// SPDX-License-Identifier: Unlicense OR MIT //go:build darwin || linux || freebsd || openbsd // +build darwin linux freebsd openbsd package gl import ( "fmt" "runtime" "strings" "unsafe" ) /* #cgo CFLAGS: -Werror #cgo linux freebsd LDFLAGS: -ldl #include #include #include #define __USE_GNU #include typedef unsigned int GLenum; typedef unsigned int GLuint; typedef char GLchar; typedef float GLfloat; typedef ssize_t GLsizeiptr; typedef intptr_t GLintptr; typedef unsigned int GLbitfield; typedef int GLint; typedef unsigned char GLboolean; typedef int GLsizei; typedef uint8_t GLubyte; typedef void (*_glActiveTexture)(GLenum texture); typedef void (*_glAttachShader)(GLuint program, GLuint shader); typedef void (*_glBindAttribLocation)(GLuint program, GLuint index, const GLchar *name); typedef void (*_glBindBuffer)(GLenum target, GLuint buffer); typedef void (*_glBindFramebuffer)(GLenum target, GLuint framebuffer); typedef void (*_glBindRenderbuffer)(GLenum target, GLuint renderbuffer); typedef void (*_glBindTexture)(GLenum target, GLuint texture); typedef void (*_glBlendEquation)(GLenum mode); typedef void (*_glBlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcA, GLenum dstA); typedef void (*_glBufferData)(GLenum target, GLsizeiptr size, const void *data, GLenum usage); typedef void (*_glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); typedef GLenum (*_glCheckFramebufferStatus)(GLenum target); typedef void (*_glClear)(GLbitfield mask); typedef void (*_glClearColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); typedef void (*_glClearDepthf)(GLfloat d); typedef void (*_glCompileShader)(GLuint shader); typedef void (*_glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef GLuint (*_glCreateProgram)(void); typedef GLuint (*_glCreateShader)(GLenum type); typedef void (*_glDeleteBuffers)(GLsizei n, const GLuint *buffers); typedef void (*_glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); typedef void (*_glDeleteProgram)(GLuint program); typedef void (*_glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); typedef void (*_glDeleteShader)(GLuint shader); typedef void (*_glDeleteTextures)(GLsizei n, const GLuint *textures); typedef void (*_glDepthFunc)(GLenum func); typedef void (*_glDepthMask)(GLboolean flag); typedef void (*_glDisable)(GLenum cap); typedef void (*_glDisableVertexAttribArray)(GLuint index); typedef void (*_glDrawArrays)(GLenum mode, GLint first, GLsizei count); typedef void (*_glDrawElements)(GLenum mode, GLsizei count, GLenum type, const void *indices); typedef void (*_glEnable)(GLenum cap); typedef void (*_glEnableVertexAttribArray)(GLuint index); typedef void (*_glFinish)(void); typedef void (*_glFlush)(void); typedef void (*_glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); typedef void (*_glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (*_glGenBuffers)(GLsizei n, GLuint *buffers); typedef void (*_glGenerateMipmap)(GLenum target); typedef void (*_glGenFramebuffers)(GLsizei n, GLuint *framebuffers); typedef void (*_glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); typedef void (*_glGenTextures)(GLsizei n, GLuint *textures); typedef GLenum (*_glGetError)(void); typedef void (*_glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params); typedef void (*_glGetFloatv)(GLenum pname, GLfloat *data); typedef void (*_glGetIntegerv)(GLenum pname, GLint *data); typedef void (*_glGetIntegeri_v)(GLenum pname, GLuint idx, GLint *data); typedef void (*_glGetProgramiv)(GLuint program, GLenum pname, GLint *params); typedef void (*_glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (*_glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); typedef void (*_glGetShaderiv)(GLuint shader, GLenum pname, GLint *params); typedef void (*_glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef const GLubyte *(*_glGetString)(GLenum name); typedef GLint (*_glGetUniformLocation)(GLuint program, const GLchar *name); typedef void (*_glGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params); typedef void (*_glGetVertexAttribPointerv)(GLuint index, GLenum pname, void **params); typedef GLboolean (*_glIsEnabled)(GLenum cap); typedef void (*_glLinkProgram)(GLuint program); typedef void (*_glPixelStorei)(GLenum pname, GLint param); typedef void (*_glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); typedef void (*_glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); typedef void (*_glScissor)(GLint x, GLint y, GLsizei width, GLsizei height); typedef void (*_glShaderSource)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); typedef void (*_glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (*_glTexParameteri)(GLenum target, GLenum pname, GLint param); typedef void (*_glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); typedef void (*_glUniform1f)(GLint location, GLfloat v0); typedef void (*_glUniform1i)(GLint location, GLint v0); typedef void (*_glUniform2f)(GLint location, GLfloat v0, GLfloat v1); typedef void (*_glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (*_glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (*_glUseProgram)(GLuint program); typedef void (*_glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); typedef void (*_glViewport)(GLint x, GLint y, GLsizei width, GLsizei height); typedef void (*_glBindVertexArray)(GLuint array); typedef void (*_glBindBufferBase)(GLenum target, GLuint index, GLuint buffer); typedef GLuint (*_glGetUniformBlockIndex)(GLuint program, const GLchar *uniformBlockName); typedef