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>
This commit is contained in:
+131
@@ -0,0 +1,131 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package gl
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type (
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Attrib uint
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Enum uint
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)
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const (
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ACTIVE_TEXTURE = 0x84E0
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ALL_BARRIER_BITS = 0xffffffff
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ARRAY_BUFFER = 0x8892
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ARRAY_BUFFER_BINDING = 0x8894
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BACK = 0x0405
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BLEND = 0xbe2
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BLEND_DST_RGB = 0x80C8
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BLEND_SRC_RGB = 0x80C9
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BLEND_DST_ALPHA = 0x80CA
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BLEND_SRC_ALPHA = 0x80CB
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CLAMP_TO_EDGE = 0x812f
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COLOR_ATTACHMENT0 = 0x8ce0
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COLOR_BUFFER_BIT = 0x4000
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COLOR_CLEAR_VALUE = 0x0C22
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COMPILE_STATUS = 0x8b81
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COMPUTE_SHADER = 0x91B9
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CURRENT_PROGRAM = 0x8B8D
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DEPTH_ATTACHMENT = 0x8d00
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DEPTH_BUFFER_BIT = 0x100
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DEPTH_CLEAR_VALUE = 0x0B73
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DEPTH_COMPONENT16 = 0x81a5
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DEPTH_COMPONENT24 = 0x81A6
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DEPTH_COMPONENT32F = 0x8CAC
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DEPTH_FUNC = 0x0B74
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DEPTH_TEST = 0xb71
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DEPTH_WRITEMASK = 0x0B72
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DRAW_FRAMEBUFFER = 0x8CA9
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DST_COLOR = 0x306
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DYNAMIC_DRAW = 0x88E8
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DYNAMIC_READ = 0x88E9
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ELEMENT_ARRAY_BUFFER = 0x8893
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ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
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EXTENSIONS = 0x1f03
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FALSE = 0
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FLOAT = 0x1406
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FRAGMENT_SHADER = 0x8b30
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FRAMEBUFFER = 0x8d40
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FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210
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FRAMEBUFFER_BINDING = 0x8ca6
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FRAMEBUFFER_COMPLETE = 0x8cd5
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FRAMEBUFFER_SRGB = 0x8db9
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HALF_FLOAT = 0x140b
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HALF_FLOAT_OES = 0x8d61
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INFO_LOG_LENGTH = 0x8B84
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INVALID_INDEX = ^uint(0)
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GREATER = 0x204
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GEQUAL = 0x206
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LINEAR = 0x2601
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LINEAR_MIPMAP_LINEAR = 0x2703
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LINK_STATUS = 0x8b82
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LUMINANCE = 0x1909
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MAP_READ_BIT = 0x0001
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MAX_TEXTURE_SIZE = 0xd33
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NEAREST = 0x2600
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NO_ERROR = 0x0
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NUM_EXTENSIONS = 0x821D
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ONE = 0x1
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ONE_MINUS_SRC_ALPHA = 0x303
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PACK_ROW_LENGTH = 0x0D02
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PROGRAM_BINARY_LENGTH = 0x8741
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QUERY_RESULT = 0x8866
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QUERY_RESULT_AVAILABLE = 0x8867
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R16F = 0x822d
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R8 = 0x8229
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READ_FRAMEBUFFER = 0x8ca8
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READ_FRAMEBUFFER_BINDING = 0x8CAA
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READ_ONLY = 0x88B8
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READ_WRITE = 0x88BA
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RED = 0x1903
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RENDERER = 0x1F01
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RENDERBUFFER = 0x8d41
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RENDERBUFFER_BINDING = 0x8ca7
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RENDERBUFFER_HEIGHT = 0x8d43
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RENDERBUFFER_WIDTH = 0x8d42
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RGB = 0x1907
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RGBA = 0x1908
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RGBA8 = 0x8058
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SHADER_STORAGE_BUFFER = 0x90D2
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SHADER_STORAGE_BUFFER_BINDING = 0x90D3
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SHORT = 0x1402
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SRGB = 0x8c40
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SRGB_ALPHA_EXT = 0x8c42
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SRGB8 = 0x8c41
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SRGB8_ALPHA8 = 0x8c43
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STATIC_DRAW = 0x88e4
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STENCIL_BUFFER_BIT = 0x00000400
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TEXTURE_2D = 0xde1
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TEXTURE_BINDING_2D = 0x8069
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TEXTURE_MAG_FILTER = 0x2800
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TEXTURE_MIN_FILTER = 0x2801
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TEXTURE_WRAP_S = 0x2802
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TEXTURE_WRAP_T = 0x2803
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TEXTURE0 = 0x84c0
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TEXTURE1 = 0x84c1
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TRIANGLE_STRIP = 0x5
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TRIANGLES = 0x4
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TRUE = 1
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UNIFORM_BUFFER = 0x8A11
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UNIFORM_BUFFER_BINDING = 0x8A28
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UNPACK_ALIGNMENT = 0xcf5
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UNPACK_ROW_LENGTH = 0x0CF2
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UNSIGNED_BYTE = 0x1401
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UNSIGNED_SHORT = 0x1403
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VIEWPORT = 0x0BA2
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VERSION = 0x1f02
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VERTEX_ARRAY_BINDING = 0x85B5
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VERTEX_SHADER = 0x8b31
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VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F
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VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622
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VERTEX_ATTRIB_ARRAY_POINTER = 0x8645
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VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
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VERTEX_ATTRIB_ARRAY_SIZE = 0x8623
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VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624
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VERTEX_ATTRIB_ARRAY_TYPE = 0x8625
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WRITE_ONLY = 0x88B9
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ZERO = 0x0
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// EXT_disjoint_timer_query
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TIME_ELAPSED_EXT = 0x88BF
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GPU_DISJOINT_EXT = 0x8FBB
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)
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+748
@@ -0,0 +1,748 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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package gl
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import (
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"errors"
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"strings"
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"syscall/js"
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)
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type Functions struct {
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Ctx js.Value
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EXT_disjoint_timer_query js.Value
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EXT_disjoint_timer_query_webgl2 js.Value
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// Cached reference to the Uint8Array JS type.
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uint8Array js.Value
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// Cached JS arrays.
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arrayBuf js.Value
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int32Buf js.Value
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isWebGL2 bool
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_getExtension js.Value
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_activeTexture js.Value
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_attachShader js.Value
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_beginQuery js.Value
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_beginQueryEXT js.Value
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_bindAttribLocation js.Value
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_bindBuffer js.Value
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_bindBufferBase js.Value
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_bindFramebuffer js.Value
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_bindRenderbuffer js.Value
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_bindTexture js.Value
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_blendEquation js.Value
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_blendFunc js.Value
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_bufferData js.Value
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_bufferSubData js.Value
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_checkFramebufferStatus js.Value
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_clear js.Value
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_clearColor js.Value
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_clearDepth js.Value
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_compileShader js.Value
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_copyTexSubImage2D js.Value
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_createBuffer js.Value
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_createFramebuffer js.Value
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_createProgram js.Value
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_createQuery js.Value
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_createRenderbuffer js.Value
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_createShader js.Value
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_createTexture js.Value
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_deleteBuffer js.Value
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_deleteFramebuffer js.Value
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_deleteProgram js.Value
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_deleteQuery js.Value
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_deleteQueryEXT js.Value
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_deleteShader js.Value
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_deleteRenderbuffer js.Value
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_deleteTexture js.Value
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_depthFunc js.Value
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_depthMask js.Value
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_disableVertexAttribArray js.Value
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_disable js.Value
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_drawArrays js.Value
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_drawElements js.Value
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_enable js.Value
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_enableVertexAttribArray js.Value
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_endQuery js.Value
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_endQueryEXT js.Value
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_finish js.Value
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_flush js.Value
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_framebufferRenderbuffer js.Value
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_framebufferTexture2D js.Value
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_generateMipmap js.Value
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_getRenderbufferParameteri js.Value
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_getFramebufferAttachmentParameter js.Value
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_getParameter js.Value
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_getIndexedParameter js.Value
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_getProgramParameter js.Value
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_getProgramInfoLog js.Value
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_getQueryParameter js.Value
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_getQueryObjectEXT js.Value
