.RED), gl.Enum(gl.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
|
|
// report EXT_color_buffer_half_float support. The triples are verified below, so it doesn't matter if we're
|
|
// wrong.
|
|
if hasExtension(exts, "GL_OES_texture_half_float") || hasExtension(exts, "GL_EXT_color_buffer_half_float") {
|
|
// Try single channel.
|
|
triples = append(triples, textureTriple{gl.LUMINANCE, gl.Enum(gl.LUMINANCE), gl.Enum(gl.HALF_FLOAT_OES)})
|
|
// Fallback to 4 channels.
|
|
triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.HALF_FLOAT_OES)})
|
|
}
|
|
if hasExtension(exts, "GL_OES_texture_float") || hasExtension(exts, "GL_EXT_color_buffer_float") {
|
|
triples = append(triples, textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.FLOAT)})
|
|
}
|
|
tex := f.CreateTexture()
|
|
defer f.DeleteTexture(tex)
|
|
defTex := gl.Texture(f.GetBinding(gl.TEXTURE_BINDING_2D))
|
|
defer f.BindTexture(gl.TEXTURE_2D, defTex)
|
|
f.BindTexture(gl.TEXTURE_2D, tex)
|
|
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)
|
|
fbo := f.CreateFramebuffer()
|
|
defer f.DeleteFramebuffer(fbo)
|
|
defFBO := gl.Framebuffer(f.GetBinding(gl.FRAMEBUFFER_BINDING))
|
|
f.BindFramebuffer(gl.FRAMEBUFFER, fbo)
|
|
defer f.BindFramebuffer(gl.FRAMEBUFFER, defFBO)
|
|
var attempts []string
|
|
for _, tt := range triples {
|
|
const size = 256
|
|
f.TexImage2D(gl.TEXTURE_2D, 0, tt.internalFormat, size, size, tt.format, tt.typ)
|
|
f.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)
|
|
st := f.CheckFramebufferStatus(gl.FRAMEBUFFER)
|
|
if st == gl.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))
|
|
}
|
|
return textureTriple{}, fmt.Errorf("floating point fbos not supported (attempted %s)", attempts)
|
|
}
|
|
|
|
func srgbaTripleFor(ver [2]int, exts []string) (textureTriple, error) {
|
|
switch {
|
|
case ver[0] >= 3:
|
|
return textureTriple{gl.SRGB8_ALPHA8, gl.Enum(gl.RGBA), gl.Enum(gl.UNSIGNED_BYTE)}, nil
|
|
case hasExtension(exts, "GL_EXT_sRGB"):
|
|
return textureTriple{gl.SRGB_ALPHA_EXT, gl.Enum(gl.SRGB_ALPHA_EXT), gl.Enum(gl.UNSIGNED_BYTE)}, nil
|
|
default:
|
|
return textureTriple{}, errors.New("no sRGB texture formats found")
|
|
}
|
|
}
|
|
|
|
func alphaTripleFor(ver [2]int) textureTriple {
|
|
intf, f := gl.Enum(gl.R8), gl.Enum(gl.RED)
|
|
if ver[0] < 3 {
|
|
// R8, RED not supported on OpenGL ES 2.0.
|
|
intf, f = gl.LUMINANCE, gl.Enum(gl.LUMINANCE)
|
|
}
|
|
return textureTriple{intf, f, gl.UNSIGNED_BYTE}
|
|
}
|
|
|
|
func hasExtension(exts []string, ext string) bool {
|
|
for _, e := range exts {
|
|
if ext == e {
|
|
return true
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
func firstBufferType(typ driver.BufferBinding) gl.Enum {
|
|
switch {
|
|
case typ&driver.BufferBindingIndices != 0:
|
|
return gl.ELEMENT_ARRAY_BUFFER
|
|
case typ&driver.BufferBindingVertices != 0:
|
|
return gl.ARRAY_BUFFER
|
|
case typ&driver.BufferBindingUniforms != 0:
|
|
return gl.UNIFORM_BUFFER
|
|
case typ&driver.BufferBindingShaderStorage != 0:
|
|
return gl.SHADER_STORAGE_BUFFER
|
|
default:
|
|
panic("unsupported buffer type")
|
|
}
|
|
}
|