void (*_glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); typedef void (*_glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum *attachments); typedef void (*_glBeginQuery)(GLenum target, GLuint id); typedef void (*_glDeleteQueries)(GLsizei n, const GLuint *ids); typedef void (*_glDeleteVertexArrays)(GLsizei n, const GLuint *ids); typedef void (*_glEndQuery)(GLenum target); typedef void (*_glGenQueries)(GLsizei n, GLuint *ids); typedef void (*_glGenVertexArrays)(GLsizei n, GLuint *ids); typedef void (*_glGetProgramBinary)(GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary); typedef void (*_glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint *params); typedef const GLubyte* (*_glGetStringi)(GLenum name, GLuint index); typedef void (*_glDispatchCompute)(GLuint x, GLuint y, GLuint z); typedef void (*_glMemoryBarrier)(GLbitfield barriers); typedef void* (*_glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); typedef GLboolean (*_glUnmapBuffer)(GLenum target); typedef void (*_glBindImageTexture)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); typedef void (*_glTexStorage2D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void (*_glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); static void glActiveTexture(_glActiveTexture f, GLenum texture) { f(texture); } static void glAttachShader(_glAttachShader f, GLuint program, GLuint shader) { f(program, shader); } static void glBindAttribLocation(_glBindAttribLocation f, GLuint program, GLuint index, const GLchar *name) { f(program, index, name); } static void glBindBuffer(_glBindBuffer f, GLenum target, GLuint buffer) { f(target, buffer); } static void glBindFramebuffer(_glBindFramebuffer f, GLenum target, GLuint framebuffer) { f(target, framebuffer); } static void glBindRenderbuffer(_glBindRenderbuffer f, GLenum target, GLuint renderbuffer) { f(target, renderbuffer); } static void glBindTexture(_glBindTexture f, GLenum target, GLuint texture) { f(target, texture); } static void glBindVertexArray(_glBindVertexArray f, GLuint array) { f(array); } static void glBlendEquation(_glBlendEquation f, GLenum mode) { f(mode); } static void glBlendFuncSeparate(_glBlendFuncSeparate f, GLenum srcRGB, GLenum dstRGB, GLenum srcA, GLenum dstA) { f(srcRGB, dstRGB, srcA, dstA); } static void glBufferData(_glBufferData f, GLenum target, GLsizeiptr size, const void *data, GLenum usage) { f(target, size, data, usage); } static void glBufferSubData(_glBufferSubData f, GLenum target, GLintptr offset, GLsizeiptr size, const void *data) { f(target, offset, size, data); } static GLenum glCheckFramebufferStatus(_glCheckFramebufferStatus f, GLenum target) { return f(target); } static void glClear(_glClear f, GLbitfield mask) { f(mask); } static void glClearColor(_glClearColor f, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { f(red, green, blue, alpha); } static void glClearDepthf(_glClearDepthf f, GLfloat d) { f(d); } static void glCompileShader(_glCompileShader f, GLuint shader) { f(shader); } static void glCopyTexSubImage2D(_glCopyTexSubImage2D f, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { f(target, level, xoffset, yoffset, x, y, width, height); } static GLuint glCreateProgram(_glCreateProgram f) { return f(); } static GLuint glCreateShader(_glCreateShader f, GLenum type) { return f(type); } static void glDeleteBuffers(_glDeleteBuffers f, GLsizei n, const GLuint *buffers) { f(n, buffers); } static void glDeleteFramebuffers(_glDeleteFramebuffers f, GLsizei n, const GLuint *framebuffers) { f(n, framebuffers); } static void glDeleteProgram(_glDeleteProgram f, GLuint program) { f(program); } static void glDeleteRenderbuffers(_glDeleteRenderbuffers f, GLsizei n, const GLuint *renderbuffers) { f(n, renderbuffers); } static void glDeleteShader(_glDeleteShader f, GLuint shader) { f(shader); } static void glDeleteTextures(_glDeleteTextures f, GLsizei n, const GLuint *textures) { f(n, textures); } static void glDepthFunc(_glDepthFunc f, GLenum func) { f(func); } static void glDepthMask(_glDepthMask f, GLboolean flag) { f(flag); } static void glDisable(_glDisable f, GLenum cap) { f(cap); } static void glDisableVertexAttribArray(_glDisableVertexAttribArray f, GLuint index) { f(index); } static void glDrawArrays(_glDrawArrays f, GLenum mode, GLint first, GLsizei count) { f(mode, first, count); } // offset is defined as an uintptr_t to omit Cgo pointer checks. static void glDrawElements(_glDrawElements f, GLenum mode, GLsizei count, GLenum type, const uintptr_t offset) { f(mode, count, type, (const void *)offset); } static void glEnable(_glEnable f, GLenum cap) { f(cap); } static void glEnableVertexAttribArray(_glEnableVertexAttribArray f, GLuint index) { f(index); } static void glFinish(_glFinish f) { f(); } static void glFlush(_glFlush f) { f(); } static void glFramebufferRenderbuffer(_glFramebufferRenderbuffer f, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { f(target, attachment, renderbuffertarget, renderbuffer); } static void glFramebufferTexture2D(_glFramebufferTexture2D f, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { f(target, attachment, textarget, texture, level); } static void glGenBuffers(_glGenBuffers f, GLsizei n, GLuint *buffers) { f(n, buffers); } static void glGenerateMipmap(_glGenerateMipmap f, GLenum target) { f(target); } static void glGenFramebuffers(_glGenFramebuffers f, GLsizei n, GLuint *framebuffers) { f(n, framebuffers); } static void glGenRenderbuffers(_glGenRenderbuffers f, GLsizei n, GLuint *renderbuffers) { f(n, renderbuffers); } static void glGenTextures(_glGenTextures f, GLsizei n, GLuint *textures) { f(n, textures); } static GLenum glGetError(_glGetError f) { return f(); } static void glGetFramebufferAttachmentParameteriv(_glGetFramebufferAttachmentParameteriv f, GLenum target, GLenum attachment, GLenum pname, GLint *params) { f(target, attachment, pname, params); } static void glGetIntegerv(_glGetIntegerv f, GLenum pname, GLint *data) { f(pname, data); } static void glGetFloatv(_glGetFloatv f, GLenum pname, GLfloat *data) { f(pname, data); } static void glGetIntegeri_v(_glGetIntegeri_v f, GLenum pname, GLuint idx, GLint *data) { f(pname, idx, data); } static void glGetProgramiv(_glGetProgramiv f, GLuint program, GLenum pname, GLint *params) { f(program, pname, params); } static void glGetProgramInfoLog(_glGetProgramInfoLog f, GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { f(program, bufSize, length, infoLog); } static void glGetRenderbufferParameteriv(_glGetRenderbufferParameteriv f, GLenum target, GLenum pname, GLint *params) { f(target, pname, params); } static void glGetShaderiv(_glGetShaderiv f, GLuint shader, GLenum pname, GLint *params) { f(shader, pname, params); } static void glGetShaderInfoLog(_glGetShaderInfoLog f, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { f(shader, bufSize, length, infoLog); } static const GLubyte *glGetString(_glGetString f, GLenum name) { return f(name); } static GLint glGetUniformLocation(_glGetUniformLocation f, GLuint program, const GLchar *name) { return f(program, name); } static void glGetVertexAttribiv(_glGetVertexAttribiv f, GLuint index, GLenum pname, GLint *data) { f(index, pname, data); } // Return uintptr_t to avoid Cgo pointer check. static uintptr_t glGetVertexAttribPointerv(_glGetVertexAttribPointerv f, GLuint index, GLenum pname) { void *ptrs; f(index, pname, &ptrs); return (uintptr_t)ptrs; } static GLboolean glIsEnabled(_glIsEnabled f, GLenum cap) { return f(cap); } static void glLinkProgram(_glLinkProgram f, GLuint program) { f(program); } static void glPixelStorei(_glPixelStorei f, GLenum pname, GLint param) { f(pname, param); } static void glReadPixels(_glReadPixels f, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) { f(x, y, width, height, format, type, pixels); } static void glRenderbufferStorage(_glRenderbufferStorage f, GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { f(target, internalformat, width, height); } static void glScissor(_glScissor f, GLint x, GLint y, GLsizei width, GLsizei height) { f(x, y, width, height); } static void glShaderSource(_glShaderSource f, GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) { f(shader, count, string, length); } static void glTexImage2D(_glTexImage2D f, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) { f(target, level, internalformat, width, height, border, format, type, pixels); } static void glTexParameteri(_glTexParameteri f, GLenum target, GLenum pname, GLint param) { f(target, pname, param); } static void glTexSubImage2D(_glTexSubImage2D f, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { f(target, level, xoffset, yoffset, width, height, format, type, pixels); } static void glUniform1f(_glUniform1f f, GLint location, GLfloat v0) { f(location, v0); } static void glUniform1i(_glUniform1i f, GLint location, GLint v0) { f(location, v0); } static void glUniform2f(_glUniform2f f, GLint location, GLfloat v0, GLfloat v1) { f(location, v0, v1); } static void glUniform3f(_glUniform3f f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { f(location, v0, v1, v2); } static void glUniform4f(_glUniform4f f, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { f(location, v0, v1, v2, v3); } static void glUseProgram(_glUseProgram f, GLuint program) { f(program); } // offset is defined as an uintptr_t to omit Cgo pointer checks. static void glVertexAttribPointer(_glVertexAttribPointer f, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t offset) { f(index, size, type, normalized, stride, (const void *)offset); } static void glViewport(_glViewport f, GLint x, GLint y, GLsizei width, GLsizei height) { f(x, y, width, height); } static void glBindBufferBase(_glBindBufferBase f, GLenum target, GLuint index, GLuint buffer) { f(target, index, buffer); } static void glUniformBlockBinding(_glUniformBlockBinding f, GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { f(program, uniformBlockIndex, uniformBlockBinding); } static GLuint glGetUniformBlockIndex(_glGetUniformBlockIndex f, GLuint program, const GLchar *uniformBlockName) { return f(program, uniformBlockName); } static void glInvalidateFramebuffer(_glInvalidateFramebuffer f, GLenum target, GLenum attachment) { // Framebuffer invalidation is just a hint and can safely be ignored. if (f != NULL) { f(target, 1, &attachment); } } static void glBeginQuery(_glBeginQuery f, GLenum target, GLenum attachment) { f(target, attachment); } static void glDeleteQueries(_glDeleteQueries f, GLsizei n, const GLuint *ids) { f(n, ids); } static void glDeleteVertexArrays(_glDeleteVertexArrays f, GLsizei n, const GLuint *ids) { f(n, ids); } static void glEndQuery(_glEndQuery f, GLenum target) { f(target); } static const GLubyte* glGetStringi(_glGetStringi f, GLenum name, GLuint index) { return f(name, index); } static void glGenQueries(_glGenQueries f, GLsizei n, GLuint *ids) { f(n, ids); } static void glGenVertexArrays(_glGenVertexArrays f, GLsizei n, GLuint *ids) { f(n, ids); } static void glGetProgramBinary(_glGetProgramBinary f, GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary) { f(program, bufsize, length, binaryFormat, binary); } static void glGetQueryObjectuiv(_glGetQueryObjectuiv f, GLuint id, GLenum pname, GLuint *params) { f(id, pname, params); } static void glMemoryBarrier(_glMemoryBarrier f, GLbitfield barriers) { f(barriers); } static void glDispatchCompute(_glDispatchCompute f, GLuint x, GLuint y, GLuint z) { f(x, y, z); } static void *glMapBufferRange(_glMapBufferRange f, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { return f(target, offset, length, access); } static GLboolean glUnmapBuffer(_glUnmapBuffer f, GLenum target) { return f(target); } static void glBindImageTexture(_glBindImageTexture f, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) { f(unit, texture, level, layered, layer, access, format); } static void glTexStorage2D(_glTexStorage2D f, GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height) { f(target, levels, internalFormat, width, height); } static void glBlitFramebuffer(_glBlitFramebuffer f, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { f(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } */ import "C" type Context interface{} type Functions struct { // Query caches. uints [100]C.GLuint ints [100]C.GLint floats [100]C.GLfloat glActiveTexture C._glActiveTexture glAttachShader C._glAttachShader glBindAttribLocation C._glBindAttribLocation glBindBuffer C._glBindBuffer glBindFramebuffer C._glBindFramebuffer glBindRenderbuffer C._glBindRenderbuffer glBindTexture C._glBindTexture glBlendEquation C._glBlendEquation glBlendFuncSeparate C._glBlendFuncSeparate glBufferData C._glBufferData glBufferSubData C._glBufferSubData glCheckFramebufferStatus C._glCheckFramebufferStatus glClear C._glClear glClearColor C._glClearColor glClearDepthf C._glClearDepthf glCompileShader C._glCompileShader glCopyTexSubImage2D C._glCopyTexSubImage2D glCreateProgram C._glCreateProgram glCreateShader C._glCreateShader glDeleteBuffers C._glDeleteBuffers glDeleteFramebuffers C._glDeleteFramebuffers glDeleteProgram C._glDeleteProgram glDeleteRenderbuffers C._glDeleteRenderbuffers glDeleteShader C._glDeleteShader glDeleteTextures C._glDeleteTextures glDepthFunc C._glDepthFunc glDepthMask C._glDepthMask glDisable C._glDisable glDisableVertexAttribArray C._glDisableVertexAttribArray glDrawArrays C._glDrawArrays glDrawElements C._glDrawElements glEnable C._glEnable glEnableVertexAttribArray C._glEnableVertexAttribArray glFinish C._glFinish glFlush C._glFlush glFramebufferRenderbuffer C._glFramebufferRenderbuffer glFramebufferTexture2D C._glFramebufferTexture2D glGenBuffers C._glGenBuffers glGenerateMipmap C._glGenerateMipmap glGenFramebuffers C._glGenFramebuffers glGenRenderbuffers C._glGenRenderbuffers glGenTextures C._glGenTextures glGetError C._glGetError glGetFramebufferAttachmentParameteriv C._glGetFramebufferAttachmentParameteriv glGetFloatv C._glGetFloatv glGetIntegerv C._glGetIntegerv glGetIntegeri_v C._glGetIntegeri_v glGetProgramiv C._glGetProgramiv glGetProgramInfoLog C._glGetProgramInfoLog glGetRenderbufferParameteriv C._glGetRenderbufferParameteriv glGetShaderiv C._glGetShaderiv glGetShaderInfoLog C._glGetShaderInfoLog glGetString C._glGetString glGetUniformLocation C._glGetUniformLocation glGetVertexAttribiv C._glGetVertexAttribiv glGetVertexAttribPointerv C._glGetVertexAttribPointerv glIsEnabled C._glIsEnabled glLinkProgram C._glLinkProgram glPixelStorei C._glPixelStorei glReadPixels C._glReadPixels glRenderbufferStorage C._glRenderbufferStorage glScissor C._glScissor glShaderSource C._glShaderSource glTexImage2D C._glTexImage2D glTexParameteri C._glTexParameteri glTexSubImage2D C._glTexSubImage2D glUniform1f C._glUniform1f glUniform1i C._glUniform1i glUniform2f C._glUniform2f glUniform3f C._glUniform3f glUniform4f C._glUniform4f glUseProgram C._glUseProgram glVertexAttribPointer C._glVertexAttribPointer glViewport C._glViewport glBindVertexArray C._glBindVertexArray glBindBufferBase C._glBindBufferBase glGetUniformBlockIndex C._glGetUniformBlockIndex glUniformBlockBinding C._glUniformBlockBinding glInvalidateFramebuffer C._glInvalidateFramebuffer glBeginQuery C._glBeginQuery glDeleteQueries C._glDeleteQueries glDeleteVertexArrays C._glDeleteVertexArrays glEndQuery C._glEndQuery glGenQueries C._glGenQueries glGenVertexArrays C._glGenVertexArrays glGetProgramBinary C._glGetProgramBinary glGetQueryObjectuiv C._glGetQueryObjectuiv glGetStringi C._glGetStringi glDispatchCompute C._glDispatchCompute glMemoryBarrier C._glMemoryBarrier glMapBufferRange C._glMapBufferRange glUnmapBuffer C._glUnmapBuffer glBindImageTexture C._glBindImageTexture glTexStorage2D C._glTexStorage2D glBlitFramebuffer C._glBlitFramebuffer } func NewFunctions(ctx Context, forceES bool) (*Functions, error) { if ctx != nil { panic("non-nil context") } f := new(Functions) err := f.load(forceES) if err != nil { return nil, err } return f, nil } func dlsym(handle unsafe.Pointer, s string) unsafe.Pointer { cs := C.CString(s) defer C.free(unsafe.Pointer(cs)) return C.dlsym(handle, cs) } func dlopen(lib string) unsafe.Pointer { clib := C.CString(lib) defer C.free(unsafe.Pointer(clib)) return C.dlopen(clib, C.RTLD_NOW|C.RTLD_LOCAL) } func (f *Functions) load(forceES bool) error { var ( loadErr error libNames []string handles []unsafe.Pointer ) switch { case runtime.GOOS == "darwin" && !forceES: libNames = []string{"/System/Library/Frameworks/OpenGL.framework/OpenGL"} case runtime.GOOS == "darwin" && forceES: libNames = []string{"libGLESv2.dylib"} case runtime.GOOS == "ios": libNames = []string{"/System/Library/Frameworks/OpenGLES.framework/OpenGLES"} case runtime.GOOS == "android": libNames = []string{"libGLESv2.so", "libGLESv3.so"} default: libNames = []string{"libGLESv2.so.2", "libGLESv2.so.3.0"} } for _, lib := range libNames { if h := dlopen(lib); h != nil { handles = append(handles, h) } } if len(handles) == 0 { return fmt.Errorf("gl: no OpenGL implementation could be loaded (tried %q)", libNames) } load := func(s string) *[0]byte { for _, h := range handles { if f := dlsym(h, s); f != nil { return (*[0]byte)(f) } } return nil } must := func(s string) *[0]byte { ptr := load(s) if ptr == nil { loadErr = fmt.Errorf("gl: failed to load symbol %q", s) } return ptr } // GL ES 2.0 functions. f.glActiveTexture = must("glActiveTexture") f.glAttachShader = must("glAttachShader") f.glBindAttribLocation = must("glBindAttribLocation") f.glBindBuffer = must("glBindBuffer") f.glBindFramebuffer = must("glBindFramebuffer") f.glBindRenderbuffer = must("glBindRenderbuffer") f.glBindTexture = must("glBindTexture") f.glBlendEquation = must("glBlendEquation") f.glBlendFuncSeparate = must("glBlendFuncSeparate") f.glBufferData = must("glBufferData") f.glBufferSubData = must("glBufferSubData") f.glCheckFramebufferStatus = must("glCheckFramebufferStatus") f.glClear = must("glClear") f.glClearColor = must("glClearColor") f.glClearDepthf = must("glClearDepthf") f.glCompileShader = must("glCompileShader") f.glCopyTexSubImage2D = must("glCopyTexSubImage2D") f.glCreateProgram = must("glCreateProgram") f.glCreateShader = must("glCreateShader") f.glDeleteBuffers = must("glDeleteBuffers") f.glDeleteFramebuffers = must("glDeleteFramebuffers") f.glDeleteProgram = must("glDeleteProgram") f.glDeleteRenderbuffers = must("glDeleteRenderbuffers") f.glDeleteShader = must("glDeleteShader") f.glDeleteTextures = must("glDeleteTextures") f.glDepthFunc = must("glDepthFunc") f.glDepthMask = must("glDepthMask") f.glDisable = must("glDisable") f.glDisableVertexAttribArray = must("glDisableVertexAttribArray") f.glDrawArrays = must("glDrawArrays") f.glDrawElements = must("glDrawElements") f.glEnable = must("glEnable") f.glEnableVertexAttribArray = must("glEnableVertexAttribArray") f.glFinish = must("glFinish") f.glFlush = must("glFlush") f.glFramebufferRenderbuffer = must("glFramebufferRenderbuffer") f.glFramebufferTexture2D = must("glFramebufferTexture2D") f.glGenBuffers = must("glGenBuffers") f.glGenerateMipmap = must("glGenerateMipmap") f.glGenFramebuffers = must("glGenFramebuffers") f.glGenRenderbuffers = must("glGenRenderbuffers") f.glGenTextures = must("glGenTextures") f.glGetError = must("glGetError") f.glGetFramebufferAttachmentParameteriv = must("glGetFramebufferAttachmentParameteriv") f.glGetIntegerv = must("glGetIntegerv") f.glGetFloatv = must("glGetFloatv") f.glGetProgramiv = must("glGetProgramiv") f.glGetProgramInfoLog = must("glGetProgramInfoLog") f.glGetRenderbufferParameteriv = must("glGetRenderbufferParameteriv") f.glGetShaderiv = must("glGetShaderiv") f.glGetShaderInfoLog = must("glGetShaderInfoLog") f.glGetString = must("glGetString") f.glGetUniformLocation = must("glGetUniformLocation") f.glGetVertexAttribiv = must("glGetVertexAttribiv") f.glGetVertexAttribPointerv = must("glGetVertexAttribPointerv") f.glIsEnabled = must("glIsEnabled") f.glLinkProgram = must("glLinkProgram") f.glPixelStorei = must("glPixelStorei") f.glReadPixels = must("glReadPixels") f.glRenderbufferStorage = must("glRenderbufferStorage") f.glScissor = must("glScissor") f.glShaderSource = must("glShaderSource") f.glTexImage2D = must("glTexImage2D") f.glTexParameteri = must("glTexParameteri") f.glTexSubImage2D = must("glTexSubImage2D") f.glUniform1f = must("glUniform1f") f.glUniform1i = must("glUniform1i") f.glUniform2f = must("glUniform2f") f.glUniform3f = must("glUniform3f") f.glUniform4f = must("glUniform4f") f.glUseProgram = must("glUseProgram") f.glVertexAttribPointer = must("glVertexAttribPointer") f.glViewport = must("glViewport") // Extensions and GL ES 3 functions. f.glBindBufferBase = load("glBindBufferBase") f.glBindVertexArray = load("glBindVertexArray") f.glGetIntegeri_v = load("glGetIntegeri_v") f.glGetUniformBlockIndex = load("glGetUniformBlockIndex") f.glUniformBlockBinding = load("glUniformBlockBinding") f.glInvalidateFramebuffer = load("glInvalidateFramebuffer") f.glGetStringi = load("glGetStringi") // Fall back to EXT_invalidate_framebuffer if available. if f.glInvalidateFramebuffer == nil { f.glInvalidateFramebuffer = load("glDiscardFramebufferEXT") } f.glBeginQuery = load("glBeginQuery") if f.glBeginQuery == nil { f.glBeginQuery = load("glBeginQueryEXT") } f.glDeleteQueries = load("glDeleteQueries") if f.glDeleteQueries == nil { f.glDeleteQueries = load("glDeleteQueriesEXT") } f.glEndQuery = load("glEndQuery") if f.glEndQuery == nil { f.glEndQuery = load("glEndQueryEXT") } f.glGenQueries = load("glGenQueries") if f.glGenQueries == nil { f.glGenQueries = load("glGenQueriesEXT") } f.glGetQueryObjectuiv = load("glGetQueryObjectuiv") if f.glGetQueryObjectuiv == nil { f.glGetQueryObjectuiv = load("glGetQueryObjectuivEXT") } f.glDeleteVertexArrays = load("glDeleteVertexArrays") f.glGenVertexArrays = load("glGenVertexArrays") f.glMemoryBarrier = load("glMemoryBarrier") f.glDispatchCompute = load("glDispatchCompute") f.glMapBufferRange = load("glMapBufferRange") f.glUnmapBuffer = load("glUnmapBuffer") f.glBindImageTexture = load("glBindImageTexture") f.glTexStorage2D = load("glTexStorage2D") f.glBlitFramebuffer = load("glBlitFramebuffer") f.glGetProgramBinary = load("glGetProgramBinary") return loadErr } func (f *Functions) ActiveTexture(texture Enum) { C.glActiveTexture(f.glActiveTexture, C.GLenum(texture)) } func (f *Functions) AttachShader(p Program, s Shader) { C.glAttachShader(f.glAttachShader, C.GLuint(p.V), C.GLuint(s.V)) } func (f *Functions) BeginQuery(target Enum, query Query) { C.glBeginQuery(f.glBeginQuery, C.GLenum(target), C.GLenum(query.V)) } func (f *Functions) BindAttribLocation(p Program, a Attrib, name string) { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) C.glBindAttribLocation(f.glBindAttribLocation, C.GLuint(p.V), C.GLuint(a), cname) } func (f *Functions) BindBufferBase(target Enum, index int, b Buffer) { C.glBindBufferBase(f.glBindBufferBase, C.GLenum(target), C.GLuint(index), C.GLuint(b.V)) } func (f *Functions) BindBuffer(target Enum, b Buffer) { C.glBindBuffer(f.glBindBuffer, C.GLenum(target), C.GLuint(b.V)) } func (f *Functions) BindFramebuffer(target Enum, fb Framebuffer) { C.glBindFramebuffer(f.glBindFramebuffer, C.GLenum(target), C.GLuint(fb.V)) } func (f *Functions) BindRenderbuffer(target Enum, fb Renderbuffer) { C.glBindRenderbuffer(f.glBindRenderbuffer, C.GLenum(target), C.GLuint(fb.V)) } func (f *Functions) BindImageTexture(unit int, t Texture, level int, layered bool, layer int, access, format Enum) { l := C.GLboolean(FALSE) if layered { l = TRUE } C.glBindImageTexture(f.glBindImageTexture, C.GLuint(unit), C.GLuint(t.V), C.GLint(level), l, C.GLint(layer), C.GLenum(access), C.GLenum(format)) } func (f *Functions) BindTexture(target Enum, t Texture) { C.glBindTexture(f.glBindTexture, C.GLenum(target), C.GLuint(t.V)) } func (f *Functions) BindVertexArray(a VertexArray) { C.glBindVertexArray(f.glBindVertexArray, C.GLuint(a.V)) } func (f *Functions) BlendEquation(mode Enum) { C.glBlendEquation(f.glBlendEquation, C.GLenum(mode)) } func (f *Functions) BlendFuncSeparate(srcRGB, dstRGB, srcA, dstA Enum) { C.glBlendFuncSeparate(f.glBlendFuncSeparate, C.GLenum(srcRGB), C.GLenum(dstRGB), C.GLenum(srcA), C.GLenum(dstA)) } func (f *Functions) BlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1 int, mask Enum, filter Enum) { C.glBlitFramebuffer(f.glBlitFramebuffer, C.GLint(sx0), C.GLint(sy0), C.GLint(sx1), C.GLint(sy1), C.GLint(dx0), C.GLint(dy0), C.GLint(dx1), C.GLint(dy1), C.GLenum(mask), C.GLenum(filter), ) } func (f *Functions) BufferData(target Enum, size int, usage Enum, data []byte) { var p unsafe.Pointer if len(data) > 0 { p = unsafe.Pointer(&data[0]) } C.glBufferData(f.glBufferData, C.GLenum(target), C.GLsizeiptr(size), p, C.GLenum(usage)) } func (f *Functions) BufferSubData(target Enum, offset int, src []byte) { var p unsafe.Pointer if len(src) > 0 { p = unsafe.Pointer(&src[0]) } C.glBufferSubData(f.glBufferSubData, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(len(src)), p) } func (f *Functions) CheckFramebufferStatus(target Enum) Enum { return Enum(C.glCheckFramebufferStatus(f.glCheckFramebufferStatus, C.GLenum(target))) } func (f *Functions) Clear(mask Enum) { C.glClear(f.glClear, C.GLbitfield(mask)) } func (f *Functions) ClearColor(red float32, green float32, blue float32, alpha float32) { C.glClearColor(f.glClearColor, C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha)) } func (f *Functions) ClearDepthf(d float32) { C.glClearDepthf(f.glClearDepthf, C.GLfloat(d)) } func (f *Functions) CompileShader(s Shader) { C.glCompileShader(f.glCompileShader, C.GLuint(s.V)) } func (f *Functions) CopyTexSubImage2D(target Enum, level, xoffset, yoffset, x, y, width, height int) { C.glCopyTexSubImage2D(f.glCopyTexSubImage2D, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) } func (f *Functions) CreateBuffer() Buffer { C.glGenBuffers(f.glGenBuffers, 1, &f.uints[0]) return Buffer{uint(f.uints[0])} } func (f *Functions) CreateFramebuffer() Framebuffer { C.glGenFramebuffers(f.glGenFramebuffers, 1, &f.uints[0]) return Framebuffer{uint(f.uints[0])} } func (f *Functions) CreateProgram() Program { return Program{uint(C.glCreateProgram(f.glCreateProgram))} } func (f *Functions) CreateQuery() Query { C.glGenQueries(f.glGenQueries, 1, &f.uints[0]) return Query{uint(f.uints[0])} } func (f *Functions) CreateRenderbuffer() Renderbuffer { C.glGenRenderbuffers(f.glGenRenderbuffers, 1, &f.uints[0]) return Renderbuffer{uint(f.uints[0])} } func (f *Functions) CreateShader(ty Enum) Shader { return Shader{uint(C.glCreateShader(f.glCreateShader, C.GLenum(ty)))} } func (f *Functions) CreateTexture() Texture { C.glGenTextures(f.glGenTextures, 1, &f.uints[0]) return Texture{uint(f.uints[0])} } func (f *Functions) CreateVertexArray() VertexArray { C.glGenVertexArrays(f.glGenVertexArrays, 1, &f.uints[0]) return VertexArray{uint(f.uints[0])} } func (f *Functions) DeleteBuffer(v Buffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteBuffers(f.glDeleteBuffers, 1, &f.uints[0]) } func (f *Functions) DeleteFramebuffer(v Framebuffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteFramebuffers(f.glDeleteFramebuffers, 1, &f.uints[0]) } func (f *Functions) DeleteProgram(p Program) { C.glDeleteProgram(f.glDeleteProgram, C.GLuint(p.V)) } func (f *Functions) DeleteQuery(query Query) { f.uints[0] = C.GLuint(query.V) C.glDeleteQueries(f.glDeleteQueries, 1, &f.uints[0]) } func (f *Functions) DeleteVertexArray(array VertexArray) { f.uints[0] = C.GLuint(array.V) C.glDeleteVertexArrays(f.glDeleteVertexArrays, 1, &f.uints[0]) } func (f *Functions) DeleteRenderbuffer(v Renderbuffer) { f.uints[0] = C.GLuint(v.V) C.glDeleteRenderbuffers(f.glDeleteRenderbuffers, 1, &f.uints[0]) } func (f *Functions) DeleteShader(s Shader) { C.glDeleteShader(f.glDeleteShader, C.GLuint(s.V)) } func (f *Functions) DeleteTexture(v Texture) { f.uints[0] = C.GLuint(v.V) C.glDeleteTextures(f.glDeleteTextures, 1, &f.uints[0]) } func (f *Functions) DepthFunc(v Enum) { C.glDepthFunc(f.glDepthFunc, C.GLenum(v)) } func (f *Functions) DepthMask(mask bool) { m := C.GLboolean(FALSE) if mask { m = C.GLboolean(TRUE) } C.glDepthMask(f.glDepthMask, m) } func (f *Functions) DisableVertexAttribArray(a Attrib) { C.glDisableVertexAttribArray(f.glDisableVertexAttribArray, C.GLuint(a)) } func (f *Functions) Disable(cap Enum) { C.glDisable(f.glDisable, C.GLenum(cap)) } func (f *Functions) DrawArrays(mode Enum, first int, count int) { C.glDrawArrays(f.glDrawArrays, C.GLenum(mode), C.GLint(first), C.GLsizei(count)) } func (f *Functions) DrawElements(mode Enum, count int, ty Enum, offset int) { C.glDrawElements(f.glDrawElements, C.GLenum(mode), C.GLsizei(count), C.GLenum(ty), C.uintptr_t(offset)) } func (f *Functions) DispatchCompute(x, y, z int) { C.glDispatchCompute(f.glDispatchCompute, C.GLuint(x), C.GLuint(y), C.GLuint(z)) } func (f *Functions) Enable(cap Enum) { C.glEnable(f.glEnable, C.GLenum(cap)) } func (f *Functions) EndQuery(target Enum) { C.glEndQuery(f.glEndQuery, C.GLenum(target)) } func (f *Functions) EnableVertexAttribArray(a Attrib) { C.glEnableVertexAttribArray(f.glEnableVertexAttribArray, C.GLuint(a)) } func (f *Functions) Finish() { C.glFinish(f.glFinish) } func (f *Functions) Flush() { C.glFlush(f.glFinish) } func (f *Functions) FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer) { C.glFramebufferRenderbuffer(f.glFramebufferRenderbuffer, C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer.V)) } func (f *Functions) FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int) { C.glFramebufferTexture2D(f.glFramebufferTexture2D, C.GLenum(target), C.GLenum(attachment), C.GLenum(texTarget), C.GLuint(t.V), C.GLint(level)) } func (f *Functions) GenerateMipmap(target Enum) { C.glGenerateMipmap(f.glGenerateMipmap, C.GLenum(target)) } func (c *Functions) GetBinding(pname Enum) Object { return Object{uint(c.GetInteger(pname))} } func (c *Functions) GetBindingi(pname Enum, idx int) Object { return Object{uint(c.GetIntegeri(pname, idx))} } func (f *Functions) GetError() Enum { return Enum(C.glGetError(f.glGetError)) } func (f *Functions) GetRenderbufferParameteri(target, pname Enum) int { C.glGetRenderbufferParameteriv(f.glGetRenderbufferParameteriv, C.GLenum(target), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetFramebufferAttachmentParameteri(target, attachment, pname Enum) int { C.glGetFramebufferAttachmentParameteriv(f.glGetFramebufferAttachmentParameteriv, C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetFloat4(pname Enum) [4]float32 { C.glGetFloatv(f.glGetFloatv, C.GLenum(pname), &f.floats[0]) var r [4]float32 for i := range r { r[i] = float32(f.floats[i]) } return r } func (f *Functions) GetFloat(pname Enum) float32 { C.glGetFloatv(f.glGetFloatv, C.GLenum(pname), &f.floats[0]) return float32(f.floats[0]) } func (f *Functions) GetInteger4(pname Enum) [4]int { C.glGetIntegerv(f.glGetIntegerv, C.GLenum(pname), &f.ints[0]) var r [4]int for i := range r { r[i] = int(f.ints[i]) } return r } func (f *Functions) GetInteger(pname Enum) int { C.glGetIntegerv(f.glGetIntegerv, C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetIntegeri(pname Enum, idx int) int { C.glGetIntegeri_v(f.glGetIntegeri_v, C.GLenum(pname), C.GLuint(idx), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetProgrami(p Program, pname Enum) int { C.glGetProgramiv(f.glGetProgramiv, C.GLuint(p.V), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetProgramBinary(p Program) []byte { sz := f.GetProgrami(p, PROGRAM_BINARY_LENGTH) if sz == 0 { return nil } buf := make([]byte, sz) var format C.GLenum C.glGetProgramBinary(f.glGetProgramBinary, C.GLuint(p.V), C.GLsizei(sz), nil, &format, unsafe.Pointer(&buf[0])) return buf } func (f *Functions) GetProgramInfoLog(p Program) string { n := f.GetProgrami(p, INFO_LOG_LENGTH) buf := make([]byte, n) C.glGetProgramInfoLog(f.glGetProgramInfoLog, C.GLuint(p.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0]))) return string(buf) } func (f *Functions) GetQueryObjectuiv(query Query, pname Enum) uint { C.glGetQueryObjectuiv(f.glGetQueryObjectuiv, C.GLuint(query.V), C.GLenum(pname), &f.uints[0]) return uint(f.uints[0]) } func (f *Functions) GetShaderi(s Shader, pname Enum) int { C.glGetShaderiv(f.glGetShaderiv, C.GLuint(s.V), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetShaderInfoLog(s Shader) string { n := f.GetShaderi(s, INFO_LOG_LENGTH) buf := make([]byte, n) C.glGetShaderInfoLog(f.glGetShaderInfoLog, C.GLuint(s.V), C.GLsizei(len(buf)), nil, (*C.GLchar)(unsafe.Pointer(&buf[0]))) return string(buf) } func (f *Functions) getStringi(pname Enum, index int) string { str := C.glGetStringi(f.glGetStringi, C.GLenum(pname), C.GLuint(index)) if str == nil { return "" } return C.GoString((*C.char)(unsafe.Pointer(str))) } func (f *Functions) GetString(pname Enum) string { switch { case runtime.GOOS == "darwin" && pname == EXTENSIONS: // macOS OpenGL 3 core profile doesn't support glGetString(GL_EXTENSIONS). // Use glGetStringi(GL_EXTENSIONS, ). var exts []string nexts := f.GetInteger(NUM_EXTENSIONS) for i := 0; i < nexts; i++ { ext := f.getStringi(EXTENSIONS, i) exts = append(exts, ext) } return strings.Join(exts, " ") default: str := C.glGetString(f.glGetString, C.GLenum(pname)) return C.GoString((*C.char)(unsafe.Pointer(str))) } } func (f *Functions) GetUniformBlockIndex(p Program, name string) uint { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return uint(C.glGetUniformBlockIndex(f.glGetUniformBlockIndex, C.GLuint(p.V), cname)) } func (f *Functions) GetUniformLocation(p Program, name string) Uniform { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) return Uniform{int(C.glGetUniformLocation(f.glGetUniformLocation, C.GLuint(p.V), cname))} } func (f *Functions) GetVertexAttrib(index int, pname Enum) int { C.glGetVertexAttribiv(f.glGetVertexAttribiv, C.GLuint(index), C.GLenum(pname), &f.ints[0]) return int(f.ints[0]) } func (f *Functions) GetVertexAttribBinding(index int, pname Enum) Object { return Object{uint(f.GetVertexAttrib(index, pname))} } func (f *Functions) GetVertexAttribPointer(index int, pname Enum) uintptr { ptr := C.glGetVertexAttribPointerv(f.glGetVertexAttribPointerv, C.GLuint(index), C.GLenum(pname)) return uintptr(ptr) } func (f *Functions) InvalidateFramebuffer(target, attachment Enum) { C.glInvalidateFramebuffer(f.glInvalidateFramebuffer, C.GLenum(target), C.GLenum(attachment)) } func (f *Functions) IsEnabled(cap Enum) bool { return C.glIsEnabled(f.glIsEnabled, C.GLenum(cap)) == TRUE } func (f *Functions) LinkProgram(p Program) { C.glLinkProgram(f.glLinkProgram, C.GLuint(p.V)) } func (f *Functions) PixelStorei(pname Enum, param int) { C.glPixelStorei(f.glPixelStorei, C.GLenum(pname), C.GLint(param)) } func (f *Functions) MemoryBarrier(barriers Enum) { C.glMemoryBarrier(f.glMemoryBarrier, C.GLbitfield(barriers)) } func (f *Functions) MapBufferRange(target Enum, offset, length int, access Enum) []byte { p := C.glMapBufferRange(f.glMapBufferRange, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(length), C.GLbitfield(access)) if p == nil { return nil } return (*[1 << 30]byte)(p)[:length:length] } func (f *Functions) Scissor(x, y, width, height int32) { C.glScissor(f.glScissor, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) } func (f *Functions) ReadPixels(x, y, width, height int, format, ty Enum, data []byte) { var p unsafe.Pointer if len(data) > 0 { p = unsafe.Pointer(&data[0]) } C.glReadPixels(f.glReadPixels, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(ty), p) } func (f *Functions) RenderbufferStorage(target, internalformat Enum, width, height int) { C.glRenderbufferStorage(f.glRenderbufferStorage, C.GLenum(target), C.GLenum(internalformat), C.GLsizei(width), C.GLsizei(height)) } func (f *Functions) ShaderSource(s Shader, src string) { csrc := C.CString(src) defer C.free(unsafe.Pointer(csrc)) strlen := C.GLint(len(src)) C.glShaderSource(f.glShaderSource, C.GLuint(s.V), 1, &csrc, &strlen) } func (f *Functions) TexImage2D(target Enum, level int, internalFormat Enum, width int, height int, format Enum, ty Enum) { C.glTexImage2D(f.glTexImage2D, C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), 0, C.GLenum(format), C.GLenum(ty), nil) } func (f *Functions) TexStorage2D(target Enum, levels int, internalFormat Enum, width, height int) { C.glTexStorage2D(f.glTexStorage2D, C.GLenum(target), C.GLsizei(levels), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height)) } func (f *Functions) TexSubImage2D(target Enum, level int, x int, y int, width int, height int, format Enum, ty Enum, data []byte) { var p unsafe.Pointer if len(data) > 0 { p = unsafe.Pointer(&data[0]) } C.glTexSubImage2D(f.glTexSubImage2D, C.GLenum(target), C.GLint(level), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(ty), p) } func (f *Functions) TexParameteri(target, pname Enum, param int) { C.glTexParameteri(f.glTexParameteri, C.GLenum(target), C.GLenum(pname), C.GLint(param)) } func (f *Functions) UniformBlockBinding(p Program, uniformBlockIndex uint, uniformBlockBinding uint) { C.glUniformBlockBinding(f.glUniformBlockBinding, C.GLuint(p.V), C.GLuint(uniformBlockIndex), C.GLuint(uniformBlockBinding)) } func (f *Functions) Uniform1f(dst Uniform, v float32) { C.glUniform1f(f.glUniform1f, C.GLint(dst.V), C.GLfloat(v)) } func (f *Functions) Uniform1i(dst Uniform, v int) { C.glUniform1i(f.glUniform1i, C.GLint(dst.V), C.GLint(v)) } func (f *Functions) Uniform2f(dst Uniform, v0 float32, v1 float32) { C.glUniform2f(f.glUniform2f, C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1)) } func (f *Functions) Uniform3f(dst Uniform, v0 float32, v1 float32, v2 float32) { C.glUniform3f(f.glUniform3f, C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2)) } func (f *Functions) Uniform4f(dst Uniform, v0 float32, v1 float32, v2 float32, v3 float32) { C.glUniform4f(f.glUniform4f, C.GLint(dst.V), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3)) } func (f *Functions) UseProgram(p Program) { C.glUseProgram(f.glUseProgram, C.GLuint(p.V)) } func (f *Functions) UnmapBuffer(target Enum) bool { r := C.glUnmapBuffer(f.glUnmapBuffer, C.GLenum(target)) return r == TRUE } func (f *Functions) VertexAttribPointer(dst Attrib, size int, ty Enum, normalized bool, stride int, offset int) { var n C.GLboolean = FALSE if normalized { n = TRUE } C.glVertexAttribPointer(f.glVertexAttribPointer, C.GLuint(dst), C.GLint(size), C.GLenum(ty), n, C.GLsizei(stride), C.uintptr_t(offset)) } func (f *Functions) Viewport(x int, y int, width int, height int) { C.glViewport(f.glViewport, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height)) }