chore(v2): vendor dependencies for offline/China builds
go mod vendor pins onnxruntime_go v1.12.1, Gio and the rest into v2/vendor so go run/build work without hitting proxy.golang.org (blocked/slow in China). Verified: CGO_ENABLED=1 go build -mod=vendor ./internal/spike and GOOS=windows go build -mod=vendor ./internal/ui both pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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// 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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"runtime"
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"strings"
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"gioui.org/internal/byteslice"
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"gioui.org/internal/gl"
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)
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// SRGBFBO implements an intermediate sRGB FBO
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// for gamma-correct rendering on platforms without
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// sRGB enabled native framebuffers.
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type SRGBFBO struct {
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c *gl.Functions
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state *glState
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viewport image.Point
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fbo gl.Framebuffer
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tex gl.Texture
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blitted bool
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quad gl.Buffer
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prog gl.Program
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format textureTriple
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}
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func NewSRGBFBO(f *gl.Functions, state *glState) (*SRGBFBO, error) {
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glVer := f.GetString(gl.VERSION)
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ver, _, 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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exts := strings.Split(f.GetString(gl.EXTENSIONS), " ")
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srgbTriple, err := srgbaTripleFor(ver, exts)
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if err != nil {
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// Fall back to the linear RGB colorspace, at the cost of color precision loss.
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srgbTriple = textureTriple{gl.RGBA, gl.Enum(gl.RGBA), gl.Enum(gl.UNSIGNED_BYTE)}
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}
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s := &SRGBFBO{
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c: f,
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state: state,
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format: srgbTriple,
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fbo: f.CreateFramebuffer(),
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tex: f.CreateTexture(),
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}
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state.bindTexture(f, 0, s.tex)
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f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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f.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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return s, nil
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}
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func (s *SRGBFBO) Blit() {
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if !s.blitted {
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prog, err := gl.CreateProgram(s.c, blitVSrc, blitFSrc, []string{"pos", "uv"})
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if err != nil {
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panic(err)
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}
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s.prog = prog
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s.state.useProgram(s.c, prog)
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s.c.Uniform1i(s.c.GetUniformLocation(prog, "tex"), 0)
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s.quad = s.c.CreateBuffer()
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s.state.bindBuffer(s.c, gl.ARRAY_BUFFER, s.quad)
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coords := byteslice.Slice([]float32{
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-1, +1, 0, 1,
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+1, +1, 1, 1,
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-1, -1, 0, 0,
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+1, -1, 1, 0,
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})
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s.c.BufferData(gl.ARRAY_BUFFER, len(coords), gl.STATIC_DRAW, coords)
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s.blitted = true
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}
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s.state.useProgram(s.c, s.prog)
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s.state.bindTexture(s.c, 0, s.tex)
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s.state.vertexAttribPointer(s.c, s.quad, 0 /* pos */, 2, gl.FLOAT, false, 4*4, 0)
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s.state.vertexAttribPointer(s.c, s.quad, 1 /* uv */, 2, gl.FLOAT, false, 4*4, 4*2)
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s.state.setVertexAttribArray(s.c, 0, true)
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s.state.setVertexAttribArray(s.c, 1, true)
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s.c.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
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s.state.bindFramebuffer(s.c, gl.FRAMEBUFFER, s.fbo)
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s.c.InvalidateFramebuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0)
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}
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func (s *SRGBFBO) Framebuffer() gl.Framebuffer {
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return s.fbo
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}
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func (s *SRGBFBO) Refresh(viewport image.Point) error {
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if viewport.X == 0 || viewport.Y == 0 {
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return errors.New("srgb: zero-sized framebuffer")
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}
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if s.viewport == viewport {
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return nil
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}
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s.viewport = viewport
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s.state.bindTexture(s.c, 0, s.tex)
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s.c.TexImage2D(gl.TEXTURE_2D, 0, s.format.internalFormat, viewport.X, viewport.Y, s.format.format, s.format.typ)
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s.state.bindFramebuffer(s.c, gl.FRAMEBUFFER, s.fbo)
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s.c.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, s.tex, 0)
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if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
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return fmt.Errorf("sRGB framebuffer incomplete (%dx%d), status: %#x error: %x", viewport.X, viewport.Y, st, s.c.GetError())
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}
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if runtime.GOOS == "js" {
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// With macOS Safari, rendering to and then reading from a SRGB8_ALPHA8
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// texture result in twice gamma corrected colors. Using a plain RGBA
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// texture seems to work.
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s.state.setClearColor(s.c, .5, .5, .5, 1.0)
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s.c.Clear(gl.COLOR_BUFFER_BIT)
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var pixel [4]byte
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s.c.ReadPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel[:])
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if pixel[0] == 128 { // Correct sRGB color value is ~188
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s.c.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, viewport.X, viewport.Y, gl.RGBA, gl.UNSIGNED_BYTE)
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if st := s.c.CheckFramebufferStatus(gl.FRAMEBUFFER); st != gl.FRAMEBUFFER_COMPLETE {
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return fmt.Errorf("fallback RGBA framebuffer incomplete (%dx%d), status: %#x error: %x", viewport.X, viewport.Y, st, s.c.GetError())
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}
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}
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}
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return nil
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}
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func (s *SRGBFBO) Release() {
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s.state.deleteFramebuffer(s.c, s.fbo)
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s.state.deleteTexture(s.c, s.tex)
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if s.blitted {
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s.state.deleteBuffer(s.c, s.quad)
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s.state.deleteProgram(s.c, s.prog)
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}
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s.c = nil
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}
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const (
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blitVSrc = `
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#version 100
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precision highp float;
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attribute vec2 pos;
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attribute vec2 uv;
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varying vec2 vUV;
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void main() {
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gl_Position = vec4(pos, 0, 1);
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vUV = uv;
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}
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`
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blitFSrc = `
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#version 100
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precision mediump float;
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uniform sampler2D tex;
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varying vec2 vUV;
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vec3 gamma(vec3 rgb) {
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vec3 exp = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055);
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vec3 lin = rgb * vec3(12.92);
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bvec3 cut = lessThan(rgb, vec3(0.0031308));
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return vec3(cut.r ? lin.r : exp.r, cut.g ? lin.g : exp.g, cut.b ? lin.b : exp.b);
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}
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void main() {
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vec4 col = texture2D(tex, vUV);
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vec3 rgb = col.rgb;
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rgb = gamma(rgb);
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gl_FragColor = vec4(rgb, col.a);
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}
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`
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)
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