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:
ila
2026-07-23 16:35:01 +08:00
co-authored by Claude Opus 4.8
parent 97c1c4a974
commit f58728cddd
972 changed files with 597802 additions and 0 deletions
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// SPDX-License-Identifier: Unlicense OR MIT
package gl
type (
Attrib uint
Enum uint
)
const (
ACTIVE_TEXTURE = 0x84E0
ALL_BARRIER_BITS = 0xffffffff
ARRAY_BUFFER = 0x8892
ARRAY_BUFFER_BINDING = 0x8894
BACK = 0x0405
BLEND = 0xbe2
BLEND_DST_RGB = 0x80C8
BLEND_SRC_RGB = 0x80C9
BLEND_DST_ALPHA = 0x80CA
BLEND_SRC_ALPHA = 0x80CB
CLAMP_TO_EDGE = 0x812f
COLOR_ATTACHMENT0 = 0x8ce0
COLOR_BUFFER_BIT = 0x4000
COLOR_CLEAR_VALUE = 0x0C22
COMPILE_STATUS = 0x8b81
COMPUTE_SHADER = 0x91B9
CURRENT_PROGRAM = 0x8B8D
DEPTH_ATTACHMENT = 0x8d00
DEPTH_BUFFER_BIT = 0x100
DEPTH_CLEAR_VALUE = 0x0B73
DEPTH_COMPONENT16 = 0x81a5
DEPTH_COMPONENT24 = 0x81A6
DEPTH_COMPONENT32F = 0x8CAC
DEPTH_FUNC = 0x0B74
DEPTH_TEST = 0xb71
DEPTH_WRITEMASK = 0x0B72
DRAW_FRAMEBUFFER = 0x8CA9
DST_COLOR = 0x306
DYNAMIC_DRAW = 0x88E8
DYNAMIC_READ = 0x88E9
ELEMENT_ARRAY_BUFFER = 0x8893
ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
EXTENSIONS = 0x1f03
FALSE = 0
FLOAT = 0x1406
FRAGMENT_SHADER = 0x8b30
FRAMEBUFFER = 0x8d40
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210
FRAMEBUFFER_BINDING = 0x8ca6
FRAMEBUFFER_COMPLETE = 0x8cd5
FRAMEBUFFER_SRGB = 0x8db9
HALF_FLOAT = 0x140b
HALF_FLOAT_OES = 0x8d61
INFO_LOG_LENGTH = 0x8B84
INVALID_INDEX = ^uint(0)
GREATER = 0x204
GEQUAL = 0x206
LINEAR = 0x2601
LINEAR_MIPMAP_LINEAR = 0x2703
LINK_STATUS = 0x8b82
LUMINANCE = 0x1909
MAP_READ_BIT = 0x0001
MAX_TEXTURE_SIZE = 0xd33
NEAREST = 0x2600
NO_ERROR = 0x0
NUM_EXTENSIONS = 0x821D
ONE = 0x1
ONE_MINUS_SRC_ALPHA = 0x303
PACK_ROW_LENGTH = 0x0D02
PROGRAM_BINARY_LENGTH = 0x8741
QUERY_RESULT = 0x8866
QUERY_RESULT_AVAILABLE = 0x8867
R16F = 0x822d
R8 = 0x8229
READ_FRAMEBUFFER = 0x8ca8
READ_FRAMEBUFFER_BINDING = 0x8CAA
READ_ONLY = 0x88B8
READ_WRITE = 0x88BA
RED = 0x1903
RENDERER = 0x1F01
RENDERBUFFER = 0x8d41
RENDERBUFFER_BINDING = 0x8ca7
RENDERBUFFER_HEIGHT = 0x8d43
RENDERBUFFER_WIDTH = 0x8d42
RGB = 0x1907
RGBA = 0x1908
RGBA8 = 0x8058
SHADER_STORAGE_BUFFER = 0x90D2
SHADER_STORAGE_BUFFER_BINDING = 0x90D3
SHORT = 0x1402
SRGB = 0x8c40
SRGB_ALPHA_EXT = 0x8c42
SRGB8 = 0x8c41
SRGB8_ALPHA8 = 0x8c43
STATIC_DRAW = 0x88e4
STENCIL_BUFFER_BIT = 0x00000400
TEXTURE_2D = 0xde1
TEXTURE_BINDING_2D = 0x8069
TEXTURE_MAG_FILTER = 0x2800
TEXTURE_MIN_FILTER = 0x2801
TEXTURE_WRAP_S = 0x2802
TEXTURE_WRAP_T = 0x2803
TEXTURE0 = 0x84c0
TEXTURE1 = 0x84c1
TRIANGLE_STRIP = 0x5
TRIANGLES = 0x4
TRUE = 1
UNIFORM_BUFFER = 0x8A11
UNIFORM_BUFFER_BINDING = 0x8A28
UNPACK_ALIGNMENT = 0xcf5
UNPACK_ROW_LENGTH = 0x0CF2
UNSIGNED_BYTE = 0x1401
UNSIGNED_SHORT = 0x1403
VIEWPORT = 0x0BA2
VERSION = 0x1f02
VERTEX_ARRAY_BINDING = 0x85B5
VERTEX_SHADER = 0x8b31
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F
VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622
VERTEX_ATTRIB_ARRAY_POINTER = 0x8645
VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
VERTEX_ATTRIB_ARRAY_SIZE = 0x8623
VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624
VERTEX_ATTRIB_ARRAY_TYPE = 0x8625
WRITE_ONLY = 0x88B9
ZERO = 0x0
// EXT_disjoint_timer_query
TIME_ELAPSED_EXT = 0x88BF
GPU_DISJOINT_EXT = 0x8FBB
)
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// SPDX-License-Identifier: Unlicense OR MIT
package gl
import (
"errors"
"strings"
"syscall/js"
)
type Functions struct {
Ctx js.Value
EXT_disjoint_timer_query js.Value
EXT_disjoint_timer_query_webgl2 js.Value
// Cached reference to the Uint8Array JS type.