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_getShaderParameter js.Value
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_getShaderInfoLog js.Value
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_getSupportedExtensions js.Value
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_getUniformBlockIndex js.Value
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_getUniformLocation js.Value
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_getVertexAttrib js.Value
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_getVertexAttribOffset js.Value
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_invalidateFramebuffer js.Value
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_isEnabled js.Value
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_linkProgram js.Value
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_pixelStorei js.Value
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_renderbufferStorage js.Value
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_readPixels js.Value
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_scissor js.Value
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_shaderSource js.Value
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_texImage2D js.Value
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_texStorage2D js.Value
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_texSubImage2D js.Value
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_texParameteri js.Value
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_uniformBlockBinding js.Value
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_uniform1f js.Value
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_uniform1i js.Value
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_uniform2f js.Value
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_uniform3f js.Value
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_uniform4f js.Value
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_useProgram js.Value
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_vertexAttribPointer js.Value
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_viewport js.Value
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}
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type Context js.Value
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func NewFunctions(ctx Context, forceES bool) (*Functions, error) {
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webgl := js.Value(ctx)
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f := &Functions{
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Ctx: webgl,
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uint8Array: js.Global().Get("Uint8Array"),
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_getExtension: _bind(webgl, `getExtension`),
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_activeTexture: _bind(webgl, `activeTexture`),
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_attachShader: _bind(webgl, `attachShader`),
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_beginQuery: _bind(webgl, `beginQuery`),
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_beginQueryEXT: _bind(webgl, `beginQueryEXT`),
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_bindAttribLocation: _bind(webgl, `bindAttribLocation`),
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_bindBuffer: _bind(webgl, `bindBuffer`),
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_bindBufferBase: _bind(webgl, `bindBufferBase`),
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_bindFramebuffer: _bind(webgl, `bindFramebuffer`),
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_bindRenderbuffer: _bind(webgl, `bindRenderbuffer`),
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_bindTexture: _bind(webgl, `bindTexture`),
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_blendEquation: _bind(webgl, `blendEquation`),
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_blendFunc: _bind(webgl, `blendFunc`),
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_bufferData: _bind(webgl, `bufferData`),
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_bufferSubData: _bind(webgl, `bufferSubData`),
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_checkFramebufferStatus: _bind(webgl, `checkFramebufferStatus`),
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_clear: _bind(webgl, `clear`),
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_clearColor: _bind(webgl, `clearColor`),
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_clearDepth: _bind(webgl, `clearDepth`),
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_compileShader: _bind(webgl, `compileShader`),
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_copyTexSubImage2D: _bind(webgl, `copyTexSubImage2D`),
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_createBuffer: _bind(webgl, `createBuffer`),
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_createFramebuffer: _bind(webgl, `createFramebuffer`),
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_createProgram: _bind(webgl, `createProgram`),
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_createQuery: _bind(webgl, `createQuery`),
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_createRenderbuffer: _bind(webgl, `createRenderbuffer`),
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_createShader: _bind(webgl, `createShader`),
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_createTexture: _bind(webgl, `createTexture`),
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_deleteBuffer: _bind(webgl, `deleteBuffer`),
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_deleteFramebuffer: _bind(webgl, `deleteFramebuffer`),
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_deleteProgram: _bind(webgl, `deleteProgram`),
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_deleteQuery: _bind(webgl, `deleteQuery`),
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_deleteQueryEXT: _bind(webgl, `deleteQueryEXT`),
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_deleteShader: _bind(webgl, `deleteShader`),
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_deleteRenderbuffer: _bind(webgl, `deleteRenderbuffer`),
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_deleteTexture: _bind(webgl, `deleteTexture`),
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_depthFunc: _bind(webgl, `depthFunc`),
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_depthMask: _bind(webgl, `depthMask`),
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_disableVertexAttribArray: _bind(webgl, `disableVertexAttribArray`),
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_disable: _bind(webgl, `disable`),
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_drawArrays: _bind(webgl, `drawArrays`),
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_drawElements: _bind(webgl, `drawElements`),
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_enable: _bind(webgl, `enable`),
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_enableVertexAttribArray: _bind(webgl, `enableVertexAttribArray`),
|
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_endQuery: _bind(webgl, `endQuery`),
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_endQueryEXT: _bind(webgl, `endQueryEXT`),
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_finish: _bind(webgl, `finish`),
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_flush: _bind(webgl, `flush`),
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_framebufferRenderbuffer: _bind(webgl, `framebufferRenderbuffer`),
|
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_framebufferTexture2D: _bind(webgl, `framebufferTexture2D`),
|
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_generateMipmap: _bind(webgl, `generateMipmap`),
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_getRenderbufferParameteri: _bind(webgl, `getRenderbufferParameteri`),
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_getFramebufferAttachmentParameter: _bind(webgl, `getFramebufferAttachmentParameter`),
|
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_getParameter: _bind(webgl, `getParameter`),
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_getIndexedParameter: _bind(webgl, `getIndexedParameter`),
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_getProgramParameter: _bind(webgl, `getProgramParameter`),
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_getProgramInfoLog: _bind(webgl, `getProgramInfoLog`),
|
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_getQueryParameter: _bind(webgl, `getQueryParameter`),
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_getQueryObjectEXT: _bind(webgl, `getQueryObjectEXT`),
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_getShaderParameter: _bind(webgl, `getShaderParameter`),
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_getShaderInfoLog: _bind(webgl, `getShaderInfoLog`),
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_getSupportedExtensions: _bind(webgl, `getSupportedExtensions`),
|
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_getUniformBlockIndex: _bind(webgl, `getUniformBlockIndex`),
|
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_getUniformLocation: _bind(webgl, `getUniformLocation`),
|
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_getVertexAttrib: _bind(webgl, `getVertexAttrib`),
|
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_getVertexAttribOffset: _bind(webgl, `getVertexAttribOffset`),
|
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_invalidateFramebuffer: _bind(webgl, `invalidateFramebuffer`),
|
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_isEnabled: _bind(webgl, `isEnabled`),
|
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_linkProgram: _bind(webgl, `linkProgram`),
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_pixelStorei: _bind(webgl, `pixelStorei`),
|
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_renderbufferStorage: _bind(webgl, `renderbufferStorage`),
|
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_readPixels: _bind(webgl, `readPixels`),
|
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_scissor: _bind(webgl, `scissor`),
|
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_shaderSource: _bind(webgl, `shaderSource`),
|
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_texImage2D: _bind(webgl, `texImage2D`),
|
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_texStorage2D: _bind(webgl, `texStorage2D`),
|
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_texSubImage2D: _bind(webgl, `texSubImage2D`),
|
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_texParameteri: _bind(webgl, `texParameteri`),
|
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_uniformBlockBinding: _bind(webgl, `uniformBlockBinding`),
|
||||
_uniform1f: _bind(webgl, `uniform1f`),
|
||||
_uniform1i: _bind(webgl, `uniform1i`),
|
||||
_uniform2f: _bind(webgl, `uniform2f`),
|
||||
_uniform3f: _bind(webgl, `uniform3f`),
|
||||
_uniform4f: _bind(webgl, `uniform4f`),
|
||||
_useProgram: _bind(webgl, `useProgram`),
|
||||
_vertexAttribPointer: _bind(webgl, `vertexAttribPointer`),
|
||||
_viewport: _bind(webgl, `viewport`),
|
||||
}
|
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if err := f.Init(); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return f, nil
|
||||
}
|
||||
|
||||
func _bind(ctx js.Value, p string) js.Value {
|
||||
if o := ctx.Get(p); o.Truthy() {
|
||||
return o.Call("bind", ctx)
|
||||
}
|
||||
return js.Undefined()
|
||||
}
|
||||
|
||||
func (f *Functions) Init() error {
|
||||
webgl2Class := js.Global().Get("WebGL2RenderingContext")
|
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f.isWebGL2 = !webgl2Class.IsUndefined() && f.Ctx.InstanceOf(webgl2Class)
|
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if !f.isWebGL2 {
|
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f.EXT_disjoint_timer_query = f.getExtension("EXT_disjoint_timer_query")
|
||||
if f.getExtension("OES_texture_half_float").IsNull() && f.getExtension("OES_texture_float").IsNull() {
|
||||
return errors.New("gl: no support for neither OES_texture_half_float nor OES_texture_float")
|
||||
}
|
||||
if f.getExtension("EXT_sRGB").IsNull() {
|
||||
return errors.New("gl: EXT_sRGB not supported")
|
||||
}
|
||||
} else {
|
||||
// WebGL2 extensions.
|
||||
f.EXT_disjoint_timer_query_webgl2 = f.getExtension("EXT_disjoint_timer_query_webgl2")
|
||||
if f.getExtension("EXT_color_buffer_half_float").IsNull() && f.getExtension("EXT_color_buffer_float").IsNull() {
|
||||
return errors.New("gl: no support for neither EXT_color_buffer_half_float nor EXT_color_buffer_float")
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (f *Functions) getExtension(name string) js.Value {
|
||||
return f._getExtension.Invoke(name)
|
||||
}
|
||||
|
||||
func (f *Functions) ActiveTexture(t Enum) {
|
||||
f._activeTexture.Invoke(int(t))
|
||||
}
|
||||
|
||||
func (f *Functions) AttachShader(p Program, s Shader) {
|
||||
f._attachShader.Invoke(js.Value(p), js.Value(s))
|
||||
}
|
||||
|
||||
func (f *Functions) BeginQuery(target Enum, query Query) {
|
||||
if !f.EXT_disjoint_timer_query_webgl2.IsNull() {
|
||||
f._beginQuery.Invoke(int(target), js.Value(query))
|
||||
} else {
|
||||
f.EXT_disjoint_timer_query.Call("beginQueryEXT", int(target), js.Value(query))
|
||||
}
|
||||
}
|
||||
|
||||
func (f *Functions) BindAttribLocation(p Program, a Attrib, name string) {
|
||||
f._bindAttribLocation.Invoke(js.Value(p), int(a), name)
|
||||
}
|
||||
|
||||
func (f *Functions) BindBuffer(target Enum, b Buffer) {
|
||||
f._bindBuffer.Invoke(int(target), js.Value(b))
|
||||
}
|
||||
|
||||
func (f *Functions) BindBufferBase(target Enum, index int, b Buffer) {
|
||||
f._bindBufferBase.Invoke(int(target), index, js.Value(b))
|
||||
}
|
||||
|
||||
func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
|
||||
f._bindFramebuffer.Invoke(int(target), js.Value(fb))
|
||||
}
|
||||
|
||||
func (f *Functions) BindRenderbuffer(target Enum, rb Renderbuffer) {
|
||||
f._bindRenderbuffer.Invoke(int(target), js.Value(rb))
|
||||
}
|
||||
|
||||
func (f *Functions) BindTexture(target Enum, t Texture) {
|
||||
f._bindTexture.Invoke(int(target), js.Value(t))
|
||||
}
|
||||
|
||||
func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (f *Functions) BindVertexArray(a VertexArray) {
|
||||
panic("not supported")
|
||||
}
|
||||
|
||||
func (f *Functions) BlendEquation(mode Enum) {
|
||||
f._blendEquation.Invoke(int(mode))
|
||||
}
|
||||
|
||||
func (f *Functions) BlendFuncSeparate(srcRGB, dstRGB, srcA, dstA Enum) {
|
||||
f._blendFunc.Invoke(int(srcRGB), int(dstRGB), int(srcA), int(dstA))
|
||||
}
|
||||
|
||||
func (f *Functions) BufferData(target Enum, size int, usage Enum, data []byte) {
|
||||
if data == nil {
|
||||
f._bufferData.Invoke(int(target), size, int(usage))
|
||||
} else {
|
||||
if len(data) != size {
|
||||
panic("size mismatch")
|
||||
}
|
||||
f._bufferData.Invoke(int(target), f.byteArrayOf(data), int(usage))
|
||||
}
|
||||
}
|
||||
|
||||
func (f *Functions) BufferSubData(target Enum, offset int, src []byte) {
|
||||
f._bufferSubData.Invoke(int(target), offset, f.byteArrayOf(src))
|
||||
}
|
||||
|
||||
func (f *Functions) CheckFramebufferStatus(target Enum) Enum {
|
||||
status := Enum(f._checkFramebufferStatus.Invoke(int(target)).Int())
|
||||
if status != FRAMEBUFFER_COMPLETE && f.Ctx.Call("isContextLost").Bool() {
|
||||
// If the context is lost, we say that everything is fine. That saves internal/opengl/opengl.go from panic.
