// 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 interface{} 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 interface{}) { runtime.KeepAlive(v) }