uint8Array js.Value
// Cached JS arrays.
arrayBuf js.Value
int32Buf js.Value
isWebGL2 bool
_getExtension js.Value
_activeTexture js.Value
_attachShader js.Value
_beginQuery js.Value
_beginQueryEXT js.Value
_bindAttribLocation js.Value
_bindBuffer js.Value
_bindBufferBase js.Value
_bindFramebuffer js.Value
_bindRenderbuffer js.Value
_bindTexture js.Value
_blendEquation js.Value
_blendFunc js.Value
_bufferData js.Value
_bufferSubData js.Value
_checkFramebufferStatus js.Value
_clear js.Value
_clearColor js.Value
_clearDepth js.Value
_compileShader js.Value
_copyTexSubImage2D js.Value
_createBuffer js.Value
_createFramebuffer js.Value
_createProgram js.Value
_createQuery js.Value
_createRenderbuffer js.Value
_createShader js.Value
_createTexture js.Value
_deleteBuffer js.Value
_deleteFramebuffer js.Value
_deleteProgram js.Value
_deleteQuery js.Value
_deleteQueryEXT js.Value
_deleteShader js.Value
_deleteRenderbuffer js.Value
_deleteTexture js.Value
_depthFunc js.Value
_depthMask js.Value
_disableVertexAttribArray js.Value
_disable js.Value
_drawArrays js.Value
_drawElements js.Value
_enable js.Value
_enableVertexAttribArray js.Value
_endQuery js.Value
_endQueryEXT js.Value
_finish js.Value
_flush js.Value
_framebufferRenderbuffer js.Value
_framebufferTexture2D js.Value
_generateMipmap js.Value
_getRenderbufferParameteri js.Value
_getFramebufferAttachmentParameter js.Value
_getParameter js.Value
_getIndexedParameter js.Value
_getProgramParameter js.Value
_getProgramInfoLog js.Value
_getQueryParameter js.Value
_getQueryObjectEXT js.Value
_getShaderParameter js.Value
_getShaderInfoLog js.Value
_getSupportedExtensions js.Value
_getUniformBlockIndex js.Value
_getUniformLocation js.Value
_getVertexAttrib js.Value
_getVertexAttribOffset js.Value
_invalidateFramebuffer js.Value
_isEnabled js.Value
_linkProgram js.Value
_pixelStorei js.Value
_renderbufferStorage js.Value
_readPixels js.Value
_scissor js.Value
_shaderSource js.Value
_texImage2D js.Value
_texStorage2D js.Value
_texSubImage2D js.Value
_texParameteri js.Value
_uniformBlockBinding js.Value
_uniform1f js.Value
_uniform1i js.Value
_uniform2f js.Value
_uniform3f js.Value
_uniform4f js.Value
_useProgram js.Value
_vertexAttribPointer js.Value
_viewport js.Value
}
type Context js.Value
func NewFunctions(ctx Context, forceES bool) (*Functions, error) {
webgl := js.Value(ctx)
f := &Functions{
Ctx: webgl,
uint8Array: js.Global().Get("Uint8Array"),
_getExtension: _bind(webgl, `getExtension`),
_activeTexture: _bind(webgl, `activeTexture`),
_attachShader: _bind(webgl, `attachShader`),
_beginQuery: _bind(webgl, `beginQuery`),
_beginQueryEXT: _bind(webgl, `beginQueryEXT`),
_bindAttribLocation: _bind(webgl, `bindAttribLocation`),
_bindBuffer: _bind(webgl, `bindBuffer`),
_bindBufferBase: _bind(webgl, `bindBufferBase`),
_bindFramebuffer: _bind(webgl, `bindFramebuffer`),
_bindRenderbuffer: _bind(webgl, `bindRenderbuffer`),
_bindTexture: _bind(webgl, `bindTexture`),
_blendEquation: _bind(webgl, `blendEquation`),
_blendFunc: _bind(webgl, `blendFunc`),
_bufferData: _bind(webgl, `bufferData`),
_bufferSubData: _bind(webgl, `bufferSubData`),
_checkFramebufferStatus: _bind(webgl, `checkFramebufferStatus`),
_clear: _bind(webgl, `clear`),
_clearColor: _bind(webgl, `clearColor`),
_clearDepth: _bind(webgl, `clearDepth`),
_compileShader: _bind(webgl, `compileShader`),
_copyTexSubImage2D: _bind(webgl, `copyTexSubImage2D`),
_createBuffer: _bind(webgl, `createBuffer`),
_createFramebuffer: _bind(webgl, `createFramebuffer`),