|
||||
return FRAMEBUFFER_COMPLETE
|
||||
}
|
||||
return status
|
||||
}
|
||||
|
||||
func (f *Functions) Clear(mask Enum) {
|
||||
f._clear.Invoke(int(mask))
|
||||
}
|
||||
|
||||
func (f *Functions) ClearColor(red, green, blue, alpha float32) {
|
||||
f._clearColor.Invoke(red, green, blue, alpha)
|
||||
}
|
||||
|
||||
func (f *Functions) ClearDepthf(d float32) {
|
||||
f._clearDepth.Invoke(d)
|
||||
}
|
||||
|
||||
func (f *Functions) CompileShader(s Shader) {
|
||||
f._compileShader.Invoke(js.Value(s))
|
||||
}
|
||||
|
||||
func (f *Functions) CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) {
|
||||
f._copyTexSubImage2D.Invoke(int(target), level, xoffset, yoffset, x, y, width, height)
|
||||
}
|
||||
|
||||
func (f *Functions) CreateBuffer() Buffer {
|
||||
return Buffer(f._createBuffer.Invoke())
|
||||
}
|
||||
|
||||
func (f *Functions) CreateFramebuffer() Framebuffer {
|
||||
return Framebuffer(f._createFramebuffer.Invoke())
|
||||
}
|
||||
|
||||
func (f *Functions) CreateProgram() Program {
|
||||
return Program(f._createProgram.Invoke())
|
||||
}
|
||||
|
||||
func (f *Functions) CreateQuery() Query {
|
||||
return Query(f._createQuery.Invoke())
|
||||
}
|
||||
|
||||
func (f *Functions) CreateRenderbuffer() Renderbuffer {
|
||||
return Renderbuffer(f._createRenderbuffer.Invoke())
|
||||
}
|
||||
|
||||
func (f *Functions) CreateShader(ty Enum) Shader {
|
||||
return Shader(f._createShader.Invoke(int(ty)))
|
||||
}
|
||||
|
||||
func (f *Functions) CreateTexture() Texture {
|
||||
return Texture(f._createTexture.Invoke())
|
||||
}
|
||||
|
||||
func (f *Functions) CreateVertexArray() VertexArray {
|
||||
panic("not supported")
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteBuffer(v Buffer) {
|
||||
f._deleteBuffer.Invoke(js.Value(v))
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteFramebuffer(v Framebuffer) {
|
||||
f._deleteFramebuffer.Invoke(js.Value(v))
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteProgram(p Program) {
|
||||
f._deleteProgram.Invoke(js.Value(p))
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteQuery(query Query) {
|
||||
if !f.EXT_disjoint_timer_query_webgl2.IsNull() {
|
||||
f._deleteQuery.Invoke(js.Value(query))
|
||||
} else {
|
||||
f.EXT_disjoint_timer_query.Call("deleteQueryEXT", js.Value(query))
|
||||
}
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteShader(s Shader) {
|
||||
f._deleteShader.Invoke(js.Value(s))
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteRenderbuffer(v Renderbuffer) {
|
||||
f._deleteRenderbuffer.Invoke(js.Value(v))
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteTexture(v Texture) {
|
||||
f._deleteTexture.Invoke(js.Value(v))
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteVertexArray(a VertexArray) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (f *Functions) DepthFunc(fn Enum) {
|
||||
f._depthFunc.Invoke(int(fn))
|
||||
}
|
||||
|
||||
func (f *Functions) DepthMask(mask bool) {
|
||||
f._depthMask.Invoke(mask)
|
||||
}
|
||||
|
||||
func (f *Functions) DisableVertexAttribArray(a Attrib) {
|
||||
f._disableVertexAttribArray.Invoke(int(a))
|
||||
}
|
||||
|
||||
func (f *Functions) Disable(cap Enum) {
|
||||
f._disable.Invoke(int(cap))
|
||||
}
|
||||
|
||||
func (f *Functions) DrawArrays(mode Enum, first, count int) {
|
||||
f._drawArrays.Invoke(int(mode), first, count)
|
||||
}
|
||||
|
||||
func (f *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) {
|
||||
f._drawElements.Invoke(int(mode), count, int(ty), offset)
|
||||
}
|
||||
|
||||
func (f *Functions) DispatchCompute(x, y, z int) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (f *Functions) Enable(cap Enum) {
|
||||
f._enable.Invoke(int(cap))
|
||||
}
|
||||
|
||||
func (f *Functions) EnableVertexAttribArray(a Attrib) {
|
||||
f._enableVertexAttribArray.Invoke(int(a))
|
||||
}
|
||||
|
||||
func (f *Functions) EndQuery(target Enum) {
|
||||
if !f.EXT_disjoint_timer_query_webgl2.IsNull() {
|
||||
f._endQuery.Invoke(int(target))
|
||||
} else {
|
||||
f.EXT_disjoint_timer_query.Call("endQueryEXT", int(target))
|
||||
}
|
||||
}
|
||||
|
||||
func (f *Functions) Finish() {
|
||||
f._finish.Invoke()
|
||||
}
|
||||
|
||||
func (f *Functions) Flush() {
|
||||
f._flush.Invoke()
|
||||
}
|
||||
|
||||
func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) {
|
||||
f._framebufferRenderbuffer.Invoke(int(target), int(attachment), int(renderbuffertarget), js.Value(renderbuffer))
|
||||
}
|
||||
|
||||
func (f *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
|
||||
f._framebufferTexture2D.Invoke(int(target), int(attachment), int(texTarget), js.Value(t), level)
|
||||
}
|
||||
|
||||
func (f *Functions) GenerateMipmap(target Enum) {
|
||||
f._generateMipmap.Invoke(int(target))
|
||||
}
|
||||
|
||||
func (f *Functions) GetError() Enum {
|
||||
// Avoid slow getError calls. See gio#179.
|
||||
return 0
|
||||
}
|
||||
|
||||
func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int {
|
||||
return paramVal(f._getRenderbufferParameteri.Invoke(int(pname)))
|
||||
}
|
||||
|
||||
func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
|
||||
if !f.isWebGL2 && pname == FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING {
|
||||
// FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING is only available on WebGL 2
|
||||
return LINEAR
|
||||
}
|
||||
return paramVal(f._getFramebufferAttachmentParameter.Invoke(int(target), int(attachment), int(pname)))
|
||||
}
|
||||
|
||||
func (f *Functions) GetBinding(pname Enum) Object {
|
||||
obj := f._getParameter.Invoke(int(pname))
|
||||
if !obj.Truthy() {
|
||||
return Object{}
|
||||
}
|
||||
return Object(obj)
|
||||
}
|
||||
|
||||
func (f *Functions) GetBindingi(pname Enum, idx int) Object {
|
||||
obj := f._getIndexedParameter.Invoke(int(pname), idx)
|
||||
if !obj.Truthy() {
|
||||
return Object{}
|
||||
}
|
||||
return Object(obj)
|
||||
}
|
||||
|
||||
func (f *Functions) GetInteger(pname Enum) int {
|
||||
if !f.isWebGL2 {
|
||||
switch pname {
|
||||
case PACK_ROW_LENGTH, UNPACK_ROW_LENGTH:
|
||||
return 0 // PACK_ROW_LENGTH and UNPACK_ROW_LENGTH is only available on WebGL 2
|
||||
}
|
||||
}
|
||||
return paramVal(f._getParameter.Invoke(int(pname)))
|
||||
}
|
||||
|
||||
func (f *Functions) GetFloat(pname Enum) float32 {
|
||||
return float32(f._getParameter.Invoke(int(pname)).Float())
|
||||
}
|
||||
|
||||
func (f *Functions) GetInteger4(pname Enum) [4]int {
|
||||
arr := f._getParameter.Invoke(int(pname))
|
||||
var res [4]int
|
||||
for i := range res {
|
||||
res[i] = arr.Index(i).Int()
|
||||
}
|
||||
return res
|
||||
}
|
||||
|
||||
func (f *Functions) GetFloat4(pname Enum) [4]float32 {
|
||||
arr := f._getParameter.Invoke(int(pname))
|
||||
var res [4]float32
|
||||
for i := range res {
|
||||
res[i] = float32(arr.Index(i).Float())
|
||||
}
|
||||
return res
|
||||
}
|
||||
|
||||
func (f *Functions) GetProgrami(p Program, pname Enum) int {
|
||||
return paramVal(f._getProgramParameter.Invoke(js.Value(p), int(pname)))
|
||||
}
|
||||
|
||||
func (f *Functions) GetProgramInfoLog(p Program) string {
|
||||
return f._getProgramInfoLog.Invoke(js.Value(p)).String()
|
||||
}
|
||||
|
||||
func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
|
||||
if !f.EXT_disjoint_timer_query_webgl2.IsNull() {
|
||||
return uint(paramVal(f._getQueryParameter.Invoke(js.Value(query), int(pname))))
|
||||
} else {
|
||||
return uint(paramVal(f.EXT_disjoint_timer_query.Call("getQueryObjectEXT", js.Value(query), int(pname))))
|
||||
}
|
||||
}
|
||||
|
||||
func (f *Functions) GetShaderi(s Shader, pname Enum) int {
|
||||
return paramVal(f._getShaderParameter.Invoke(js.Value(s), int(pname)))
|
||||
}
|
||||
|
||||
func (f *Functions) GetShaderInfoLog(s Shader) string {
|
||||
return f._getShaderInfoLog.Invoke(js.Value(s)).String()
|
||||
}
|
||||
|
||||
func (f *Functions) GetString(pname Enum) string {
|
||||
switch pname {
|
||||
case EXTENSIONS:
|
||||
extsjs := f._getSupportedExtensions.Invoke()
|
||||
var exts []string
|
||||
for i := 0; i < extsjs.Length(); i++ {
|
||||
exts = append(exts, "GL_"+extsjs.Index(i).String())
|
||||
}
|
||||
return strings.Join(exts, " ")
|
||||
default:
|
||||
return f._getParameter.Invoke(int(pname)).String()
|
||||
}
|
||||
}
|
||||
|
||||
func (f *Functions) GetUniformBlockIndex(p Program, name string) uint {
|
||||
return uint(paramVal(f._getUniformBlockIndex.Invoke(js.Value(p), name)))
|
||||
}
|
||||
|
||||
func (f *Functions) GetUniformLocation(p Program, name string) Uniform {
|
||||
return Uniform(f._getUniformLocation.Invoke(js.Value(p), name))
|
||||
}
|
||||
|
||||
func (f *Functions) GetVertexAttrib(index int, pname Enum) int {
|
||||
return paramVal(f._getVertexAttrib.Invoke(index, int(pname)))
|
||||
}
|
||||
|
||||
func (f *Functions) GetVertexAttribBinding(index int, pname Enum) Object {
|
||||
obj := f._getVertexAttrib.Invoke(index, int(pname))
|
||||
if !obj.Truthy() {
|
||||
return Object{}
|
||||
}
|
||||
return Object(obj)
|
||||
}
|
||||
|
||||
func (f *Functions) GetVertexAttribPointer(index int, pname Enum) uintptr {
|
||||
return uintptr(f._getVertexAttribOffset.Invoke(index, int(pname)).Int())
|
||||
}
|
||||
|
||||
func (f *Functions) InvalidateFramebuffer(target, attachment Enum) {
|
||||
fn := f.Ctx.Get("invalidateFramebuffer")
|
||||
if !fn.IsUndefined() {
|
||||
if f.int32Buf.IsUndefined() {
|
||||
f.int32Buf = js.Global().Get("Int32Array").New(1)
|
||||
}
|
||||
f.int32Buf.SetIndex(0, int32(attachment))
|
||||
f._invalidateFramebuffer.Invoke(int(target), f.int32Buf)
|
||||
}
|
||||
}
|
||||
|
||||
func (f *Functions) IsEnabled(cap Enum) bool {
|
||||
return f._isEnabled.Invoke(int(cap)).Truthy()
|
||||
}
|
||||
|
||||
func (f *Functions) LinkProgram(p Program) {
|
||||
f._linkProgram.Invoke(js.Value(p))
|
||||
}
|
||||
|
||||
func (f *Functions) PixelStorei(pname Enum, param int) {
|
||||
f._pixelStorei.Invoke(int(pname), param)
|
||||
}
|
||||
|
||||
func (f *Functions) MemoryBarrier(barriers Enum) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (f *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) {
|
||||
f._renderbufferStorage.Invoke(int(target), int(internalformat), width, height)
|
||||
}
|
||||
|
||||
func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) {
|
||||
ba := f.byteArrayOf(data)
|
||||
f._readPixels.Invoke(x, y, width, height, int(format), int(ty), ba)
|
||||
js.CopyBytesToGo(data, ba)
|
||||
}
|
||||
|
||||
func (f *Functions) Scissor(x, y, width, height int32) {
|
||||
f._scissor.Invoke(x, y, width, height)
|
||||
}
|
||||
|
||||
func (f *Functions) ShaderSource(s Shader, src string) {
|
||||
f._shaderSource.Invoke(js.Value(s), src)
|
||||
}
|
||||
|
||||
func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width, height int, format, ty Enum) {
|
||||
f._texImage2D.Invoke(int(target), int(level), int(internalFormat), int(width), int(height), 0, int(format), int(ty), nil)
|
||||
}
|
||||
|
||||
func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) {
|
||||
f._texStorage2D.Invoke(int(target), levels, int(internalFormat), width, height)
|
||||
}
|
||||
|
||||
func (f *Functions) TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
|
||||
f._texSubImage2D.Invoke(int(target), level, x, y, width, height, int(format), int(ty), f.byteArrayOf(data))
|
||||
}
|
||||
|
||||
func (f *Functions) TexParameteri(target, pname Enum, param int) {
|
||||
f._texParameteri.Invoke(int(target), int(pname), int(param))
|
||||
}
|
||||
|
||||
func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) {
|
||||
f._uniformBlockBinding.Invoke(js.Value(p), int(uniformBlockIndex), int(uniformBlockBinding))
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform1f(dst Uniform, v float32) {
|
||||
f._uniform1f.Invoke(js.Value(dst), v)
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform1i(dst Uniform, v int) {
|
||||
f._uniform1i.Invoke(js.Value(dst), v)
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform2f(dst Uniform, v0, v1 float32) {
|
||||
f._uniform2f.Invoke(js.Value(dst), v0, v1)
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform3f(dst Uniform, v0, v1, v2 float32) {
|
||||
f._uniform3f.Invoke(js.Value(dst), v0, v1, v2)
|
||||
}
|
||||
|
||||
func (f *Functions) Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
|
||||
f._uniform4f.Invoke(js.Value(dst), v0, v1, v2, v3)
|
||||
}
|
||||
|
||||
func (f *Functions) UseProgram(p Program) {
|
||||
f._useProgram.Invoke(js.Value(p))
|
||||
}
|
||||
|
||||
func (f *Functions) UnmapBuffer(target Enum) bool {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (f *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
|
||||
f._vertexAttribPointer.Invoke(int(dst), size, int(ty), normalized, stride, offset)
|
||||
}
|
||||
|
||||
func (f *Functions) Viewport(x, y, width, height int) {
|
||||
f._viewport.Invoke(x, y, width, height)
|
||||
}
|
||||
|
||||
func (f *Functions) byteArrayOf(data []byte) js.Value {
|
||||
if len(data) == 0 {
|
||||
return js.Null()
|
||||
}
|
||||
f.resizeByteBuffer(len(data))
|
||||
ba := f.uint8Array.New(f.arrayBuf, int(0), int(len(data)))
|
||||
js.CopyBytesToJS(ba, data)
|
||||
return ba
|
||||
}
|
||||
|
||||
func (f *Functions) resizeByteBuffer(n int) {
|
||||
if n == 0 {
|
||||
return
|
||||
}
|
||||
if !f.arrayBuf.IsUndefined() && f.arrayBuf.Length() >= n {
|
||||
return
|
||||
}
|
||||
f.arrayBuf = js.Global().Get("ArrayBuffer").New(n)
|
||||
}
|
||||
|
||||
func paramVal(v js.Value) int {
|
||||
switch v.Type() {
|
||||
case js.TypeBoolean:
|
||||
if b := v.Bool(); b {
|
||||
return 1
|
||||
} else {
|
||||
return 0
|
||||
}
|
||||
case js.TypeNumber:
|
||||
return v.Int()
|
||||
case js.TypeUndefined:
|
||||
return 0
|
||||
case js.TypeNull:
|
||||
return 0
|
||||
default:
|
||||
panic("unknown parameter type")
|
||||
}
|
||||
}
|
||||
+1323
File diff suppressed because it is too large
Load Diff
+721
@@ -0,0 +1,721 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gl
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math"
|
||||
"runtime"
|
||||
"sync"
|
||||
"syscall"
|
||||
"unsafe"
|
||||
|
||||
"golang.org/x/sys/windows"
|
||||
)
|
||||
|
||||
func loadGLESv2Procs() error {
|
||||
dllName := "libGLESv2.dll"
|
||||
handle, err := windows.LoadLibraryEx(dllName, 0, windows.LOAD_LIBRARY_SEARCH_DEFAULT_DIRS)
|
||||
if err != nil {
|
||||
return fmt.Errorf("gl: failed to load %s: %v", dllName, err)
|
||||
}
|
||||
gles := windows.DLL{Handle: handle, Name: dllName}
|
||||
// d3dcompiler_47.dll is needed internally for shader compilation to function.
|
||||
dllName = "d3dcompiler_47.dll"
|
||||
_, err = windows.LoadLibraryEx(dllName, 0, windows.LOAD_LIBRARY_SEARCH_DEFAULT_DIRS)
|
||||
if err != nil {
|
||||
return fmt.Errorf("gl: failed to load %s: %v", dllName, err)
|
||||
}
|
||||
procs := map[string]**windows.Proc{
|
||||
"glActiveTexture": &_glActiveTexture,
|
||||
"glAttachShader": &_glAttachShader,
|
||||
"glBeginQuery": &_glBeginQuery,
|
||||
"glBindAttribLocation": &_glBindAttribLocation,
|
||||