_createProgram: _bind(webgl, `createProgram`),
_createQuery: _bind(webgl, `createQuery`),
_createRenderbuffer: _bind(webgl, `createRenderbuffer`),
_createShader: _bind(webgl, `createShader`),
_createTexture: _bind(webgl, `createTexture`),
_deleteBuffer: _bind(webgl, `deleteBuffer`),
_deleteFramebuffer: _bind(webgl, `deleteFramebuffer`),
_deleteProgram: _bind(webgl, `deleteProgram`),
_deleteQuery: _bind(webgl, `deleteQuery`),
_deleteQueryEXT: _bind(webgl, `deleteQueryEXT`),
_deleteShader: _bind(webgl, `deleteShader`),
_deleteRenderbuffer: _bind(webgl, `deleteRenderbuffer`),
_deleteTexture: _bind(webgl, `deleteTexture`),
_depthFunc: _bind(webgl, `depthFunc`),
_depthMask: _bind(webgl, `depthMask`),
_disableVertexAttribArray: _bind(webgl, `disableVertexAttribArray`),
_disable: _bind(webgl, `disable`),
_drawArrays: _bind(webgl, `drawArrays`),
_drawElements: _bind(webgl, `drawElements`),
_enable: _bind(webgl, `enable`),
_enableVertexAttribArray: _bind(webgl, `enableVertexAttribArray`),
_endQuery: _bind(webgl, `endQuery`),
_endQueryEXT: _bind(webgl, `endQueryEXT`),
_finish: _bind(webgl, `finish`),
_flush: _bind(webgl, `flush`),
_framebufferRenderbuffer: _bind(webgl, `framebufferRenderbuffer`),
_framebufferTexture2D: _bind(webgl, `framebufferTexture2D`),
_generateMipmap: _bind(webgl, `generateMipmap`),
_getRenderbufferParameteri: _bind(webgl, `getRenderbufferParameteri`),
_getFramebufferAttachmentParameter: _bind(webgl, `getFramebufferAttachmentParameter`),
_getParameter: _bind(webgl, `getParameter`),
_getIndexedParameter: _bind(webgl, `getIndexedParameter`),
_getProgramParameter: _bind(webgl, `getProgramParameter`),
_getProgramInfoLog: _bind(webgl, `getProgramInfoLog`),
_getQueryParameter: _bind(webgl, `getQueryParameter`),
_getQueryObjectEXT: _bind(webgl, `getQueryObjectEXT`),
_getShaderParameter: _bind(webgl, `getShaderParameter`),
_getShaderInfoLog: _bind(webgl, `getShaderInfoLog`),
_getSupportedExtensions: _bind(webgl, `getSupportedExtensions`),
_getUniformBlockIndex: _bind(webgl, `getUniformBlockIndex`),
_getUniformLocation: _bind(webgl, `getUniformLocation`),
_getVertexAttrib: _bind(webgl, `getVertexAttrib`),
_getVertexAttribOffset: _bind(webgl, `getVertexAttribOffset`),
_invalidateFramebuffer: _bind(webgl, `invalidateFramebuffer`),
_isEnabled: _bind(webgl, `isEnabled`),
_linkProgram: _bind(webgl, `linkProgram`),
_pixelStorei: _bind(webgl, `pixelStorei`),
_renderbufferStorage: _bind(webgl, `renderbufferStorage`),
_readPixels: _bind(webgl, `readPixels`),
_scissor: _bind(webgl, `scissor`),
_shaderSource: _bind(webgl, `shaderSource`),
_texImage2D: _bind(webgl, `texImage2D`),
_texStorage2D: _bind(webgl, `texStorage2D`),
_texSubImage2D: _bind(webgl, `texSubImage2D`),
_texParameteri: _bind(webgl, `texParameteri`),
_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`),
}
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")
f.isWebGL2 = !webgl2Class.IsUndefined() && f.Ctx.InstanceOf(webgl2Class)
if !f.isWebGL2 {
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")
}
}
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@@ -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
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@@ -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
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@@ -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
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@@ -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)
}