"glBindBuffer": &_glBindBuffer,
|
||||
"glBindBufferBase": &_glBindBufferBase,
|
||||
"glBindFramebuffer": &_glBindFramebuffer,
|
||||
"glBindRenderbuffer": &_glBindRenderbuffer,
|
||||
"glBindTexture": &_glBindTexture,
|
||||
"glBindVertexArray": &_glBindVertexArray,
|
||||
"glBlendEquation": &_glBlendEquation,
|
||||
"glBlendFuncSeparate": &_glBlendFuncSeparate,
|
||||
"glBufferData": &_glBufferData,
|
||||
"glBufferSubData": &_glBufferSubData,
|
||||
"glCheckFramebufferStatus": &_glCheckFramebufferStatus,
|
||||
"glClear": &_glClear,
|
||||
"glClearColor": &_glClearColor,
|
||||
"glClearDepthf": &_glClearDepthf,
|
||||
"glDeleteQueries": &_glDeleteQueries,
|
||||
"glDeleteVertexArrays": &_glDeleteVertexArrays,
|
||||
"glCompileShader": &_glCompileShader,
|
||||
"glCopyTexSubImage2D": &_glCopyTexSubImage2D,
|
||||
"glGenerateMipmap": &_glGenerateMipmap,
|
||||
"glGenBuffers": &_glGenBuffers,
|
||||
"glGenFramebuffers": &_glGenFramebuffers,
|
||||
"glGenVertexArrays": &_glGenVertexArrays,
|
||||
"glGetUniformBlockIndex": &_glGetUniformBlockIndex,
|
||||
"glCreateProgram": &_glCreateProgram,
|
||||
"glGenRenderbuffers": &_glGenRenderbuffers,
|
||||
"glCreateShader": &_glCreateShader,
|
||||
"glGenTextures": &_glGenTextures,
|
||||
"glDeleteBuffers": &_glDeleteBuffers,
|
||||
"glDeleteFramebuffers": &_glDeleteFramebuffers,
|
||||
"glDeleteProgram": &_glDeleteProgram,
|
||||
"glDeleteShader": &_glDeleteShader,
|
||||
"glDeleteRenderbuffers": &_glDeleteRenderbuffers,
|
||||
"glDeleteTextures": &_glDeleteTextures,
|
||||
"glDepthFunc": &_glDepthFunc,
|
||||
"glDepthMask": &_glDepthMask,
|
||||
"glDisableVertexAttribArray": &_glDisableVertexAttribArray,
|
||||
"glDisable": &_glDisable,
|
||||
"glDrawArrays": &_glDrawArrays,
|
||||
"glDrawElements": &_glDrawElements,
|
||||
"glEnable": &_glEnable,
|
||||
"glEnableVertexAttribArray": &_glEnableVertexAttribArray,
|
||||
"glEndQuery": &_glEndQuery,
|
||||
"glFinish": &_glFinish,
|
||||
"glFlush": &_glFlush,
|
||||
"glFramebufferRenderbuffer": &_glFramebufferRenderbuffer,
|
||||
"glFramebufferTexture2D": &_glFramebufferTexture2D,
|
||||
"glGenQueries": &_glGenQueries,
|
||||
"glGetError": &_glGetError,
|
||||
"glGetRenderbufferParameteriv": &_glGetRenderbufferParameteriv,
|
||||
"glGetFloatv": &_glGetFloatv,
|
||||
"glGetFramebufferAttachmentParameteriv": &_glGetFramebufferAttachmentParameteriv,
|
||||
"glGetIntegerv": &_glGetIntegerv,
|
||||
"glGetIntegeri_v": &_glGetIntegeri_v,
|
||||
"glGetProgramiv": &_glGetProgramiv,
|
||||
"glGetProgramInfoLog": &_glGetProgramInfoLog,
|
||||
"glGetQueryObjectuiv": &_glGetQueryObjectuiv,
|
||||
"glGetShaderiv": &_glGetShaderiv,
|
||||
"glGetShaderInfoLog": &_glGetShaderInfoLog,
|
||||
"glGetString": &_glGetString,
|
||||
"glGetUniformLocation": &_glGetUniformLocation,
|
||||
"glGetVertexAttribiv": &_glGetVertexAttribiv,
|
||||
"glGetVertexAttribPointerv": &_glGetVertexAttribPointerv,
|
||||
"glInvalidateFramebuffer": &_glInvalidateFramebuffer,
|
||||
"glIsEnabled": &_glIsEnabled,
|
||||
"glLinkProgram": &_glLinkProgram,
|
||||
"glPixelStorei": &_glPixelStorei,
|
||||
"glReadPixels": &_glReadPixels,
|
||||
"glRenderbufferStorage": &_glRenderbufferStorage,
|
||||
"glScissor": &_glScissor,
|
||||
"glShaderSource": &_glShaderSource,
|
||||
"glTexImage2D": &_glTexImage2D,
|
||||
"glTexStorage2D": &_glTexStorage2D,
|
||||
"glTexSubImage2D": &_glTexSubImage2D,
|
||||
"glTexParameteri": &_glTexParameteri,
|
||||
"glUniformBlockBinding": &_glUniformBlockBinding,
|
||||
"glUniform1f": &_glUniform1f,
|
||||
"glUniform1i": &_glUniform1i,
|
||||
"glUniform2f": &_glUniform2f,
|
||||
"glUniform3f": &_glUniform3f,
|
||||
"glUniform4f": &_glUniform4f,
|
||||
"glUseProgram": &_glUseProgram,
|
||||
"glVertexAttribPointer": &_glVertexAttribPointer,
|
||||
"glViewport": &_glViewport,
|
||||
}
|
||||
for name, proc := range procs {
|
||||
p, err := gles.FindProc(name)
|
||||
if err != nil {
|
||||
return fmt.Errorf("failed to locate %s in %s: %w", name, gles.Name, err)
|
||||
}
|
||||
*proc = p
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
var (
|
||||
glInitOnce sync.Once
|
||||
_glActiveTexture *windows.Proc
|
||||
_glAttachShader *windows.Proc
|
||||
_glBeginQuery *windows.Proc
|
||||
_glBindAttribLocation *windows.Proc
|
||||
_glBindBuffer *windows.Proc
|
||||
_glBindBufferBase *windows.Proc
|
||||
_glBindFramebuffer *windows.Proc
|
||||
_glBindRenderbuffer *windows.Proc
|
||||
_glBindTexture *windows.Proc
|
||||
_glBindVertexArray *windows.Proc
|
||||
_glBlendEquation *windows.Proc
|
||||
_glBlendFuncSeparate *windows.Proc
|
||||
_glBufferData *windows.Proc
|
||||
_glBufferSubData *windows.Proc
|
||||
_glCheckFramebufferStatus *windows.Proc
|
||||
_glClear *windows.Proc
|
||||
_glClearColor *windows.Proc
|
||||
_glClearDepthf *windows.Proc
|
||||
_glDeleteQueries *windows.Proc
|
||||
_glDeleteVertexArrays *windows.Proc
|
||||
_glCompileShader *windows.Proc
|
||||
_glCopyTexSubImage2D *windows.Proc
|
||||
_glGenerateMipmap *windows.Proc
|
||||
_glGenBuffers *windows.Proc
|
||||
_glGenFramebuffers *windows.Proc
|
||||
_glGenVertexArrays *windows.Proc
|
||||
_glGetUniformBlockIndex *windows.Proc
|
||||
_glCreateProgram *windows.Proc
|
||||
_glGenRenderbuffers *windows.Proc
|
||||
_glCreateShader *windows.Proc
|
||||
_glGenTextures *windows.Proc
|
||||
_glDeleteBuffers *windows.Proc
|
||||
_glDeleteFramebuffers *windows.Proc
|
||||
_glDeleteProgram *windows.Proc
|
||||
_glDeleteShader *windows.Proc
|
||||
_glDeleteRenderbuffers *windows.Proc
|
||||
_glDeleteTextures *windows.Proc
|
||||
_glDepthFunc *windows.Proc
|
||||
_glDepthMask *windows.Proc
|
||||
_glDisableVertexAttribArray *windows.Proc
|
||||
_glDisable *windows.Proc
|
||||
_glDrawArrays *windows.Proc
|
||||
_glDrawElements *windows.Proc
|
||||
_glEnable *windows.Proc
|
||||
_glEnableVertexAttribArray *windows.Proc
|
||||
_glEndQuery *windows.Proc
|
||||
_glFinish *windows.Proc
|
||||
_glFlush *windows.Proc
|
||||
_glFramebufferRenderbuffer *windows.Proc
|
||||
_glFramebufferTexture2D *windows.Proc
|
||||
_glGenQueries *windows.Proc
|
||||
_glGetError *windows.Proc
|
||||
_glGetRenderbufferParameteriv *windows.Proc
|
||||
_glGetFloatv *windows.Proc
|
||||
_glGetFramebufferAttachmentParameteriv *windows.Proc
|
||||
_glGetIntegerv *windows.Proc
|
||||
_glGetIntegeri_v *windows.Proc
|
||||
_glGetProgramiv *windows.Proc
|
||||
_glGetProgramInfoLog *windows.Proc
|
||||
_glGetQueryObjectuiv *windows.Proc
|
||||
_glGetShaderiv *windows.Proc
|
||||
_glGetShaderInfoLog *windows.Proc
|
||||
_glGetString *windows.Proc
|
||||
_glGetUniformLocation *windows.Proc
|
||||
_glGetVertexAttribiv *windows.Proc
|
||||
_glGetVertexAttribPointerv *windows.Proc
|
||||
_glInvalidateFramebuffer *windows.Proc
|
||||
_glIsEnabled *windows.Proc
|
||||
_glLinkProgram *windows.Proc
|
||||
_glPixelStorei *windows.Proc
|
||||
_glReadPixels *windows.Proc
|
||||
_glRenderbufferStorage *windows.Proc
|
||||
_glScissor *windows.Proc
|
||||
_glShaderSource *windows.Proc
|
||||
_glTexImage2D *windows.Proc
|
||||
_glTexStorage2D *windows.Proc
|
||||
_glTexSubImage2D *windows.Proc
|
||||
_glTexParameteri *windows.Proc
|
||||
_glUniformBlockBinding *windows.Proc
|
||||
_glUniform1f *windows.Proc
|
||||
_glUniform1i *windows.Proc
|
||||
_glUniform2f *windows.Proc
|
||||
_glUniform3f *windows.Proc
|
||||
_glUniform4f *windows.Proc
|
||||
_glUseProgram *windows.Proc
|
||||
_glVertexAttribPointer *windows.Proc
|
||||
_glViewport *windows.Proc
|
||||
)
|
||||
|
||||
type Functions struct {
|
||||
// Query caches.
|
||||
int32s [100]int32
|
||||
float32s [100]float32
|
||||
uintptrs [100]uintptr
|
||||
}
|
||||
|
||||
type Context any
|
||||
|
||||
func NewFunctions(ctx Context, forceES bool) (*Functions, error) {
|
||||
if ctx != nil {
|
||||
panic("non-nil context")
|
||||
}
|
||||
var err error
|
||||
glInitOnce.Do(func() {
|
||||
err = loadGLESv2Procs()
|
||||
})
|
||||
return new(Functions), err
|
||||
}
|
||||
|
||||
func (c *Functions) ActiveTexture(t Enum) {
|
||||
syscall.Syscall(_glActiveTexture.Addr(), 1, uintptr(t), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) AttachShader(p Program, s Shader) {
|
||||
syscall.Syscall(_glAttachShader.Addr(), 2, uintptr(p.V), uintptr(s.V), 0)
|
||||
}
|
||||
|
||||
func (f *Functions) BeginQuery(target Enum, query Query) {
|
||||
syscall.Syscall(_glBeginQuery.Addr(), 2, uintptr(target), uintptr(query.V), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) BindAttribLocation(p Program, a Attrib, name string) {
|
||||
cname := cString(name)
|
||||
c0 := &cname[0]
|
||||
syscall.Syscall(_glBindAttribLocation.Addr(), 3, uintptr(p.V), uintptr(a), uintptr(unsafe.Pointer(c0)))
|
||||
issue34474KeepAlive(c)
|
||||
}
|
||||
|
||||
func (c *Functions) BindBuffer(target Enum, b Buffer) {
|
||||
syscall.Syscall(_glBindBuffer.Addr(), 2, uintptr(target), uintptr(b.V), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) BindBufferBase(target Enum, index int, b Buffer) {
|
||||
syscall.Syscall(_glBindBufferBase.Addr(), 3, uintptr(target), uintptr(index), uintptr(b.V))
|
||||
}
|
||||
|
||||
func (c *Functions) BindFramebuffer(target Enum, fb Framebuffer) {
|
||||
syscall.Syscall(_glBindFramebuffer.Addr(), 2, uintptr(target), uintptr(fb.V), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) BindRenderbuffer(target Enum, rb Renderbuffer) {
|
||||
syscall.Syscall(_glBindRenderbuffer.Addr(), 2, uintptr(target), uintptr(rb.V), 0)
|
||||
}
|
||||
|
||||
func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (c *Functions) BindTexture(target Enum, t Texture) {
|
||||
syscall.Syscall(_glBindTexture.Addr(), 2, uintptr(target), uintptr(t.V), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) BindVertexArray(a VertexArray) {
|
||||
syscall.Syscall(_glBindVertexArray.Addr(), 1, uintptr(a.V), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) BlendEquation(mode Enum) {
|
||||
syscall.Syscall(_glBlendEquation.Addr(), 1, uintptr(mode), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) BlendFuncSeparate(srcRGB, dstRGB, srcA, dstA Enum) {
|
||||
syscall.Syscall6(_glBlendFuncSeparate.Addr(), 4, uintptr(srcRGB), uintptr(dstRGB), uintptr(srcA), uintptr(dstA), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) BufferData(target Enum, size int, usage Enum, data []byte) {
|
||||
var p unsafe.Pointer
|
||||
if len(data) > 0 {
|
||||
p = unsafe.Pointer(&data[0])
|
||||
}
|
||||
syscall.Syscall6(_glBufferData.Addr(), 4, uintptr(target), uintptr(size), uintptr(p), uintptr(usage), 0, 0)
|
||||
}
|
||||
|
||||
func (f *Functions) BufferSubData(target Enum, offset int, src []byte) {
|
||||
if n := len(src); n > 0 {
|
||||
s0 := &src[0]
|
||||
syscall.Syscall6(_glBufferSubData.Addr(), 4, uintptr(target), uintptr(offset), uintptr(n), uintptr(unsafe.Pointer(s0)), 0, 0)
|
||||
issue34474KeepAlive(s0)
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Functions) CheckFramebufferStatus(target Enum) Enum {
|
||||
s, _, _ := syscall.Syscall(_glCheckFramebufferStatus.Addr(), 1, uintptr(target), 0, 0)
|
||||
return Enum(s)
|
||||
}
|
||||
|
||||
func (c *Functions) Clear(mask Enum) {
|
||||
syscall.Syscall(_glClear.Addr(), 1, uintptr(mask), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) ClearColor(red, green, blue, alpha float32) {
|
||||
syscall.Syscall6(_glClearColor.Addr(), 4, uintptr(math.Float32bits(red)), uintptr(math.Float32bits(green)), uintptr(math.Float32bits(blue)), uintptr(math.Float32bits(alpha)), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) ClearDepthf(d float32) {
|
||||
syscall.Syscall(_glClearDepthf.Addr(), 1, uintptr(math.Float32bits(d)), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) CompileShader(s Shader) {
|
||||
syscall.Syscall(_glCompileShader.Addr(), 1, uintptr(s.V), 0, 0)
|
||||
}
|
||||
|
||||
func (f *Functions) CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) {
|
||||
syscall.Syscall9(_glCopyTexSubImage2D.Addr(), 8, uintptr(target), uintptr(level), uintptr(xoffset), uintptr(yoffset), uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0)
|
||||
}
|
||||
|
||||
func (f *Functions) GenerateMipmap(target Enum) {
|
||||
syscall.Syscall(_glGenerateMipmap.Addr(), 1, uintptr(target), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) CreateBuffer() Buffer {
|
||||
var buf uintptr
|
||||
syscall.Syscall(_glGenBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&buf)), 0)
|
||||
return Buffer{uint(buf)}
|
||||
}
|
||||
|
||||
func (c *Functions) CreateFramebuffer() Framebuffer {
|
||||
var fb uintptr
|
||||
syscall.Syscall(_glGenFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&fb)), 0)
|
||||
return Framebuffer{uint(fb)}
|
||||
}
|
||||
|
||||
func (c *Functions) CreateProgram() Program {
|
||||
p, _, _ := syscall.Syscall(_glCreateProgram.Addr(), 0, 0, 0, 0)
|
||||
return Program{uint(p)}
|
||||
}
|
||||
|
||||
func (f *Functions) CreateQuery() Query {
|
||||
var q uintptr
|
||||
syscall.Syscall(_glGenQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&q)), 0)
|
||||
return Query{uint(q)}
|
||||
}
|
||||
|
||||
func (c *Functions) CreateRenderbuffer() Renderbuffer {
|
||||
var rb uintptr
|
||||
syscall.Syscall(_glGenRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&rb)), 0)
|
||||
return Renderbuffer{uint(rb)}
|
||||
}
|
||||
|
||||
func (c *Functions) CreateShader(ty Enum) Shader {
|
||||
s, _, _ := syscall.Syscall(_glCreateShader.Addr(), 1, uintptr(ty), 0, 0)
|
||||
return Shader{uint(s)}
|
||||
}
|
||||
|
||||
func (c *Functions) CreateTexture() Texture {
|
||||
var t uintptr
|
||||
syscall.Syscall(_glGenTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&t)), 0)
|
||||
return Texture{uint(t)}
|
||||
}
|
||||
|
||||
func (c *Functions) CreateVertexArray() VertexArray {
|
||||
var t uintptr
|
||||
syscall.Syscall(_glGenVertexArrays.Addr(), 2, 1, uintptr(unsafe.Pointer(&t)), 0)
|
||||
return VertexArray{uint(t)}
|
||||
}
|
||||
|
||||
func (c *Functions) DeleteBuffer(v Buffer) {
|
||||
syscall.Syscall(_glDeleteBuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v)), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) DeleteFramebuffer(v Framebuffer) {
|
||||
syscall.Syscall(_glDeleteFramebuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) DeleteProgram(p Program) {
|
||||
syscall.Syscall(_glDeleteProgram.Addr(), 1, uintptr(p.V), 0, 0)
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteQuery(query Query) {
|
||||
syscall.Syscall(_glDeleteQueries.Addr(), 2, 1, uintptr(unsafe.Pointer(&query.V)), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) DeleteShader(s Shader) {
|
||||
syscall.Syscall(_glDeleteShader.Addr(), 1, uintptr(s.V), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) DeleteRenderbuffer(v Renderbuffer) {
|
||||
syscall.Syscall(_glDeleteRenderbuffers.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) DeleteTexture(v Texture) {
|
||||
syscall.Syscall(_glDeleteTextures.Addr(), 2, 1, uintptr(unsafe.Pointer(&v.V)), 0)
|
||||
}
|
||||
|
||||
func (f *Functions) DeleteVertexArray(array VertexArray) {
|
||||
syscall.Syscall(_glDeleteVertexArrays.Addr(), 2, 1, uintptr(unsafe.Pointer(&array.V)), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) DepthFunc(f Enum) {
|
||||
syscall.Syscall(_glDepthFunc.Addr(), 1, uintptr(f), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) DepthMask(mask bool) {
|
||||
var m uintptr
|
||||
if mask {
|
||||
m = 1
|
||||
}
|
||||
syscall.Syscall(_glDepthMask.Addr(), 1, m, 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) DisableVertexAttribArray(a Attrib) {
|
||||
syscall.Syscall(_glDisableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) Disable(cap Enum) {
|
||||
syscall.Syscall(_glDisable.Addr(), 1, uintptr(cap), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) DrawArrays(mode Enum, first, count int) {
|
||||
syscall.Syscall(_glDrawArrays.Addr(), 3, uintptr(mode), uintptr(first), uintptr(count))
|
||||
}
|
||||
|
||||
func (c *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) {
|
||||
syscall.Syscall6(_glDrawElements.Addr(), 4, uintptr(mode), uintptr(count), uintptr(ty), uintptr(offset), 0, 0)
|
||||
}
|
||||
|
||||
func (f *Functions) DispatchCompute(x, y, z int) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (c *Functions) Enable(cap Enum) {
|
||||
syscall.Syscall(_glEnable.Addr(), 1, uintptr(cap), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) EnableVertexAttribArray(a Attrib) {
|
||||
syscall.Syscall(_glEnableVertexAttribArray.Addr(), 1, uintptr(a), 0, 0)
|
||||
}
|
||||
|
||||
func (f *Functions) EndQuery(target Enum) {
|
||||
syscall.Syscall(_glEndQuery.Addr(), 1, uintptr(target), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) Finish() {
|
||||
syscall.Syscall(_glFinish.Addr(), 0, 0, 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) Flush() {
|
||||
syscall.Syscall(_glFlush.Addr(), 0, 0, 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) {
|
||||
syscall.Syscall6(_glFramebufferRenderbuffer.Addr(), 4, uintptr(target), uintptr(attachment), uintptr(renderbuffertarget), uintptr(renderbuffer.V), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) {
|
||||
syscall.Syscall6(_glFramebufferTexture2D.Addr(), 5, uintptr(target), uintptr(attachment), uintptr(texTarget), uintptr(t.V), uintptr(level), 0)
|
||||
}
|
||||
|
||||
func (f *Functions) GetUniformBlockIndex(p Program, name string) uint {
|
||||
cname := cString(name)
|
||||
c0 := &cname[0]
|
||||
u, _, _ := syscall.Syscall(_glGetUniformBlockIndex.Addr(), 2, uintptr(p.V), uintptr(unsafe.Pointer(c0)), 0)
|
||||
issue34474KeepAlive(c0)
|
||||
return uint(u)
|
||||
}
|
||||
|
||||
func (c *Functions) GetBinding(pname 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 (c *Functions) GetError() Enum {
|
||||
e, _, _ := syscall.Syscall(_glGetError.Addr(), 0, 0, 0, 0)
|
||||
return Enum(e)
|
||||
}
|
||||
|
||||
func (c *Functions) GetRenderbufferParameteri(target, pname Enum) int {
|
||||
syscall.Syscall(_glGetRenderbufferParameteriv.Addr(), 3, uintptr(target), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
|
||||
return int(c.int32s[0])
|
||||
}
|
||||
|
||||
func (c *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int {
|
||||
syscall.Syscall6(_glGetFramebufferAttachmentParameteriv.Addr(), 4, uintptr(target), uintptr(attachment), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0, 0)
|
||||
return int(c.int32s[0])
|
||||
}
|
||||
|
||||
func (c *Functions) GetInteger4(pname Enum) [4]int {
|
||||
syscall.Syscall(_glGetIntegerv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0)
|
||||
var r [4]int
|
||||
for i := range r {
|
||||
r[i] = int(c.int32s[i])
|
||||
}
|
||||
return r
|
||||
}
|
||||
|
||||
func (c *Functions) GetInteger(pname Enum) int {
|
||||
syscall.Syscall(_glGetIntegerv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])), 0)
|
||||
return int(c.int32s[0])
|
||||
}
|
||||
|
||||
func (c *Functions) GetIntegeri(pname Enum, idx int) int {
|
||||
syscall.Syscall(_glGetIntegeri_v.Addr(), 3, uintptr(pname), uintptr(idx), uintptr(unsafe.Pointer(&c.int32s[0])))
|
||||
return int(c.int32s[0])
|
||||
}
|
||||
|
||||
func (c *Functions) GetFloat(pname Enum) float32 {
|
||||
syscall.Syscall(_glGetFloatv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.float32s[0])), 0)
|
||||
return c.float32s[0]
|
||||
}
|
||||
|
||||
func (c *Functions) GetFloat4(pname Enum) [4]float32 {
|
||||
syscall.Syscall(_glGetFloatv.Addr(), 2, uintptr(pname), uintptr(unsafe.Pointer(&c.float32s[0])), 0)
|
||||
var r [4]float32
|
||||
copy(r[:], c.float32s[:])
|
||||
return r
|
||||
}
|
||||
|
||||
func (c *Functions) GetProgrami(p Program, pname Enum) int {
|
||||
syscall.Syscall(_glGetProgramiv.Addr(), 3, uintptr(p.V), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
|
||||
return int(c.int32s[0])
|
||||
}
|
||||
|
||||
func (c *Functions) GetProgramInfoLog(p Program) string {
|
||||
n := c.GetProgrami(p, INFO_LOG_LENGTH)
|
||||
if n == 0 {
|
||||
return ""
|
||||
}
|
||||
buf := make([]byte, n)
|
||||
syscall.Syscall6(_glGetProgramInfoLog.Addr(), 4, uintptr(p.V), uintptr(len(buf)), 0, uintptr(unsafe.Pointer(&buf[0])), 0, 0)
|
||||
return string(buf)
|
||||
}
|
||||
|
||||
func (c *Functions) GetQueryObjectuiv(query Query, pname Enum) uint {
|
||||
syscall.Syscall(_glGetQueryObjectuiv.Addr(), 3, uintptr(query.V), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
|
||||
return uint(c.int32s[0])
|
||||
}
|
||||
|
||||
func (c *Functions) GetShaderi(s Shader, pname Enum) int {
|
||||
syscall.Syscall(_glGetShaderiv.Addr(), 3, uintptr(s.V), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
|
||||
return int(c.int32s[0])
|
||||
}
|
||||
|
||||
func (c *Functions) GetShaderInfoLog(s Shader) string {
|
||||
n := c.GetShaderi(s, INFO_LOG_LENGTH)
|
||||
buf := make([]byte, n)
|
||||
syscall.Syscall6(_glGetShaderInfoLog.Addr(), 4, uintptr(s.V), uintptr(len(buf)), 0, uintptr(unsafe.Pointer(&buf[0])), 0, 0)
|
||||
return string(buf)
|
||||
}
|
||||
|
||||
func (c *Functions) GetString(pname Enum) string {
|
||||
s, _, _ := syscall.Syscall(_glGetString.Addr(), 1, uintptr(pname), 0, 0)
|
||||
return windows.BytePtrToString((*byte)(unsafe.Pointer(s)))
|
||||
}
|
||||
|
||||
func (c *Functions) GetUniformLocation(p Program, name string) Uniform {
|
||||
cname := cString(name)
|
||||
c0 := &cname[0]
|
||||
u, _, _ := syscall.Syscall(_glGetUniformLocation.Addr(), 2, uintptr(p.V), uintptr(unsafe.Pointer(c0)), 0)
|
||||
issue34474KeepAlive(c0)
|
||||
return Uniform{int(u)}
|
||||
}
|
||||
|
||||
func (c *Functions) GetVertexAttrib(index int, pname Enum) int {
|
||||
syscall.Syscall(_glGetVertexAttribiv.Addr(), 3, uintptr(index), uintptr(pname), uintptr(unsafe.Pointer(&c.int32s[0])))
|
||||
return int(c.int32s[0])
|
||||
}
|
||||
|
||||
func (c *Functions) GetVertexAttribBinding(index int, pname Enum) Object {
|
||||
return Object{uint(c.GetVertexAttrib(index, pname))}
|
||||
}
|
||||
|
||||
func (c *Functions) GetVertexAttribPointer(index int, pname Enum) uintptr {
|
||||
syscall.Syscall(_glGetVertexAttribPointerv.Addr(), 3, uintptr(index), uintptr(pname), uintptr(unsafe.Pointer(&c.uintptrs[0])))
|
||||
return c.uintptrs[0]
|
||||
}
|
||||
|
||||
func (c *Functions) InvalidateFramebuffer(target, attachment Enum) {
|
||||
addr := _glInvalidateFramebuffer.Addr()
|
||||
if addr == 0 {
|
||||
// InvalidateFramebuffer is just a hint. Skip it if not supported.
|
||||
return
|
||||
}
|
||||
syscall.Syscall(addr, 3, uintptr(target), 1, uintptr(unsafe.Pointer(&attachment)))
|
||||
}
|
||||
|
||||
func (f *Functions) IsEnabled(cap Enum) bool {
|
||||
u, _, _ := syscall.Syscall(_glIsEnabled.Addr(), 1, uintptr(cap), 0, 0)
|
||||
return u == TRUE
|
||||
}
|
||||
|
||||
func (c *Functions) LinkProgram(p Program) {
|
||||
syscall.Syscall(_glLinkProgram.Addr(), 1, uintptr(p.V), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) PixelStorei(pname Enum, param int) {
|
||||
syscall.Syscall(_glPixelStorei.Addr(), 2, uintptr(pname), uintptr(param), 0)
|
||||
}
|
||||
|
||||
func (f *Functions) MemoryBarrier(barriers Enum) {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) {
|
||||
d0 := &data[0]
|
||||
syscall.Syscall9(_glReadPixels.Addr(), 7, uintptr(x), uintptr(y), uintptr(width), uintptr(height), uintptr(format), uintptr(ty), uintptr(unsafe.Pointer(d0)), 0, 0)
|
||||
issue34474KeepAlive(d0)
|
||||
}
|
||||
|
||||
func (c *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) {
|
||||
syscall.Syscall6(_glRenderbufferStorage.Addr(), 4, uintptr(target), uintptr(internalformat), uintptr(width), uintptr(height), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) Scissor(x, y, width, height int32) {
|
||||
syscall.Syscall6(_glScissor.Addr(), 4, uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) ShaderSource(s Shader, src string) {
|
||||
var n uintptr = uintptr(len(src))
|
||||
psrc := &src
|
||||
syscall.Syscall6(_glShaderSource.Addr(), 4, uintptr(s.V), 1, uintptr(unsafe.Pointer(psrc)), uintptr(unsafe.Pointer(&n)), 0, 0)
|
||||
issue34474KeepAlive(psrc)
|
||||
}
|
||||
|
||||
func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width int, height int, format Enum, ty Enum) {
|
||||
syscall.Syscall9(_glTexImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(internalFormat), uintptr(width), uintptr(height), 0, uintptr(format), uintptr(ty), 0)
|
||||
}
|
||||
|
||||
func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) {
|
||||
syscall.Syscall6(_glTexStorage2D.Addr(), 5, uintptr(target), uintptr(levels), uintptr(internalFormat), uintptr(width), uintptr(height), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) TexSubImage2D(target Enum, level int, x, y, width, height int, format, ty Enum, data []byte) {
|
||||
d0 := &data[0]
|
||||
syscall.Syscall9(_glTexSubImage2D.Addr(), 9, uintptr(target), uintptr(level), uintptr(x), uintptr(y), uintptr(width), uintptr(height), uintptr(format), uintptr(ty), uintptr(unsafe.Pointer(d0)))
|
||||
issue34474KeepAlive(d0)
|
||||
}
|
||||
|
||||
func (c *Functions) TexParameteri(target, pname Enum, param int) {
|
||||
syscall.Syscall(_glTexParameteri.Addr(), 3, uintptr(target), uintptr(pname), uintptr(param))
|
||||
}
|
||||
|
||||
func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) {
|
||||
syscall.Syscall(_glUniformBlockBinding.Addr(), 3, uintptr(p.V), uintptr(uniformBlockIndex), uintptr(uniformBlockBinding))
|
||||
}
|
||||
|
||||
func (c *Functions) Uniform1f(dst Uniform, v float32) {
|
||||
syscall.Syscall(_glUniform1f.Addr(), 2, uintptr(dst.V), uintptr(math.Float32bits(v)), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) Uniform1i(dst Uniform, v int) {
|
||||
syscall.Syscall(_glUniform1i.Addr(), 2, uintptr(dst.V), uintptr(v), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) Uniform2f(dst Uniform, v0, v1 float32) {
|
||||
syscall.Syscall(_glUniform2f.Addr(), 3, uintptr(dst.V), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)))
|
||||
}
|
||||
|
||||
func (c *Functions) Uniform3f(dst Uniform, v0, v1, v2 float32) {
|
||||
syscall.Syscall6(_glUniform3f.Addr(), 4, uintptr(dst.V), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)), uintptr(math.Float32bits(v2)), 0, 0)
|
||||
}
|
||||
|
||||
func (c *Functions) Uniform4f(dst Uniform, v0, v1, v2, v3 float32) {
|
||||
syscall.Syscall6(_glUniform4f.Addr(), 5, uintptr(dst.V), uintptr(math.Float32bits(v0)), uintptr(math.Float32bits(v1)), uintptr(math.Float32bits(v2)), uintptr(math.Float32bits(v3)), 0)
|
||||
}
|
||||
|
||||
func (c *Functions) UseProgram(p Program) {
|
||||
syscall.Syscall(_glUseProgram.Addr(), 1, uintptr(p.V), 0, 0)
|
||||
}
|
||||
|
||||
func (f *Functions) UnmapBuffer(target Enum) bool {
|
||||
panic("not implemented")
|
||||
}
|
||||
|
||||
func (c *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride, offset int) {
|
||||
var norm uintptr
|
||||
if normalized {
|
||||
norm = 1
|
||||
}
|
||||
syscall.Syscall6(_glVertexAttribPointer.Addr(), 6, uintptr(dst), uintptr(size), uintptr(ty), norm, uintptr(stride), uintptr(offset))
|
||||
}
|
||||
|
||||
func (c *Functions) Viewport(x, y, width, height int) {
|
||||
syscall.Syscall6(_glViewport.Addr(), 4, uintptr(x), uintptr(y), uintptr(width), uintptr(height), 0, 0)
|
||||
}
|
||||
|
||||
func cString(s string) []byte {
|
||||
b := make([]byte, len(s)+1)
|
||||
copy(b, s)
|
||||
return b
|
||||
}
|
||||
|
||||
// issue34474KeepAlive calls runtime.KeepAlive as a
|
||||
// workaround for golang.org/issue/34474.
|
||||
func issue34474KeepAlive(v any) {
|
||||
runtime.KeepAlive(v)
|
||||
}
|
||||
+76
@@ -0,0 +1,76 @@
|
||||
//go:build !js
|
||||
|
||||
package gl
|
||||
|
||||
type (
|
||||
Object struct{ V uint }
|
||||
Buffer Object
|
||||
Framebuffer Object
|
||||
Program Object
|
||||
Renderbuffer Object
|
||||
Shader Object
|
||||
Texture Object
|
||||
Query Object
|
||||
Uniform struct{ V int }
|
||||
VertexArray Object
|
||||
)
|
||||
|
||||
func (o Object) valid() bool {
|
||||
return o.V != 0
|
||||
}
|
||||
|
||||
func (o Object) equal(o2 Object) bool {
|
||||
return o == o2
|
||||
}
|
||||
|
||||
func (u Framebuffer) Valid() bool {
|
||||
return Object(u).valid()
|
||||
}
|
||||
|
||||
func (u Uniform) Valid() bool {
|
||||
return u.V != -1
|
||||
}
|
||||
|
||||
func (p Program) Valid() bool {
|
||||
return Object(p).valid()
|
||||
}
|
||||
|
||||
func (s Shader) Valid() bool {
|
||||
return Object(s).valid()
|
||||
}
|
||||
|
||||
func (a VertexArray) Valid() bool {
|
||||
return Object(a).valid()
|
||||
}
|
||||
|
||||
func (f Framebuffer) Equal(f2 Framebuffer) bool {
|
||||
return Object(f).equal(Object(f2))
|
||||
}
|
||||
|
||||
func (p Program) Equal(p2 Program) bool {
|
||||
return Object(p).equal(Object(p2))
|
||||
}
|
||||
|
||||
func (s Shader) Equal(s2 Shader) bool {
|
||||
return Object(s).equal(Object(s2))
|
||||
}
|
||||
|
||||
func (u Uniform) Equal(u2 Uniform) bool {
|
||||
return u == u2
|
||||
}
|
||||
|
||||
func (a VertexArray) Equal(a2 VertexArray) bool {
|
||||
return Object(a).equal(Object(a2))
|
||||
}
|
||||
|
||||
func (r Renderbuffer) Equal(r2 Renderbuffer) bool {
|
||||
return Object(r).equal(Object(r2))
|
||||
}
|
||||
|
||||
func (t Texture) Equal(t2 Texture) bool {
|
||||
return Object(t).equal(Object(t2))
|
||||
}
|
||||
|
||||
func (b Buffer) Equal(b2 Buffer) bool {
|
||||
return Object(b).equal(Object(b2))
|
||||
}
|
||||
+90
@@ -0,0 +1,90 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gl
|
||||
|
||||
import "syscall/js"
|
||||
|
||||
type (
|
||||
Object js.Value
|
||||
Buffer Object
|
||||
Framebuffer Object
|
||||
Program Object
|
||||
Renderbuffer Object
|
||||
Shader Object
|
||||
Texture Object
|
||||
Query Object
|
||||
Uniform Object
|
||||
VertexArray Object
|
||||
)
|
||||
|
||||
func (o Object) valid() bool {
|
||||
return js.Value(o).Truthy()
|
||||
}
|
||||
|
||||
func (o Object) equal(o2 Object) bool {
|
||||
return js.Value(o).Equal(js.Value(o2))
|
||||
}
|
||||
|
||||
func (b Buffer) Valid() bool {
|
||||
return Object(b).valid()
|
||||
}
|
||||
|
||||
func (f Framebuffer) Valid() bool {
|
||||
return Object(f).valid()
|
||||
}
|
||||
|
||||
func (p Program) Valid() bool {
|
||||
return Object(p).valid()
|
||||
}
|
||||
|
||||
func (r Renderbuffer) Valid() bool {
|
||||
return Object(r).valid()
|
||||
}
|
||||
|
||||
func (s Shader) Valid() bool {
|
||||
return Object(s).valid()
|
||||
}
|
||||
|
||||
func (t Texture) Valid() bool {
|
||||
return Object(t).valid()
|
||||
}
|
||||
|
||||
func (u Uniform) Valid() bool {
|
||||
return Object(u).valid()
|
||||
}
|
||||
|
||||
func (a VertexArray) Valid() bool {
|
||||
return Object(a).valid()
|
||||
}
|
||||
|
||||
func (f Framebuffer) Equal(f2 Framebuffer) bool {
|
||||
return Object(f).equal(Object(f2))
|
||||
}
|
||||
|
||||
func (p Program) Equal(p2 Program) bool {
|
||||
return Object(p).equal(Object(p2))
|
||||
}
|
||||
|
||||
func (s Shader) Equal(s2 Shader) bool {
|
||||
return Object(s).equal(Object(s2))
|
||||
}
|
||||
|
||||
func (u Uniform) Equal(u2 Uniform) bool {
|
||||
return Object(u).equal(Object(u2))
|
||||
}
|
||||
|
||||
func (a VertexArray) Equal(a2 VertexArray) bool {
|
||||
return Object(a).equal(Object(a2))
|
||||
}
|
||||
|
||||
func (r Renderbuffer) Equal(r2 Renderbuffer) bool {
|
||||
return Object(r).equal(Object(r2))
|
||||
}
|
||||
|
||||
func (t Texture) Equal(t2 Texture) bool {
|
||||
return Object(t).equal(Object(t2))
|
||||
}
|
||||
|
||||
func (b Buffer) Equal(b2 Buffer) bool {
|
||||
return Object(b).equal(Object(b2))
|
||||
}
|
||||
+87
@@ -0,0 +1,87 @@
|
||||
// SPDX-License-Identifier: Unlicense OR MIT
|
||||
|
||||
package gl
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
"strings"
|
||||
)
|
||||
|
||||
func CreateProgram(ctx *Functions, vsSrc, fsSrc string, attribs []string) (Program, error) {
|
||||
vs, err := CreateShader(ctx, VERTEX_SHADER, vsSrc)
|
||||
if err != nil {
|
||||
return Program{}, err
|
||||
}
|
||||
defer ctx.DeleteShader(vs)
|
||||
fs, err := CreateShader(ctx, FRAGMENT_SHADER, fsSrc)
|
||||
if err != nil {
|
||||
return Program{}, err
|
||||
}
|
||||
defer ctx.DeleteShader(fs)
|
||||
prog := ctx.CreateProgram()
|
||||
if !prog.Valid() {
|
||||
return Program{}, errors.New("glCreateProgram failed")
|
||||
}
|
||||
ctx.AttachShader(prog, vs)
|
||||
ctx.AttachShader(prog, fs)
|
||||
for i, a := range attribs {
|
||||
ctx.BindAttribLocation(prog, Attrib(i), a)
|
||||
}
|
||||
ctx.LinkProgram(prog)
|
||||
if ctx.GetProgrami(prog, LINK_STATUS) == 0 {
|
||||
log := ctx.GetProgramInfoLog(prog)
|
||||
ctx.DeleteProgram(prog)
|
||||
return Program{}, fmt.Errorf("program link failed: %s", strings.TrimSpace(log))
|
||||
}
|
||||
return prog, nil
|
||||
}
|
||||
|
||||
func CreateComputeProgram(ctx *Functions, src string) (Program, error) {
|
||||
cs, err := CreateShader(ctx, COMPUTE_SHADER, src)
|
||||
if err != nil {
|
||||
return Program{}, err
|
||||
}
|
||||
defer ctx.DeleteShader(cs)
|
||||
prog := ctx.CreateProgram()
|
||||
if !prog.Valid() {
|
||||
return Program{}, errors.New("glCreateProgram failed")
|
||||
}
|
||||
ctx.AttachShader(prog, cs)
|
||||
ctx.LinkProgram(prog)
|
||||
if ctx.GetProgrami(prog, LINK_STATUS) == 0 {
|
||||
log := ctx.GetProgramInfoLog(prog)
|
||||
ctx.DeleteProgram(prog)
|
||||
return Program{}, fmt.Errorf("program link failed: %s", strings.TrimSpace(log))
|
||||
}
|
||||
return prog, nil
|
||||
}
|
||||
|
||||
func CreateShader(ctx *Functions, typ Enum, src string) (Shader, error) {
|
||||
sh := ctx.CreateShader(typ)
|
||||
if !sh.Valid() {
|
||||
return Shader{}, errors.New("glCreateShader failed")
|
||||
}
|
||||
ctx.ShaderSource(sh, src)
|
||||
ctx.CompileShader(sh)
|
||||
if ctx.GetShaderi(sh, COMPILE_STATUS) == 0 {
|
||||
log := ctx.GetShaderInfoLog(sh)
|
||||
ctx.DeleteShader(sh)
|
||||
return Shader{}, fmt.Errorf("shader compilation failed: %s", strings.TrimSpace(log))
|
||||
}
|
||||
return sh, nil
|
||||
}
|
||||
|
||||
func ParseGLVersion(glVer string) (version [2]int, gles bool, err error) {
|
||||
var ver [2]int
|
||||
if _, err := fmt.Sscanf(glVer, "OpenGL ES %d.%d", &ver[0], &ver[1]); err == nil {
|
||||
return ver, true, nil
|
||||
} else if _, err := fmt.Sscanf(glVer, "WebGL %d.%d", &ver[0], &ver[1]); err == nil {
|
||||
// WebGL major version v corresponds to OpenGL ES version v + 1
|
||||
ver[0]++
|
||||
return ver, true, nil
|
||||
} else if _, err := fmt.Sscanf(glVer, "%d.%d", &ver[0], &ver[1]); err == nil {
|
||||
return ver, false, nil
|
||||
}
|
||||
return ver, false, fmt.Errorf("failed to parse OpenGL ES version (%s)", glVer)
|
||||
}
|
||||
Reference in New Issue
Block a user